this is required for vtn_bindgen2 where we don't know the buffer size until
the driver-specific code paths, but we need to lower printf (to hash format
strings) in common code. so defer the buffer size decision to an intrinsic.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33067>
there's nothing NIR specific here and these routines will be useful otherwise.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33067>
Just like other input loads, radeonsi needs to know the barycentric
coordinates for it. This adds the src and determines the optimal barycentric
coordinates in nir_lower_point_smooth, the only producer of the intrinsic.
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33046>
In the current API, precomp implicitly assumes full barriers both before & after
every dispatch. That's not good for performance. However, dropping the barriers
and requiring user to explicitly call barrier functions before/after would have
bad ergonomics.
So, we add a new parameter to the standard MESA_DISPATCH_PRECOMP signature
representing the barriers required around the dispatch. As usual, the actual
type & semantic is left to drivers to define what makes sense for their
hardware. We just reserve the place for it. (I think most drivers will want
bitflags here, but I don't think the actual flags are worth. If a driver wanted
to use a struct here, that would work too.)
Since the asahi stack doesn't do anything clever with barriers yet, we
mechnically add an AGX_BARRIER_ALL barrier to all precomp users in-tree. We can
optimize that later, this just gets the flag-day change in with no functional
change.
For JM panfrost, this will provide a convenient place to stash both their "job
barrier" bit and their "suppress prefetch" bit (which is really a sort of
barrier / cache flush, if you think about it).
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32980>
Similar to nir_def_last_component_read(). Just a little nicer than
prodding at the bitmask of components read directly.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32888>
this was missed in the original v3d pass, and then the common code port
inherited the bug. (so strictly this fix "should" be backported even farther
back but it won't apply before the Fixes here, and I don't think we do LTS that
far back anyway).
in theory this should fix a corner case with robustness on the gl (but not
vulkan, at least for apple) drivers on broadcom & apple.
Fixes: f0fb8d05e3 ("nir: Add nir_lower_robust_access pass")
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32907>
rather than try to enumerate everything a driver might want with an unmanageable
collection of booleans, just do a filter callback + data. this ends up simpler
overall, and will allow Intel to use this pass for just 64-bit images without
needing to add even more booleans.
while we're churning the pass signature, also do a quick port to
nir_shader_intrinsics_pass
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> [NIR and V3D]
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32907>
This makes it stop leaking shader binary blobs definition and is
required for panfrost clc.
Signed-off-by: Mary Guillemard <mary.guillemard@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Eric R. Smith <eric.smith@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32939>
load_vertex_id_zero_base() is supposed to return the zero-based
vertex ID, which is then offset by load_first_vertex() to get
an absolute vertex ID. At the same time, when we're in a Vulkan
environment, load_first_vertex() also encodes the vertexOffset
passed to the indexed draw.
Midgard/Bifrost have a sligtly different semantics, where
load_first_vertex() returns vertexOffset + minVertexIdInIndexRange,
and load_vertex_id_zero_base() returns an ID that needs to be offset
by this vertexOffset + minVertexIdInIndexRange to get the absolute
vertex ID. Everything works fine as long as all the load_first_vertex()
and load_vertex_id_zero_base() calls are coming from the
load_vertex_id() lowering. But as mentioned above, that's no longer
the case in Vulkan, where gl_BaseVertexARB will be turned into
load_first_vertex() and expect a value of vertexOffset in an
indexed draw context.
We thus need to fix the mismatch by introducing two new
panfrost-specific intrinsic so we can stop abusing load_first_vertex()
and load_vertex_id_zero_base().
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Lars-Ivar Hesselberg Simonsen <lars-ivar.simonsen@arm.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32415>
This is required to optimize FP64 and Int64 shaders generated by
virglrenderer. It generates pack/unpack around every 64-bit op,
which NIR currently can't eliminate. This fixes that.
There is a new constraint ".y", which means that the use of an instruction
should have swizzle.y. This allows us to add patterns that have Y swizzle
on results of instructions.
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32172>
If you want to set it to int/uint, set .src_type or .dest_type. If you want
to set it to float, you don't need to set the type at all. It's implicitly
set to float.
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32779>
Mali only supports perspective-correct varying interpolation in
hardware, so we have to emulate noperspective with lowering in both the
VS and FS.
Both vulkan and opengl allow mismatched interpolation qualifiers between
stages. Because we need all varyings that are noperspective in the FS to
be lowered in the VS, we cannot rely on the interpolation qualifiers in
the VS. Loading the set of noperspective varyings as a sysval allows the
implementation to pass them as a compile-time constant when known
statically, or a runtime push constant when not. Passing noperspective
varyings dynamically has a performance cost with unnecessary branches
and fmuls.
This sysval is not hooked up yet in either panfrost or panvk, so shader
compilation will fail.
Signed-off-by: Benjamin Lee <benjamin.lee@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32127>
This is needed for noperspective lowering, where we need to multiply the
varying value by gl_FragCoord.w at the same barycentric as the varying.
Normal nir_load_frag_coord_zw instructions are lowered to the new
intrinsic on bifrost with the pan_lower_frag_coord_zw pass.
Signed-off-by: Benjamin Lee <benjamin.lee@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32127>
A negative hole size means the loads overlap. This will be used by drivers
to handle overlapping loads in the callback easily.
Reviewed-by: Mel Henning <drawoc@darkrefraction.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32699>
This uses si_shader_info to store whether gl_FragDepth can be removed,
and it uses the kill_z epilog flag to do the removal without recompilation.
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32713>
If types differ between components of a vec4 slot, IO vectorization can't
be done.
This also helps drivers like d3d12 that require matching types between
shaders.
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32684>
load_attribute_pan is a panfrost-specific intrinsic for loading
vertex attributes. Takes explicit vertex and instance IDs which
we need in order to implement vertex attribute divisor with
non-zero base instance on v9+.
Passes which are used by panvk are modified to be aware of
load_attribute_pan.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Mary Guillemard <mary.guillemard@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32039>
These can be lowered to ALU and load_subgroup_invocation, all of which are
reorderable.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32512>
This missed dpp16_shift_amd, lane_permute_16_amd, last_invocation and
ballot_relaxed.
Instead, list the non-reorderable intrinsics which are allowed to be moved
after discards.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32512>
This can't be moved to after demote, so it's not reorderable.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Georg Lehmann <dadschoorse@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32512>