We only need 4 byte alignment, not 8 bytes. This isn't a big difference in
practice, but it probably reduces padding in some cases. More importantly, it
corrects our XML to match what the hardware actually does, which is great.
(There is exactly enough room for a 40-bit address with 4 byte alignment.)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21118>
Check the size explicitly, instead of just implicitly in the GenXML pack: it is
the responsibility of the caller to split up larger uploads. While this is
nominally more complicated, agx_usc_uniform is called in the draw hot path
whereas the actual splitting decision can usually be done at compile-time.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21118>
This has a subtle interaction with page-aligned layers. Written while debugging
dEQP-GLES3.functional.texture.filtering.cube.combinations.nearest_nearest_repeat_clamp
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21114>
The mipmapped_z = true case is checked against Metal, the false case is smoke
testing the old behaviour (which is still used for 2D arrays).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21114>
For 3D images, the full miptree depends on the depth of the image, in contrast
to 2D arrays. We need to account for this to calculate the correct layer
strides.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21114>
Builds on the work of !15121. This gets to delete even more code
because many drivers shared a lot of code for i2b and f2b.
No shader-db or fossil-db changes on any Intel platform.
v2: Rebase on 1a35acd8d9.
v3: Update a comment in nir_opcodes_c.py. Suggested by Konstantin.
v4: Another rebase. Remove f2b stuff from Midgard.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20509>
This pass needs to run early (because it depends on early I/O), but it doesn't
actually need the shader key. Why not? If we overestimate the number of render
targets, extra store_output intrinsics will be generated, but they will be
deleted by AGX tilebuffer lowering later.
Note we'll probably want something smarter than this for fragment epilogues in
the future to avoid piles of unnecessary moves.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21065>
All the ifdef __APPLE__ is getting really silly. Let's split off the
macOS UAPI abstraction into its own file, so we can have parallel
implementations.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21058>
In preparation for splitting off the macOS backend implementation into
its own file, pull out the shared BO code from agx_device.c into
agx_bo.c.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21058>
So we're not tied to the macOS or Linux UAPIs and are not translating awkwardly
from one to the other when creating BOs. They're not quite equivalent -- macOS
doesn't include writeback information in this flag field, and Linux doesn't have
a executable flag. (Maybe we should add one, though? Then we can enforce W^X.)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21058>
Lowering buffer textures will interact with multiple of our existing lowerings,
and it's convenient to have it all in one place. This also keeps the pass
ordering dependencies centralized.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21060>
nir_opt_preamble is now aware of the internal uniforms we insert, so it can use
the whole uniform file available to it. This lets us push more (all?) uniform
loads in Dolphin ubershaders to the preamble.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20562>
To comply with The Ekstrand Rule.
AGX has a large number of "uniform registers" available. These may be loaded
with arbitrary ranges of GPU memory by the driver, or they can be written by the
preamble shader. Currently, the compiler runs nir_opt_preamble on the first half
of the uniform file, and then translates NIR sysvals to moves from the second
half of the uniform file, passing back a uniform->sysval map for the GL driver
to respect. This has (at least) two issues:
* Since nir_opt_preamble runs before gathering sysvals, it has to assume the
maximum number of sysvals are pushed, which can prevent it from moving some
computation to the preamble due to running out of partitioned uniform registers.
This is a problem for Dolphin's ubershaders, though it's unclear how much it
matters for Dolphin perf.
* This violates The Ekstrand Rule and apparently will be a problem for our
Vulkan driver. I'm just a compiler+GL girl, so I wouldn't know.
To fix this, we invert the order of operations. At the end of this series, we
instead lower NIR system values to NIR load_preamble instructions in the GL
driver. The compiler just translates directly to uniform registers reads. The
Vulkan driver will need its own version of this code, but maybe it can do
something clever and descriptor set aware.
This means that there will already be some load_preamble instructions when
nir_opt_preamble runs, so I've made minor changes to nir_opt_preamble to handle
that gracefully. This is a bit lazy... The alternative is to introduce a
`load_uniform_agx` intrinsic which `load_preamble` gets lowered to trivially.
But that's another pass over the IR (and due to AGX's shader variant hell I'm
sensitive to backend compile time) and it would be more complicated than what's
implemented here.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Acked-by: Ella Stanforth <ella@iglunix.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20562>
Instead of smashing unconditionally to 1. Not sure if this fixes anything but it
gets rid of an unknown at least. Possibly slightly faster.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20561>
Fixes assertion fails in piglit isinf-and-isnan, which uses a constant infinity,
which has an out-of-bounds mantissa (but the function contract says that's
fine and we just return something undefined.)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20563>
Rely on the common address arithmetic optimizations. We don't need the
special formats for UBO loads anyway, so this is simpler and optimizes
out the ushr.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20558>
It is invalid to use both sample_mask and zs_emit in the same shader. We'll need
to do something similar for sample mask writes.
Fixes Dolphin ubershaders.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20446>
The exact semantics of sample_mask aren't quite clear to me yet, but executing
multiple sample_mask instructions seems to raise a fault :|
Fixes SuperTuxKart's advanced renderer.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20446>
Must be used at the end of a vertex shader that does NOT write any varyings, has
rasterizer discard enabled, and is run only for its side effects.
The encoding looks like st_var, but I don't know what this actually *does*. I
just know that the GPU faults if this is omitted.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20446>
...and therefore it needs to be after a "logical end". This means that
"after_block_logical" will do the right thing for the last block.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20446>
Check the invariant that the widths of vectors in the IR are consistent, by
checking that write registers and read registers match up between the writers
and readers respectively.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20446>
Walk the IR instead. This happens when preprocessing so it doesn't really
matter, but it complicates the nir_variable audit.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20446>
Prior to this change, agx_opt_cse is our most expensive backend pass, due to the
time spent hashing instructions. hash_instr was calling into XXH32 a massive
number of times, often to hash only a single bit. It's much faster to hash
entire blocks of memory at a time. Optimize to do just that.
With this change, agx_opt_cse is now cheaper than instruction selection as
it should be.
No shader-db changes (except CPU time decrease).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20446>
We do need to use undefs instead of zeroes in this internal collect. While this
vector gets copypropped out, it'd cause us to fail compilation if noopt is on.
Fix that.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20446>
This will be used for compute kernels (and transform feedback) in the (near)
future. For now, let's get the opcode plumbed in the backend to reduce some of
the rebase pain.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20446>