Using the push model for inputs is much more efficient than pulling
inputs - the hardware can simply copy a large chunk into URB registers
at thread creation time, rather than having the thread send messages to
request data from the L3 cache. Unfortunately, it's possible to have
more TES inputs than fit in registers, so we have to fall back to the
pull model in some cases.
However, it turns out that most tessellation evaluation shaders are
fairly simple, and don't use many inputs. An arbitrary cut-off of
32 vec4 slots (16 registers) is more than sufficient to ensure that
100% of TES inputs are pushed for Shadow of Mordor, Unigine Heaven,
GPUTest/TessMark, and SynMark.
Note that unlike most SIMD8 stages, this actually reads packed vec4
data, since that is what our vec4 TCS programs write.
Improves performance in GPUTest's tessmark_x64 microbenchmark
by 93.4426% +/- 5.35541% (n = 25) on my Lenovo X250 at 1024x768.
Improves performance in Synmark's Gl40TerrainFlyTess microbenchmark
by 22.74% +/- 0.309394% (n = 5).
Improves performance in Shadow of Mordor at low settings with
tessellation enabled at 1280x720 by 2.12197% +/- 0.478553% (n = 4).
shader-db statistics for files containing tessellation shaders:
total instructions in shared programs: 184358 -> 181181 (-1.72%)
instructions in affected programs: 27971 -> 24794 (-11.36%)
helped: 226
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
We need a MOV to replicate g0.0<0,1,0> to all 8 channels. Since the
message payload is a single register, MOV seemed more sensible than
LOAD_PAYLOAD. However, MOV cannot be CSE'd, while LOAD_PAYLOAD can.
All input loads can use the same header - we don't need to re-expand
g0 every time. CSE accomplishes this, saving instructions.
shader-db statistics for files containing tessellation shaders:
total instructions in shared programs: 186923 -> 184358 (-1.37%)
instructions in affected programs: 30536 -> 27971 (-8.40%)
helped: 226
HURT: 0
total cycles in shared programs: 1009850 -> 1005356 (-0.45%)
cycles in affected programs: 168206 -> 163712 (-2.67%)
helped: 226
HURT: 0
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
While most align16 instructions only support a SubRegNum of 0 or 4
(using swizzling to control the other channels), 3-src instructions
actually support arbitrary SubRegNums. When the RepCtrl bit is set,
we believe it ignores the swizzle and uses the equivalent of a <0,1,0>
region from the subnr.
In the past, we adopted a vec4-centric approach of specifying subnr of
0 or 4 and a swizzle, then having brw_eu_emit.c convert that to a proper
SubRegNum. This isn't a great fit for the scalar backend, where we
don't set swizzles at all, and happily set subnrs in the range [0, 7].
This patch changes brw_eu_emit.c to use subnr and swizzle directly,
relying on the higher levels to set them sensibly.
This should fix problems where scalar sources get copy propagated into
3-src instructions in the FS backend. I've only observed this with
TES push model inputs, but I suppose it could happen in other cases.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Diagnostics sent during code generation and the every error message reported
by LLVMTargetMachineEmitToMemoryBuffer are disjoint reporting mechanisms. We
take care of both and also send an explicit message indicating failure at the
end, so that log parsers can more easily tell the boundary between shader
compiles.
Removed an fprintf that could never be triggered.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This will allow us to send shader debug info via the context's debug callback.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com> (v1)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The output via stderr is very helpful for ad-hoc debugging tasks, so that remains
unchanged, but having the information available via debug messages as well
will allow the use of parallel shader-db runs.
Shader stats are always provided (if the context is a debug context, that is),
but you still have to enable the appropriate R600_DEBUG flags to get
disassembly (since it is rather spammy and is only generated by LLVM when we
explicitly ask for it).
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This will allow us to send shader debug info.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com> (v1)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The fixed alignment of u_upload_mgr will go away.
This is the first step.
The motivation is that one u_upload_mgr can have multiple users,
each allocating from the same buffer, but requiring a different alignment.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The function only aligned the size, but not the offset.
The offset was aligned only when the previous suballocation was aligned.
That yielded the correct offset alignment if the alignment was constant
for all suballocations.
Instead, directly align the offset, but allow an unaligned size.
There is no change in behavior, because the alignment is constant
at the moment.
This a prerequisite for allowing a variable alignment for suballocations.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Spotted by luck. The GLSL uniform storage is only associated once
in LinkShader and can't be reallocated afterwards, because that would
break the association.
v2: don't remove st_upload_constants calls, clarify why they're needed
Cc: 11.0 11.1 <mesa-stable@lists.freedesktop.org>
First off, we can't flush in the middle of a command. Secondly
requesting the extra push space might cause a flush to happen. If that
flush happens, we'd have to do the PUSH_REFN again. So instead do
PUSH_REFN after the push space request. This helps avoid rare crashes
with supertuxkart in libdrm due to assertion failures.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
While playing with fp64, I disable varying packing to debug
something else, and noticed we never emitted half the output
movs for double matrix arrays.
We should be moving the left index two slots for dual
source doubles, and the right index two slots for non-vs
input doubles.
Signed-off-by: Dave Airlie <airlied@redhat.com>
vertex inputs are counted differently in some cases, with
vertex inputs we need to make sure we don't double count them.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Otherwise we end up emitting the wrong index for the second
double.
This fixes dmat-vs-gs-tcs-tes.shader_test and dvec3-vs-gs-tcs-tes.shader_test
Signed-off-by: Dave Airlie <airlied@redhat.com>
It's important for the double instruction emission code that
the writemasks are correct going in for double so it know
which channels to replicate.
This fixes it for the array and matrix cases.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This code takes into account double inputs in the array
shrinking code. This fixes some issues with doubles
and geom/tess inputs.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This handles the case where a double output is stored
in an array, and tracks it for use in the double
instruction emit code.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This is just a precursor patch to a fix for doubles with
tessellation that I've written.
We need to descend into output arrays in that case and
mark dst's as double.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Quads need to respect winding order, too - not just triangles.
Fixes rendering in GFXBench 4.0's tessellation benchmark.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
varying_matches::record tries to compute the number of components in
each varying, which varying_matches::assign_locations uses to assign
locations. With varying packing, it uses glsl_type::component_slots()
to come up with a reasonable value.
Without varying packing, it fell back to an open-coded computation
that didn't bother to handle structs at all. I believe we can simply
use 4 * glsl_type::count_attribute_slots(false), which already handles
these cases correctly.
Partially fixes rendering in GFXBench 4.0's tessellation benchmark.
(NVE0 is almost right after this, but i965 is still mostly garbage.)
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Unigine Heaven 4.0 and Valley 1.0 use dual color blending but don't
specify which fragment shader output is which, so there's at best a
50/50 chance of us guessing it correctly. This is invalid.
Unigine fixed this in 4.1 and 1.1 versions over a year and a half ago,
but hasn't actually released them for whatever reason. So, add the
workaround back so that it works for most people.
Fixes Heaven 4.0/Valley 1.0 rendering on Ivybridge. For whatever
reason, Broadwell worked. 4.1 and 1.1 have always worked.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92233
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Cc: mesa-stable@lists.freedesktop.org
Hooks up the new system values, passes the drawid in.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This will allow the state tracker to inform the driver where in a
broken-up multidraw we currently are. This can then be passed into the
vertex shader.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This allows the state tracker to know that the various draw parameters
are available in vertex shaders.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
The add might actually have a 0 as an argument, which would convert it
into a mov. Make sure to detect that. Also avoid the hack of putting the
immediate directly into the instruction, instead use a mov to put it
into place and let the later LoadPropagation pass place it if possible.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
The imulExtended tests of the shader bitfield tests of the
OpenGL ES 3.1 CTS, fail on gen8+, when BRW_REGISTER_TYPE_W
is used for SHADER_OPECODE_MULH.
Also, remove unused helper function:
static inline bool type_is_signed(unsigned type)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92595
Signed-off-by: Marta Lofstedt <marta.lofstedt@linux.intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
There used to be more members but they now share other fields
in order to keep memory use low.
Also making the naming more generic will allow us to reuse the
field for explicit byte offsets within blocks for
ARB_enhanced_layouts.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
A hugely common case when using nir_builder is to have a shader with a
single function called main. This adds a helper that gives you just that.
This commit also makes us use it in the NIR control-flow unit tests as well
as tgsi_to_nir and prog_to_nir.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
GL_ARB_shader_draw_parameters added two new system values. This gets us
back to mapping mesa system values to the right TGSI semantics.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Make sure to make conversion unsigned when we're ANDing the high bits
away. Fixes corruption in dolphin.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
If we're doing an indirect draw, prims[i].basevertex is always 0 and the
real base vertex value is in the indirect parameter buffer. We try to
avoid flagging BRW_NEW_VERTICES if prims[i].basevertex doesn't change,
which then breaks down for indirect draws. Thus, if a program uses base
vertex or base instance, and the draw call is indirect, always flag
BRW_NEW_VERTICES. A new piglit test,
spec/ARB_shader_draw_parameters/drawid-indirect-vertexid tests this.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>