Commit graph

963 commits

Author SHA1 Message Date
Kenneth Graunke
6dc1c2d8bd iris: Fix ALT mode regressions from shader cache
We were checking this based on nir->info.name, but with the shader
cache enabled, nir_strip throws out the name, causing us to use IEEE
mode for ARB programs.

gl-1.0-spot-light regressed because it wants ALT mode for 0^0 behavior.

Fixes: dc5dc727d5 iris: Serialize the NIR to a blob we can use for shader cache purposes.
2019-05-21 16:58:54 -07:00
Kenneth Graunke
fb1d08dcfd iris: Expose the disk cache to the state tracker as well.
This lets st/nir cache the NIR for shaders, based on the shader source
string hash, allowing us to skip initial compiles altogether, and also
letting us start from there should we need to recompile for NOS.

Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
2019-05-21 15:05:38 -07:00
Dylan Baker
601c9bc135 iris: Cache assembly shaders in the on-disk shader cache
This implements storing and retrieving iris_compiled_shader objects
from the on-disk shader cache.

(by Dylan Baker and Kenneth Graunke)
2019-05-21 15:05:38 -07:00
Kenneth Graunke
dc5dc727d5 iris: Serialize the NIR to a blob we can use for shader cache purposes.
We will use a hash of the serialized NIR together with brw_prog_*_key
(for NOS) as the disk cache key, where the disk cache contains actual
assembly shaders.

Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
2019-05-21 15:05:38 -07:00
Dylan Baker
4756864cdc iris: Start wiring up on-disk shader cache
This creates the on-disk shader cache data structure, and handles the
build-id keying aspects.  The next commits will fill it out so it's
actually used.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-05-21 15:05:38 -07:00
Kenneth Graunke
6ae2caf201 iris: Move iris_uncompiled_shader definition to iris_context.h
It had been internal to iris_program.c, but with the upcoming disk cache
code, the "program module" is going to be spread across a couple source
files.  Into a header it goes!

Now it lives alongside iris_compiled_shader, which makes sense.

Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
2019-05-21 15:05:38 -07:00
Kenneth Graunke
752367b766 iris: Dodge more GLSL IR lowering
This avoids some lower_instructions bits in st.
2019-05-15 19:44:21 -07:00
Andrii Kryvytskyi
eca53f00aa iris: Check if resource has stencil before returning it
Signed-off-by: Andrii Kryvytskyi <andrii.o.kryvytskyi@globallogic.com>
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-05-14 21:16:11 -07:00
Kenneth Graunke
bb5db02bab iris: Enable fragment shader interlock on Gen9+.
There's some debate about whether we should support this on older
hardware as well.  Currently i965 turns it off on Gen8- though, so
we follow suit.  If this changes, we can update this as well.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-05-14 19:34:33 -07:00
Kenneth Graunke
646924cfa1 intel/compiler: Implement TCS 8_PATCH mode and INTEL_DEBUG=tcs8
Our tessellation control shaders can be dispatched in several modes.

- SINGLE_PATCH (Gen7+) processes a single patch per thread, with each
  channel corresponding to a different patch vertex.  PATCHLIST_N will
  launch (N / 8) threads.  If N is less than 8, some channels will be
  disabled, leaving some untapped hardware capabilities.  Conditionals
  based on gl_InvocationID are non-uniform, which means that they'll
  often have to execute both paths.  However, if there are fewer than
  8 vertices, all invocations will happen within a single thread, so
  barriers can become no-ops, which is nice.  We also burn a maximum
  of 4 registers for ICP handles, so we can compile without regard for
  the value of N.  It also works in all cases.

- DUAL_PATCH mode processes up to two patches at a time, where the first
  four channels come from patch 1, and the second group of four come
  from patch 2.  This tries to provide better EU utilization for small
  patches (N <= 4).  It cannot be used in all cases.

- 8_PATCH mode processes 8 patches at a time, with a thread launched per
  vertex in the patch.  Each channel corresponds to the same vertex, but
  in each of the 8 patches.  This utilizes all channels even for small
  patches.  It also makes conditions on gl_InvocationID uniform, leading
  to proper jumps.  Barriers, unfortunately, become real.  Worse, for
  PATCHLIST_N, the thread payload burns N registers for ICP handles.
  This can burn up to 32 registers, or 1/4 of our register file, for
  URB handles.  For Vulkan (and DX), we know the number of vertices at
  compile time, so we can limit the amount of waste.  In GL, the patch
  dimension is dynamic state, so we either would have to waste all 32
  (not reasonable) or guess (badly) and recompile.  This is unfortunate.
  Because we can only spawn 16 thread instances, we can only use this
  mode for PATCHLIST_16 and smaller.  The rest must use SINGLE_PATCH.

This patch implements the new 8_PATCH TCS mode, but leaves us using
SINGLE_PATCH by default.  A new INTEL_DEBUG=tcs8 flag will switch to
using 8_PATCH mode for testing and benchmarking purposes.  We may
want to consider using 8_PATCH mode in Vulkan in some cases.

The data I've seen shows that 8_PATCH mode can be more efficient in
some cases, but SINGLE_PATCH mode (the one we use today) is faster
in other cases.  Ultimately, the TES matters much more than the TCS
for performance, so the decision may not matter much.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-05-14 13:16:30 -07:00
Nanley Chery
e81392868e iris/resource: Drop redundant checks for aux support
Drop some checks that are already done by ISL.

Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
2019-05-14 16:23:12 +00:00
Nanley Chery
75a3947af4 iris/resource: Fall back to no aux if creation fails
No surface requires an auxiliary surface to operate correctly. Fall back
to an uncompressed surface if mesa fails to create and allocate an
auxiliary surface. This enables adding more restrictions to ISL without
having to update iris.

Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
2019-05-14 16:23:12 +00:00
Eric Anholt
0c31fe9ee7 gallium: Redefine the max texture 2d cap from _LEVELS to _SIZE.
The _LEVELS assumes that the max is always power of two.  For V3D 4.2, we
can support up to 7680 non-power-of-two MSAA textures, which will let X11
support dual 4k displays on newer hardware.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-05-13 12:03:08 -07:00
Illia Iorin
a35269cf44 iris: Implement ARB_indirect_parameters
iris_draw_vbo is divided into two functions to remove unnecessary
operations from the loop. This implementation of ARB_indirect_parameters
takes into account NV_conditional_render by saving MI_PREDICATE_RESULT
at the start of a draw call and restoring it at the end also the result
of NV_conditional_render is taken into account when computing predicates
that limit draw calls for ARB_indirect_parameters in a similar way
to 1952fd8d in ANV.

v2: Optimize indirect draws (suggested by Kenneth Graunke)
v3: (by Kenneth Graunke)
 - Fix an issue where indirect draws wouldn't set patch information
   before updating the compiled TCS.
 - Move some code back to iris_draw_vbo to avoid duplicating it.
 - Fix minor indentation issues.

Signed-off-by: Illia Iorin <illia.iorin@globallogic.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-05-11 23:56:52 -07:00
Kenneth Graunke
21a0be4a79 iris: Split iris_update_draw_info into two functions.
Shader draw parameters need updating on each iteration of a multidraw
loop, but the primitive based information only needs to be updated once.

Also, patch information needs to be recorded before filling out the TCS
program key, as it determines the number of HS instances.
2019-05-11 23:54:15 -07:00
Kenneth Graunke
72ccefb529 iris: Use full ways for L3 cache setup on Icelake.
Anuj fixed this in i965 and anv, but the fix never landed in iris.
Fixes tessellation corruption on Icelake.  Thanks to Rafael for
bisecting this and tracking it down.

Fixes: d0996d5fab iris: Emit default L3 config for the render pipeline
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
2019-05-10 16:50:14 -07:00
Kenneth Graunke
c61862ddfc iris: Expose PIPE_CAP_DEVICE_RESET_STATUS_QUERY
This provides a way for the application to query whether any resets have
happened, which lets us expose "robust" contexts.  This also enables the
KHR_robust_buffer_access_behavior tests.
2019-05-09 16:49:07 -07:00
Kenneth Graunke
343f41781c iris: Hook up device reset callbacks
This mechanism lets the driver inform the state tracker about GPU
resets, say for destroying a robust API context and reporting a "device
lost" error to the application, making it take action to deal with this.
2019-05-09 16:49:07 -07:00
Kenneth Graunke
c5c12bdd00 iris: Try to recover from GPU hangs.
The iris batch module now tries to detect that the kernel has banned
our GEM context, creates a new non-banned context, and informs the
iris context module that all assumptions about state are now invalid
and it needs to reinitialize the relevant state.

Based on Chris Wilson's work, but significantly rewritten by me.
2019-05-09 16:49:07 -07:00
Chris Wilson
7402564c07 iris: Add helpers to clone a hardware context.
(Chris Wilson wrote this code in a patch titled "i965: Be resilient in
the face of GPU hangs"; Ken fixed a bug and copied it to iris.)
2019-05-09 16:49:07 -07:00
Kenneth Graunke
c3701e9070 iris: Mark render batches as non-recoverable.
Adapted from Chris Wilson's patch.  The comment is largely his.

Currently, when iris hangs the GPU, it will continue sending batches
which incrementally update the state, assuming it's preserved across
batches.  However, the kernel's GPU reset support reinitializes the
guilty context to the default GPU state (reasonably not wanting to
trust the current state).  This ends up resetting critical things
like STATE_BASE_ADDRESS, causing memory accesses in all subsequent
batches to be garbage, and almost certainly result in more hangs
until we're banned or we kill the machine.

We now ask the kernel to ban our render context immediately, so we
notice we've gone off the rails as fast as possible.  Eventually, we'll
attempt to recover and continue.  For now, we just avoid torching the
GPU over and over.
2019-05-09 16:49:07 -07:00
Chris Wilson
8b81256469 iris: Reorganise execbuf to have a single point of failure
Propagate the failure from GEM_EXECBUFFER2, cleanup then report failure
if need be. We retain the current behaviour to abort() at the first sign
of trouble -- for a non-robustness context, arguably this is the right
thing to do as the client cannot recover, and the system state is lost.
How to properly integrate with KHR_robustness and reset-strategy is
left as a future exercise.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-05-08 17:21:07 -07:00
Kenneth Graunke
d9b9bb91ff iris: Report the same video memory settings as i965.
This just copy and pastes Ian's code from i965.
2019-05-08 12:43:08 -07:00
Kenneth Graunke
a232aa5c50 iris: Also handle res->offset for buffer sampler/image views 2019-05-07 13:36:18 -07:00
Mike Blumenkrantz
ddd716e746 iris: support dmabuf imports with offsets
this adds support for imports where the image data begins at an offset
from the start of the buffer, as used in h/x264

fixes kwg/mesa#47

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-05-07 13:36:08 -07:00
Kenneth Graunke
a032a9665f iris: Enable PIPE_CAP_SURFACE_REINTERPRET_BLOCKS
This makes CompressedTexSubImage from a PBO source do proper GPU
rendering to upload instead of stalling to map the PBO source on
the CPU (then copying it on the CPU).

Thanks Bas Nieuwenhuizen for pointing out that Vulkan includes this
functionality, and to Jason Ekstrand for writing the code I adapted.
Vulkan only supports a single layer, however, and this code tries to
support multiple layers as long as it's miplevel 0.

Improves performance in Sid Meier's Civilization VI:

   Average frame time (ms):         -3.67423% +/- 1.46201% (n=5)
   99th percentile frame time (ms): -5.09910% +/- 3.87874% (n=5)
2019-05-06 09:50:32 -07:00
Kenneth Graunke
694d1a08d3 iris: Delete bucketing allocators
These add a lot of complexity, and I currently can't measure any
performance benefit from having them.  In the past, I seem to recall
seeing a benefit in drawoverhead scores, but currently it looks like
dropping them is either a wash or 1-2% faster.

Drop them to simplify allocations.
2019-05-03 19:50:26 -07:00
Kenneth Graunke
bd4b18d255 iris: Force VMA alignment to be a multiple of the page size.
This should happen regardless, but let's be paranoid.
2019-05-03 19:48:37 -07:00
Kenneth Graunke
068a700195 iris: leave the top 4Gb of the high heap VMA unused
This ports commit 9e7b0988d6 from anv
to iris.  Thanks to Lionel for noticing that it was missing!
2019-05-03 19:48:37 -07:00
Kenneth Graunke
21062e21d9 iris: Fix 4GB memory zone heap sizes.
The STATE_BASE_ADDRESS "Size" fields can only hold 0xfffff in pages,
and 0xfffff * 4096 = 4294963200, which is 1 page shy of 4GB.

So we can't use the top page.
2019-05-03 19:48:37 -07:00
Kenneth Graunke
8987152ac1 iris: Resolve textures used by the program, not merely bound textures
st/mesa's PBO upload path binds a vertex shader that doesn't use any
textures, but leaves the existing sampler views bound in place.  This
was tricking us into thinking the PBO destination might be bound for
texturing in some cases.  In Civilization VI, this fixes a false self-
dependency issue that was preventing CCS_E compression on upload.
Fixing this slightly improves frame times.
2019-05-03 13:03:22 -07:00
Kenneth Graunke
5ff5d0a895 iris: Disable dual source blending when shader doesn't handle it
This is a port of Danylo's eca4a6548d
which fixed the hang on i965.  It fixes GPU hangs in his new Piglit
test, arb_blend_func_extended-dual-src-blending-discard-without-src1.

I avoided my own review feedback here, and decided to simply adjust
3DSTATE_PS_BLEND rather than BLEND_STATE_ENTRY[0].  It has never been
clear to me which the hardware uses in every case.  However, whacking
the enable in 3DSTATE_PS_BLEND seems to be sufficient to fix the hang,
and that packet is already dynamic, so it's easy to handle.  I'd rather
avoid making BLEND_STATE_ENTRY[0] dynamic unless I have to.
2019-05-02 21:14:49 -07:00
Kenneth Graunke
ebbb05b3c9 iris: Fix imageBuffer and PBO download.
Recently we added checks to try and deny multisampled shader images.
Unfortunately, this messed up imageBuffers, which have sample_count = 0,
which are also used in PBO download, causing us hit CPU map fallbacks.

Fixes: b15f5cfd20 iris: Do not advertise multisampled image load/store.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
2019-05-01 14:37:46 -07:00
Rafael Antognolli
2fae99bcbd iris: Enable fast clear colors on gen11.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-04-30 08:31:44 -07:00
Rafael Antognolli
cf3cadacdf iris: Update the surface state clear color address when available.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-04-30 08:31:44 -07:00
Rafael Antognolli
91bcbfc351 iris: Use the linear version of the surface format during fast clears.
Newer gens (> 9) will start doing the linear -> sRGB conversion of the
clear color for us, if we use a sRGB surface format. So let's make sure
that doesn't happen and keep the same semantics as before.

Even though the hardware could convert the clear color for us during
fast clear, that converted color is only used for sampling. For resolve,
the original color would be used (without the conversion). So we convert
it ourselves and the same converted color gets used for both sampling
and resolving, simplifying the whole logic.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-04-30 08:31:44 -07:00
Rafael Antognolli
56927a8cf5 iris: Support sRGB fast clears even if the colorspaces differ.
We were disabling fast clears if the view format had a different
colorspace than the resource format (sRGB vs linear or vice-versa). But
we actually support them if we use the view format to decide if we
should encode the clear color into sRGB colorspace.

Also add a missing linear -> sRGB surface format conversion (we don't
want the clear color to be encoded to sRGB again during resolve).

v2: Do not track sRGB colorspace during fast clears (Nanley).

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-04-30 08:31:44 -07:00
Rafael Antognolli
b15f5cfd20 iris: Do not advertise multisampled image load/store.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-04-29 17:04:04 -07:00
Kenneth Graunke
f3bdffc33d iris: Only enable GL_AMD_depth_clamp_separate on Gen9+
The hardware feature is new as of Gen9+.  I accidentally enabled it on
Gen8.
2019-04-29 13:25:12 -07:00
Kenneth Graunke
dcfca0af7c iris: Set XY Clipping correctly.
I was setting it based off a pipe_rasterizer_state field that appears
to be entirely dead outside of the draw module respecting it.

I should be setting it when the primitive type reaching the SF is
neither points nor lines.  This is, unfortunately, rather dirty,
as we have to look at the rasterizer state, the geometry shader state,
the tessellation evaluation shader state, and the primitive type...
2019-04-29 10:53:23 -07:00
Kenneth Graunke
6bd4cb920e iris: Fix zeroing of transform feedback offsets in strange cases.
Some of the dEQP.functional.transform_feedback tests end up doing
the following sequence of operations:

   1. BeginTransformFeedback
   2. PauseTransformFeedback
   3. Draw
   4. ResumeTransformFeedback

At step 1, we'd pack 3DSTATE_SO_BUFFER commands saying to zero the
SO_WRITE_OFFSET registers.  At step 2, we disable streamout, so step 3
doesn't bother emitting those commands.  Then, step 4 re-packs new
3DSTATE_SO_BUFFER commands with offset = 0xFFFFFFFF, saying to continue
appending at the existing offset.  This loads the value from the BO as
the offsets - but we never actually zeroed it.

So, just maintain a flag saying "we actually emitted the commands",
and stomp offset back to zero until we emit some.
2019-04-27 01:07:14 -07:00
Kenneth Graunke
529ace7887 iris: Silence unused function warning 2019-04-25 17:33:56 -07:00
Andrii Simiklit
4e9592c5fa iris: make the TFB result visible to others
OpenGL 4.6 Spec:
   "5.3.3 Rules
    .......
    Note: “Updates” via rendering or transform feedback
    are treated consistently with updates via GL commands.
    Once EndTransformFeedback has been issued, any subsequent
    command in the same context that uses the results of the
    transform feedback operation will see the results."

v2: removed a wrong comment
    ( Kenneth Graunke <kenneth@whitecape.org> )

v3: - flush+dirty depends on buffers usage history
    - removed an old hack
    ( Kenneth Graunke <kenneth@whitecape.org> )

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110404
Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-04-25 11:48:04 -07:00
Kenneth Graunke
aa7306b4cf iris: Some tidying for preemption support
Just enable it during init_render_context on Gen10+, and move the
Gen9 state tracking into iris_genx_state so it only exists on Gen9.

Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
2019-04-25 11:26:24 -07:00
Kenneth Graunke
2812ef2a26 iris: Advertise EXT_texture_sRGB_R8 support
Using the luminance format, like both brw and anv do.
2019-04-24 16:49:13 -07:00
Kenneth Graunke
59aa7c924d iris: Enable GL_AMD_depth_clamp_separate
We support this, we just forgot to turn it on.
2019-04-24 16:49:13 -07:00
Mike Blumenkrantz
c7c59f75e5 iris: enable preemption support for gen10
this automatically enables preemption on gen10 where it is disabled by
default but still available

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
2019-04-24 14:47:47 -07:00
Mike Blumenkrantz
7315882023 iris: add preemption support on gen9
this is basically just porting the following two commits to gallium:
d8b50e152a
5c454661c6

resolves kwg/mesa#49

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
2019-04-24 14:47:08 -07:00
Kenneth Graunke
21688a306b iris: Split iris_flush_and_dirty_for_history into two helpers.
We create two new helpers, iris_flush_bits_for_history, and
iris_dirty_for_history, then use them in the existing function.

The first accumulates flush bits based on res->bind_history, but doesn't
actually perform a flush.  This allows us to accumulate flush bits by
looping over multiple resources, but ultimately emit a single flush for
all of them.

The latter flags dirty bits without flushing, which again allows us to
handle multiple resources, but also is more convenient when writing from
the CPU where we don't need a flush (as in commit 4d12236072).
2019-04-24 13:31:32 -07:00
Kenneth Graunke
19b246257d iris: Actually put Mesa in GL_RENDERER string
I constructed the right thing and then returned the other one.
2019-04-24 12:54:27 -07:00