Both null def and op result in the same correct encoding, but these
instructions optionally read a sgpr, so it makes more sense to use an operand.
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26163>
Next part don't know whether p_end_with_regs args are loaded from
memory ops or not, need to wait it's done here.
Other memory load needs to be waited too like:
a = load_mem()
b = ...
if (...) {
wait_mem(a)
store_mem(a)
}
p_end_with_regs(b)
"a" still needs to be waited, otherwise next shader part regs may
be overwritten by unfinished memory loads.
Memory stores are waited too. When >=gfx10 and last VGT has no
parameter export, we need to wait all memeory stores done before
pos export (see ac_nir_export_position). So when merged shader
(ES+GS or VS+GS) is partially built, first stage needs to wait
all memory stores done, otherwise second stage don't know if
any memory stores pending before.
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Signe-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24973>
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24693>
Same as the other bpermute pseudo instructions.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24693>
When letting the overlapping waves enter their ordered sections, there must
be no memory accesses to resources which need primitive-ordered access that
are still pending, or there would be a race between the current wave and
the overlapping waves.
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Signed-off-by: Vitaliy Triang3l Kuzmin <triang3l@yandex.ru>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22250>
If the wave has set the Primitive Ordered Pixel Shading packer ID hardware
register, it must send MSG_ORDERED_PS_DONE once before the program ends.
It's also safe to send the message if the packer ID register hasn't been
set yet, therefore the message may be sent conservatively. For simplicity,
to ensure that it's sent on all execution paths after setting the packer ID
register, always sending it from a top-level block. This is required for
GFX9-10.3 POPS.
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Signed-off-by: Vitaliy Triang3l Kuzmin <triang3l@yandex.ru>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22250>
The new ac_hw_stage is going to be used by drivers as well.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23597>
We don't want to rely on any NIR structures in ACO, because
we would like to avoid the need to include nir.h in aco_ir.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22241>
It's just v_fma with fixed DPP8 and builtin s_waitcnt_expcnt, so it can mostly
be handled as a pure VALU instruction.
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21023>
If a shader doesn't export any color targets and instead only exports
mrtz, the discard early exit block should match.
Fixes artifacts on Lara in Rise of the Tomb Raider benchmark and hair in
The Witcher 3 (classic).
https://reviews.llvm.org/D128185
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Fixes: bc8da20dda ("aco: export MRT0 instead of NULL on GFX11")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20345>
Similar to emit_gfx10_wave64_bpermute, but uses the new
v_permlane64_b32 instruction to swap data between wave halves.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20293>
Different sequences are emitted for these, so it makes sense to
have different opcodes too.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20293>
Looking at VOPD things, shifts are not very likely to get dual issued
but plain moves are. Looking at RDNA2 v_lshrrev_b64 are half the perf
of v_mov_b32 (but you need twice as many moves), so on GFX11 this likely
reaches the threshold where moves are faster.
Totals from 68400 (50.70% of 134906) affected shaders:
CodeSize: 275489516 -> 275459536 (-0.01%); split: -0.01%, +0.00%
Instrs: 51775474 -> 51991286 (+0.42%)
Latency: 589884847 -> 589066439 (-0.14%); split: -0.15%, +0.01%
InvThroughput: 127154986 -> 126037619 (-0.88%); split: -0.88%, +0.00%
Copies: 3756157 -> 3976193 (+5.86%)
Branches: 1259604 -> 1260072 (+0.04%)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19633>
We can skip the v_or_b32 or use an instruction smaller than
v_alignbyte_b32.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19933>
fossil-db (gfx1100):
Totals from 52753 (39.07% of 135032) affected shaders:
CodeSize: 153603860 -> 153163384 (-0.29%)
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19933>