Dynamic color/blend state can be NULL in case we're not rendering to
color targets (only output to depth and/or stencil). Initialize
cmd_buffer->cb_state to NULL so we can reliably detect whether it's been
set or not.
lower_phis_to_scalar() pass recurses the instruction dependence graph to
determine if all the sources of a given instruction are scalarizable.
To prevent cycles, it temporary marks the phi instruction before recursing in,
then updates the entry with the resulting value. However, it does not consider
that the entry value may have changed after a recursion pass, hence causing
a use-after-free situation and a crash.
This patch fixes this by reloading the entry corresponding to the 'phi'
after recursing and before updating its value.
The crash can be reproduced ~20% of times with the dEQP test:
dEQP-GLES3.functional.shaders.loops.while_constant_iterations.nested_sequence_fragment
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Now that Jason's LOAD_PAYLOAD improvements have landed, we don't need
this. Passing 1 for the number of header registers already takes care
of setting force_writemask_all on the header copy.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
See the corresponding code in brw_vs_surface_state.c.
v2: const more things (requested by Topi Pohjolainen)
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
We used to store the GS dispatch mode in brw_gs_prog_data while
separately storing the VS dispatch mode in brw_vue_prog_data::simd8.
This patch introduces an enum to represent all possible dispatch modes,
and stores it in brw_vue_prog_data::dispatch_mode, unifying the two.
Based on a suggestion by Matt Turner.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
The documentation makes it pretty clear that we shouldn't use this:
"Under normal conditions SW shall specify DMask, as the GS stage
will provide a Dispatch Mask appropriate to SIMD4x2 or SIMD8 thread
execution (as a function of dispatch mode). E.g., for SIMD4x2
execution, the GS stage will generate a Dispatch Mask that is equal
to what the EU would use as the Vector Mask. For SIMD8 execution
there is no known usage model for use of Vector Mask (as there is
for PS shaders)."
I also managed to find descriptions of DMask and VMask, in the "State
Register" (sr0.2/3) field descriptions:
"Dispatch Mask (DMask). This 32-bit field specifies which channels
are active at Dispatch time."
"Vector Mask (VMask). This 32-bit field contains, for each 4-bit
group, the OR of the corresponding 4-bit group in the dispatch
mask."
SIMD4x2 shaders process one or two vec4 values, with each 4-bit group
corresponding to xyzw channel enables (either all on, or all off).
Thus, DMask = VMask in SIMD4x2 mode. But in SIMD8 mode, 4-bit groups
are meaningless, so it just messes up your values.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
GLSL IR vs. NIR shader-db results for SIMD8 vertex shaders on Broadwell:
total instructions in shared programs: 2742062 -> 2681339 (-2.21%)
instructions in affected programs: 1514770 -> 1454047 (-4.01%)
helped: 5813
HURT: 1120
The gained programs are ARB vertext programs that were previously going
through the vec4 backend. Now that we have prog_to_nir, ARB vertex
programs can go through the scalar backend so they show up as "gained" in
the shader-db results.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Matt Turner <mattst88@gmail.com>
It's incompletete -- it wasn't filling ReferenceType so it was causing
garbagge on the disassembly. Furthermore it seems impossible to get the
jump information through this interface.
The solution for function size problem is to effectively book-keep the
machine code start and end address while JIT'ing.
This supports the three Vulkan border color types for float color
formats. The support for integer formats is a little trickier, as we
don't know the format of the texture at this time.
When calculating the binding table index for non-constant sampler
array indexing it needs to add the base binding table index which is a
constant within the generated code. Often this base is zero so we can
avoid a redundant instruction in that case.
It looks like nothing in shader-db is doing non-constant sampler array
indexing so this patch doesn't make any difference but it might be
worth having anyway.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Acked-by: Ben Widawsky <ben@bwidawsk.net>
Previously when generating the send instruction for a sample
instruction with an indirect sampler it would use the destination
register as a temporary store. This breaks when used in combination
with the opt_sampler_eot optimisation because that forces the
destination to be null. This patch fixes that by avoiding the temp
register altogether.
The reason the temporary register was needed was because it was trying
to ensure the binding table index doesn't overflow a byte by and'ing
it with 0xff. The result is then or'd with samper_index<<8. This patch
instead just and's the whole thing by 0xfff. This will ensure that a
bogus sampler index won't overflow into the rest of the message
descriptor but unlike the previous code it won't ensure that the
binding table index doesn't overflow into the sampler index. It
doesn't seem like that should matter very much though because if the
shader is generating a bogus sampler index then it's going to just get
garbage out either way.
Instead of doing sampler_index<<8|(sampler_index+base_table_index) the
new code avoids one operation by doing
sampler_index*0x101+base_table_index which should be equivalent.
However if we wanted to avoid the multiply for some reason we could do
this by adding an extra or instruction still without needing the
temporary register.
This fixes a number of Piglit tests on Skylake that were using
indirect samplers such as:
spec@arb_gpu_shader5@execution@sampler_array_indexing@fs-simple
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Acked-by: Ben Widawsky <ben@bwidawsk.net>
Tested-by: Anuj Phogat <anuj.phogat@gmail.com>
According to the bspec, you're supposed to emit a PIPE_CONTROL with a CS
stall and a render target flush prior to chainging STATE_BASE_ADDRESS. A
little experimentation, however, shows that this is not enough. It also
appears as if you have to flush the texture cache after chainging base
address or things won't propagate properly.
We were returning the most recently freed BO, without checking if it
was idle yet. This meant that we generally stalled immediately on the
previous frame when generating a new one. Instead, allocate new BOs
when the *oldest* BO is still busy, so that the cache scales with how
much is needed to keep some frames outstanding, as originally
intended.
Note that if you don't have some throttling happening, this means that
you can accidentally run the system out of memory. The kernel is now
applying some throttling on all execs, to hopefully avoid this.
This commit allows for us to create a whole new surface state buffer when
the old one runs out of room. We simply re-emit the state base address for
the new state, re-emit binding tables, and keep going.
Before, we were emitting surface states up-front when binding tables were
updated. Now, we wait to emit the surface states until we emit the binding
table. This makes meta simpler and should make it easier to deal with
swapping out the surface state buffer.
AFAICT, there is no real way to make sure a send message with EOT is properly
ignored from compact, nor can I see a way to actually encode EOT while
compacting. Before the single send optimization we'd always bail because we hit
the is_immediate && !is_compactable_immediate case. However, with single send,
is_immediate is not true, and so we end up trying to compact the un-compactible.
Without this, any compacting single send instruction will hang because the EOT
isn't there. I am not sure how I didn't hit this when I originally enabled the
optimization. I didn't check if some surrounding code changed.
I know Neil and Matt were both looking into this. I did a quick search and
didn't see any patches out there to handle this. Please ignore if this has
already been sent by someone. (Direct me to it and I will review it).
Reported-by: Neil Roberts <neil@linux.intel.com>
Reported-by: Mark Janes <mark.a.janes@intel.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
We need to make sure we use the right index into dynamic offset
array. Dynamic descriptors can be present or not in different stages and
to get the right offset, we need to compute the index at
vkCreateDescriptorSetLayout time.
Pure integer formats cannot be sampled with linear tex / mip filters. In GL
such a setup would make the texture incomplete.
We shouldn't rely on the state tracker though to filter that out, just return
all zeros instead of dying in the lerp.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>