calloc'd in the RA, should be freed in the RA. Identified with valgrind.
Fixes: 6b13616cba2 ("agx: Implement vector live range splitting")
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
The GPU ABI requires varyings to be grouped as follows:
- Position
- Smooth shaded fp32
- Flat shaded fp32
- Linear shaded fp32
- Smooth shaded fp16
- Flat shaded fp16
- Linear shaded fp16
- Point size
Use the flat shaded mask info we now have in the vertex shader key to
sort things properly, and pass the counts to the hardware.
FP16 is still TODO.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
We need this information in order to arrange varyings properly, which
means we need shader variants. Add this to the shader key, taking the
value from the FS input info.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
We can't attempt to access the fs union member if this is not a FS.
That worked so far since there wasn't a VS shader key at all, but we're
about to introduce one.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
We need to propagate shading model metadata from the FS to the VS in
order to correctly lay out the uniforms in the right order. This means
we need VS variants depending on this data.
We could use the existing shader info structure, but that applies to
compiled shaders which would introduce a dependency from the VS compile
to the FS compile. This information does not change with FS variants, so
we can introduce an agx_uncompiled_shader_info structure and gather it
early at precompilation time.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
Flat/goraud/linear and 32/16 need to be specified separately. This
change identifies the new fields but should be a functional no-op.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
This especially helps with image stores, where we otherwise insert a bunch of
pointless moves to collect a vector even when we know the format only has a
single channel.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
It's used for all PBE operations, including regular image writes, so use the
more general name. Compare the powervr driver.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
Sometimes it's nice to have boolean flags with ? in the name, allow this by
stripping ? when generating the sanitized C name.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
An offset may be negative, indexing backwards from the array base.
When we right shift an offset by the format shift, we need to use a
signed shift to ensure that the resulting offset is still negative.
Fixes Nautilus faults/pink crashes.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
In 97a1bbeaf26 ("agx: Fix discards"), we made our discard lowering very simple,
since we had just discovered the underlying instruction behaviour and needed a
hotfix for misrendering in the wild. Now that we understand the behaviour, we
can do better. There are two potential performance issues with the lowering in
that commit:
1. It generates extra sample_mask instructions. For a shader that has a single
discard_if at root level, it would generate two instructions
sample_mask foo, 0
sample_mask ~0, ~0
rather than a single
sample_mask ~0, ~foo
2. It runs depth/stencil testing/updates at the end of the shader, even when it
could be run immediately after the discard. This might cause pipeline stalls.
The solution is to insert the "trigger testing" sample_mask instruction as soon
after the "discard" instruction as possible, fusing them if they would be next
to each other. There are two cases:
1. The last discard is executed unconditionally. In this case, we can test
immediately after, unconditionally, and fuse together.
2. The last discard is executed conditionally. In this case, we test in the
first unconditional block after the discard. Example shader:
...
loop {
if .. {
loop {
discard_if <-- discard here
...
}
..
}
...
}
<---- we test here
...
store_output
Together this covers all the usual patterns for single-sampled discard. We could
still do better with multisampling, but whatever.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
When lowering discards, it will be convenient to generate the pattern:
(cond ? 255 : 0) ^ 255
Add rules to optimize that to
(cond ? 0 : 255)
This is not part of the main algebraic optimizer since this lowering happens
late.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23998>
The SSA killer feature is that, under an "optimal" allocator, the number of
registers used (register demand) is *equal* to the number of registers required
(register pressure, the maximum number of variables simultaneously live at any
point in the program). I put "optimal" in scare quotes, because we don't need to
use the exact minimum number of registers as long as we don't sacrifice thread
count or introduce spilling, and using a few extra registers when possible can
help coalesce moves. Details-shmetails.
The problem is that, prior to this commit, our register allocator was not
well-behaved in certain circumstances, and would require an arbitrarily large
number of registers. In particular, since different variables have different
sizes and require contiguous allocation, in large programs the register file may
become fragmented, causing the RA to use arbitrarily many registers despite
having lots of registers free.
The solution is vector live range splitting. First, we calculate the register
pressure (the minimum number of registers that it is theoretically possible to
allocate successfully), and round up to the maximum number of registers we will
actually use (to give some wiggle room to coalesce moves). Then, we will treat
this maximum as a *bound*, requiring that we don't use more registers than
chosen. In the event that register file fragmentation prevents us from finding a
contiguous sequence of registers to allocate a variable, rather than giving up
or using registers we don't have, we shuffle the register file around
(defragmenting it) to make room for the new variable. That lets us use a
few moves to avoid sacrificing thread count or introducing spilling, which is
usually a great choice.
Android GLES3.1 shader-db results are as expected: some noise / small
regressions for instruction count, but a bunch of shaders with improved thread
count. The massive increase in register demand may seem weird, but this is the
RA doing exactly what it's supposed to: using more registers if and only if they
would not hurt thread count. Notice that no programs whatsoever are hurt for
thread count, which is the salient part.
total instructions in shared programs: 1781473 -> 1781574 (<.01%)
instructions in affected programs: 276268 -> 276369 (0.04%)
helped: 1074
HURT: 463
Inconclusive result (value mean confidence interval includes 0).
total bytes in shared programs: 12196640 -> 12201670 (0.04%)
bytes in affected programs: 1987322 -> 1992352 (0.25%)
helped: 1060
HURT: 513
Bytes are HURT.
total halfregs in shared programs: 488755 -> 529651 (8.37%)
halfregs in affected programs: 295651 -> 336547 (13.83%)
helped: 358
HURT: 9737
Halfregs are HURT.
total threads in shared programs: 18875008 -> 18885440 (0.06%)
threads in affected programs: 64576 -> 75008 (16.15%)
helped: 82
HURT: 0
Threads are helped.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23832>
To 32-bit. This way we don't get into bad situations where we need to eg swap
unaligned 64-bit values or something funny like that.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23832>
Switch our frontends from generating sample_mask_agx to discard_agx, and
switching from legalizing sample_mask_agx to lowering discard_agx to
sample_mask_agx. This is a much easier problem and is done here in a way that is
simple (and inefficient) but obviously correct.
This should fix corruption in Darwinia.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23832>
We discovered today that these (probably) trigger depth/stencil testing, which
has significant implications for the correct/performant use.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23832>
It is now set by all relevant drivers and not checked anywhere.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Acked-by: Caio Oliveira <caio.oliveira@intel.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23191>
We'd like to use this callback to adjust loads and stores from things
that are unsupported to things that are supported, but if the input
is already supported, we'd prefer not to change it. Rather than making
up a bit size that'd work and doing a bunch of pack/unpack bit math,
only return a different bit size if the input one doesn't work for us
(i.e. can't load enough memory or just an unsupported size entirely).
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23173>
Like our loads and stores, our global atomics support indexing with a 64-bit
base plus a 32-bit element index, zero- or sign-extended and multiplied by the
word size. Unlike the loads and stores, they do not support additional shifting
(it's not too useful), so that needs an explicit lowering.
Switch to using AGX variants of the atomics, running our address pattern
matching on global atomics in order to delete some ALU.
This cleans up the image atomic lowering nicely, since we get to take full
advantage of the shift + zero-extend + add on the atomic... The shift comes from
multiplying by the bytes per pixel.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Acked-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23529>
Add a debug flag to disable write-combining as a performance hack. This may help
diagnose slowness with glReadPixels() heavy workloads like screen capture.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23480>
Despite being mathematically equivalent, the following code sequences are not
bit-identical under IEEE 754 rules due to differing internal precision:
fadd16 r0l, r2, 0.0 z = f2f16 x
fadd16 r1h, r0l, r0h w = fadd z, y
versus
fadd32 r1h, r2, r0h f2f16(w) = fadd x, f2f32(y)
This is probably fine under GL's relaxed floating point precision rules, but
it's definitely not ok with the more strict OpenCL or Vulkan. It also is a
potential problem with GL invariance rules, if we get different results for the
same shader depending whether we did a monolithic compile or a fast link. The
place for doing inexact transformations is NIR, when we have the information
available to do so correctly. By the time we get to the backend, everything we
do needs to be bit-exact to preserve sanity.
Fixes dEQP-GLES2.functional.shaders.algorithm.rgb_to_hsl_vertex. We believe that
this is a CTS bug, but it's a useful one since it uncovered a serious driver bug
that would bite us in the much less friendly Vulkan (or god forbid OpenCL) CTS
later. It also seems like a magnet for GL app bugs, the fp16 support we do now
is uncovering bad enough bugs as it is.
shader-db results are pretty abysmal, though :|
total instructions in shared programs: 1537964 -> 1571328 (2.17%)
instructions in affected programs: 670231 -> 703595 (4.98%)
total bytes in shared programs: 10533984 -> 10732316 (1.88%)
bytes in affected programs: 4662414 -> 4860746 (4.25%)
total halfregs in shared programs: 483448 -> 474541 (-1.84%)
halfregs in affected programs: 58867 -> 49960 (-15.13%)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23480>
We now have support for baseline MSAA, except for support for eMRT. But hey,
this gets us 99% of the way there, so it's worth flipping on at least in
agx/next.
We can also advertise dual-source blending again. It was reverted since Chromium
freaks out with dual-source blending on a GL 2.1 driver, but since we're
advertising GL 3.1 now, it's ok.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23480>
Affects
dEQP-GLES31.functional.texture.multisample.samples_4.use_texture_depth_2d. This
needs tests, but whatever, 70% of the YouTube chat said to land the hack.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
HackHackHacked-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Acked-by: YouTube Viewers
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23480>