These two consumers were the only ones out of the ~65 calls to
init_simple_shader, so there's a pretty clear consensus on how to allocate
simple shaders. I suspect that actually these would be just fine with
b.shader being the mem_ctx, but that would take a bit more rework.
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7323>
Intel hardware supports 8-bit arithmetic but it's tricky and annoying:
- Byte operations don't actually execute with a byte type. The
execution type for byte operations is actually word. (I don't know
if this has implications for the HW implementation. Probably?)
- Destinations are required to be strided out to at least the
execution type size. This means that B-type operations always have
a stride of at least 2. This means wreaks havoc on the back-end in
multiple ways.
- Thanks to the strided destination, we don't actually save register
space by storing things in bytes. We could, in theory, interleave
two byte values into a single 2B-strided register but that's both a
pain for RA and would lead to piles of false dependencies pre-Gen12
and on Gen12+, we'd need some significant improvements to the SWSB
pass.
- Also thanks to the strided destination, all byte writes are treated
as partial writes by the back-end and we don't know how to copy-prop
them.
- On Gen11, they added a new hardware restriction that byte types
aren't allowed in the 2nd and 3rd sources of instructions. This
means that we have to emit B->W conversions all over to resolve
things. If we emit said conversions in NIR, instead, there's a
chance NIR can get rid of some of them for us.
We can get rid of a lot of this pain by just asking NIR to get rid of
8-bit arithmetic for us. It may lead to a few more conversions in some
cases but having back-end copy-prop actually work is probably a bigger
bonus. There is still a bit we have to handle in the back-end. In
particular, basic MOVs and conversions because 8-bit load/store ops
still require 8-bit types.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7482>
We can't really support these directly on any platform. May as well let
NIR lower them. The NIR lowering is potentially one more instruction
for scan/reduce ops thanks to not being able to do the B->W conversion
as part of SEL_EXEC. For imax/imin exclusive scan, it's yet another
instruction thanks to the extra imax/imin NIR has to insert to deal with
the fact that the first live channel will contain the identity value
which, when signed, will cast wrong. However, it does let us drop some
complexity from our back-end so it's probably worth it.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7482>
As a result of this patch, compiler chooses SIMD32 shaders more
frequently.
Current logic is designed to avoid regressions from enabling SIMD32 at
all cost, even though the cases where regression can happen are probably
for smaller draw calls (far away from the camera and though smaller).
In Intel perf CI this patch improves FPS in:
- gfxbench5 alu2: 21.92% (gen9), 23.7% (gen11)
- synmark OglShMapVsm: 3.26% (gen9), 4.52% (gen11)
- gfxbench5 car chase: 1.34% (gen9), 1.32% (gen11)
No observed regressions there.
In my testing, it also improves FPS in:
- The Talos Principle: 2.9% (gen9)
The other 16 games I tested had very minor changes in performance
(2/3 positive, but not significant enough to list here).
Note: this patch harms synmark OglDrvState (which is not in Intel perf
CI) by ~2.9%, but this benchmark renders multiple scenes from other
workloads (including OglShMapVsm, which is helped in standalone mode)
in tiny rectangles. Rendering so small drastically changes branching
statistics, which favors smaller SIMD modes. I assume this matters
only in micro-benchmarks, as in real workloads more expensive (with
more uniform branching behavior) draw calls dominate.
Signed-off-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Acked-by: Francisco Jerez <currojerez@riseup.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7137>
Signed-off-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7382>
All these instructions replicate the result of a N-component dot-product
to a vec4. Naming them fdot_replicatedN gives the impression that are
some sort of abstract dot-product that replicates the result to a vecN.
They also deviate from fdph_replicated... which nobody would reasonably
consider naming fdot_replicatedh.
Naming these opcodes fdotN_replicated more closely matches what they
are, and it matches the pattern of fdph_replicated.
I believe that the only reason these opcodes were named this way was
because it simplified the implementation of the binop_reduce function in
nir_opcodes.py. I made some fairly simple changes to that function, and
I think the end result is ok.
The bulk of the changes come from the sed rename:
sed --in-place -e 's/fdot_replicated\([234]\)/fdot\1_replicated/g' \
$(grep -r 'fdot_replicated[234]' src/)
v2: Use a named parameter to binop_reduce instead of using
isinstance(name, str). Suggested by Jason.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5725>
For terminate operation, jump the invocation without predicating on
the rest of the quad being disabled -- which is what is done for
demote and discard.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7150>
cs_prog_data->slm_size is basically redundant with
prog_data->total_shared, which is the field that we actually use for
controlling the shared local memory size in all drivers. We were
still using it in one place for VK_EXT_pipeline_executable_properties,
but we should just fix that and delete the field.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7152>
Without this, we end up with indirect sampler messages all the time
because we don't propagate the texture/image BTI. This makes debugging
shaders with imageSize or textureSamples in them a pain.
Shader-db results on Ice Lake:
total instructions in shared programs: 19720612 -> 19720564 (<.01%)
instructions in affected programs: 4998 -> 4950 (-0.96%)
helped: 12
HURT: 0
All affected shaders were compute shaders in Deus Ex: Mankind Divided.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6794>
The current scratch mechanism uses an MRF hack where we reserve a few
GRF registers to treat like the MRF and we collect the data into that
MRF region before doing a scratch write. We also use that region for
the header for scratch reads.
This commit changes things and gets rid of the MRF hack. Instead, we
reserve a single register (which RA is free to pick) for the scratch
header and uses split sends for scratch writes to avoid having to do
the copy. This should provide RA with more freedom in the presence of
spilling as well as avoid some unnecessary data moves. In future, the
new GEN9_SCRATCH_HEADER opcode gives us a place where we can do our own
per-thread scratch base address calculations rather than depending on
the scratch base address that gets pushed into g0. Having an opcode for
this lets us do it once at the top of the shader rather than repeating
it at every read/write.
One other noticeable difference is the use of SHADER_OPCODE_SEND. We
can get away with this thanks to the fact that we're now using a set to
track which instructions are generated by spills and don't rely on the
opcodes to find spill/fill instructions. This allows us to avoid adding
more virtual opcodes and let the normal code paths handle things like
scoreboard dependencies between header setup and the SEND. It also
means that post-RA scheduling may be able to space out the header setup
MOV and the SEND for better latency hiding.
Shader-db results on Skylake:
total spills in shared programs: 12137 -> 10604 (-12.63%)
spills in affected programs: 6685 -> 5152 (-22.93%)
helped: 274
HURT: 2
total fills in shared programs: 13065 -> 11515 (-11.86%)
fills in affected programs: 9007 -> 7457 (-17.21%)
helped: 275
HURT: 1
Shader-db results on Ice Lake:
total spills in shared programs: 12482 -> 10953 (-12.25%)
spills in affected programs: 6586 -> 5057 (-23.22%)
helped: 275
HURT: 0
total fills in shared programs: 12819 -> 11234 (-12.36%)
fills in affected programs: 7867 -> 6282 (-20.15%)
helped: 274
HURT: 0
Shader-db results on Tigerlake:
total spills in shared programs: 11689 -> 10233 (-12.46%)
spills in affected programs: 4740 -> 3284 (-30.72%)
helped: 259
HURT: 0
total fills in shared programs: 10840 -> 9443 (-12.89%)
fills in affected programs: 6244 -> 4847 (-22.37%)
helped: 259
HURT: 0
Fossil-db results on Ice Lake:
Spills in all programs: 245249 -> 201633 (-17.8%)
Fills in all programs: 366066 -> 314368 (-14.1%)
More practically, this seems to give about a 0.5-1% perf boost in
Witcher 3 (DXVK) and Shadow of the Tomb Raider (Vulkan native).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7084>
Starting with e99081e76d, we don't re-construct liveness information
every time we spill a register. Instead, we're very careful to track
which instructions are spill instructions and not contribute those to
the IP count so that we can continue to use the old liveness information
even though instructions have been added. This commit adds an assert
that sanity-checks that we count the same number of instructions as our
liveness information is based on.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7084>
This opcode is responsible for setting up the buffer base address and
per-thread scratch space fields of a scratch message header. For the
most part, it's a copy of g0 but some messages need us to zero out g0.2
and the bottom bits of g0.5.
This may actually fix a bug when nir_load/store_scratch is used. The
docs say that the DWORD scattered messages respect the per-thread
scratch size specified in gN.3[3:0] in the message header but we've been
leaving it zero. This may mean that we've been ignoring any scratch
reads/writes from a load/store_scratch intrinsic above the 1KB mark.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7084>
In theory, this fixes a bug where we were dropping the PTSS bound on the
floor. The hardware docs claim that the A32 DWORD and BYTE scattered
read/write messages do a PTSS bounds check. However, in practice, it
seems that the hardware ignores the bounds check so this doesn't
actually matter. I verified this with the following couple of piglit
tests:
https://gitlab.freedesktop.org/mesa/piglit/-/merge_requests/399
In practice, this prevents the next commit from making a subtle
behavioral change.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7084>
Add an option to nir_lower_gs_intrinsics which tells it to track
the number of emitted primitives, not just vertices. Additionally,
also make it per-stream.
Also rename the set_vertex_count intrinsic to
set_vertex_and_primitive_count.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6964>
It's identical to nir_intrinsic_load_global except that it works on data
that's guaranteed to be constant throughout the shader invocation.
Fixes: ff2f44d865 "intel/fs: Implement nir_intrinsic_load_global_constant"
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6872>
In 53bfcdeecf, we added load/store_scratch instructions which deviate
a little bit from most memory load/store instructions in that we can't
use the normal untyped read/write instructions which can read and write
up to a vec4 at a time. Instead, we have to use the DWORD scattered
read/write instructions which are scalar. To handle this, we added code
to brw_nir_lower_mem_access_bit_sizes to cause them to be scalarized.
However, one case was missing: the load-as-larger-vector case. In this
case, we take small bit-sized constant-offset loads replace it with a
32-bit load and shuffle the result around as needed.
For scratch, this case is much trickier to get right because it often
emits vec2 or wider which we would then have to lower again. We did
this for other load and store ops because, for lower bit-sizes we have
to scalarize thanks to the byte scattered read/write instructions being
scalar. However, for scratch we're not losing as much because we can't
vectorize 32-bit loads and stores either. It's easier to just disallow
it whenever we have to scalarize.
Fixes: 53bfcdeecf "intel/fs: Implement the new load/store_scratch..."
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6872>
It's included in declaration of INTEL_DEBUG.
Signed-off-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6732>
Remove code missed in commit 2a49007411 ("intel/vec4: Remove all
support for Gen8+ [v2]").
Fix defect reported by Coverity Scan.
Logically dead code (DEADCODE)
dead_error_begin: Execution cannot reach this statement:
mcs.swizzle = 80U;
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6927>
When I copied and pasted the code from MOV_INDIRECT for handling the
dependency controls, I missed a subtle difference between MOV_INDIRECT
and SHUFFLE. Specifically, MOV_INDIRECT gets lowered to a narrow
instruction on Gen7 by the SIMD width lowering whereas SHUFFLE has to
split it in the generator. Therefore, the check safety check for
whether or not we can use dependency control has to be based on the
lowered width rather than the width of the original instruction.
Fixes: a8ac61b0ee "intel/fs: NoMask initialize the address..."
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3593
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6989>
It was passing an encoding of the two that wasn't good for ensuring "Don't
combine loads that would make us straddle a vec4 boundary" for
nir_lower_ubo_vec4.
Reviewed-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6612>
v2: Restore the gen == 10 hunk in brw_compile_vs (around line 2940).
This function is also used for scalar VS compiles. Squash in:
intel/vec4: Reindent after removing Gen8+ support
intel/vec4: Silence unused parameter warning in try_immediate_source
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> [v1]
Reviewed-by: Matt Turner <mattst88@gmail.com> [v1]
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> [v1]
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6826>
Since dd7135d55d ("intel/compiler: Use the flrp lowering pass for all
stages on Gen4 and Gen5"), it's not possible to get to this function on
GPUs that don't have a LRP instruction.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6826>