Commit graph

39979 commits

Author SHA1 Message Date
Jonathan Marek
22799787b5 freedreno/a2xx: ir2: remove pointcoord y invert
Fixes the following deqp test:
dEQP-GLES2.functional.shaders.builtin_variable.pointcoord

Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-09-06 02:24:29 +00:00
Jonathan Marek
3516a90ab4 freedreno/a2xx: ir2: fix lowering of instructions after float lowering
Some instructions generated by int/bool float lowering need to be lowered
by opt_algebraic.

Fixes: 43dbd7d6

Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-09-06 02:24:29 +00:00
Vasily Khoruzhick
517b60dc13 lima/ppir: don't lower vector {b,f}csel to scalar if condition is scalar
Utgard PP has vector fcsel operation, but its condition is scalar. Add
filtering callback that checks whether {b,f}csel condition is not scalar
to lower {b,f}csel to scalar only in this case.

Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
2019-09-06 01:51:28 +00:00
Vasily Khoruzhick
9367d2ca37 nir: allow specifying filter callback in lower_alu_to_scalar
Set of opcodes doesn't have enough flexibility in certain cases. E.g.
Utgard PP has vector conditional select operation, but condition is always
scalar. Lowering all the vector selects to scalar increases instruction
number, so we need a way to filter only those ops that can't be handled
in hardware.

Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
2019-09-06 01:51:28 +00:00
Erico Nunes
17bb437ac2 lima/ppir: improve regalloc spill cost calculation
Now that spilling ops can be inserted into existing instructions, it
makes sense to increase cost to spill registers that would cause the
creation of a new instruction.
Experimental results showed that penalizing too much due to this caused
worse results, however it is beneficial as a tie resolver between
registers with the same number of components.

Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
2019-09-05 23:29:24 +00:00
Erico Nunes
7b2f195d0b lima/ppir: optimizations in regalloc spilling code
Avoid creating unnecessary instructions for the load/store temp nodes
when not required, to further reduce register pressure.

The store_temp operation seems to be unable to do any spilling.
At least the offline shader seems to never output instructions accessing
swizzled components, and attempting to output that in ppir results in
errors. So, force spilled registers to allocate a full vec4 register.
This seems to be the optimal way as it is possible to always keep stores
and temps in a single instruction that can be pipelined.

Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
2019-09-05 23:29:24 +00:00
Erico Nunes
f9bf1a95ec lima/ppir: mark regalloc created ssa unspillable
One ssa created in the spillinc code in ppir_update_spilled_src was not
properly being marked 'spilled', which made it a candidate for future
spilling attempts.
Since it was being inserted by the spilling code itself, let's mark it
unspillable to avoid an infinite spilling loop.

Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
2019-09-05 23:29:24 +00:00
Connor Abbott
2f5783bc2b radeonsi/nir: Don't lower constant arrays to uniforms
shader-db results:

Totals:
SGPRS: 3955968 -> 3954960 (-0.03 %)
VGPRS: 2220220 -> 2220092 (-0.01 %)
Spilled SGPRs: 11387 -> 11325 (-0.54 %)
Spilled VGPRs: 97 -> 97 (0.00 %)
Private memory VGPRs: 2528 -> 2528 (0.00 %)
Scratch size: 2656 -> 2656 (0.00 %) dwords per thread
Code Size: 76002204 -> 75994988 (-0.01 %) bytes
LDS: 740 -> 740 (0.00 %) blocks
Max Waves: 772776 -> 772787 (0.00 %)
Wait states: 0 -> 0 (0.00 %)

Totals from affected shaders:
SGPRS: 16840 -> 15832 (-5.99 %)
VGPRS: 16452 -> 16324 (-0.78 %)
Spilled SGPRs: 1416 -> 1354 (-4.38 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 2016 -> 2016 (0.00 %)
Scratch size: 2040 -> 2040 (0.00 %) dwords per thread
Code Size: 953624 -> 946408 (-0.76 %) bytes
LDS: 303 -> 303 (0.00 %) blocks
Max Waves: 1622 -> 1633 (0.68 %)
Wait states: 0 -> 0 (0.00 %)

There were a large number of regressions in code size, but they seem to
be because NIR unrolls some loop which results in the table being
replaced by a bunch of immediates on multiplies etc. -- this bloats code
size since the table size is now included, but means that there are less
loads so it's still a net positive.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-09-05 12:39:26 +02:00
Connor Abbott
2af431cf7f gallium: Plumb through a way to disable GLSL const lowering
For radeonsi, we will prefer the NIR pass as it'll generate better code
(some index calculation and a single load vs. a load, then index
calculation, then another load) and oftentimes NIR optimization can kick
in and make all the access indices constant.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-09-05 12:38:46 +02:00
Connor Abbott
71a6794200 ac/nir: Enable nir_opt_large_constants
vkpipeline-db numbers:

Totals:
SGPRS: 1740306 -> 1741322 (0.06 %)
VGPRS: 1331124 -> 1331712 (0.04 %)
Spilled SGPRs: 21201 -> 21316 (0.54 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 256 -> 256 (0.00 %) dwords per thread
Code Size: 79022628 -> 78694788 (-0.41 %) bytes
LDS: 6500 -> 6500 (0.00 %) blocks
Max Waves: 301413 -> 301302 (-0.04 %)
Wait states: 0 -> 0 (0.00 %)

Totals from affected shaders:
SGPRS: 53633 -> 54649 (1.89 %)
VGPRS: 53000 -> 53588 (1.11 %)
Spilled SGPRs: 3454 -> 3569 (3.33 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 0 -> 0 (0.00 %) dwords per thread
Code Size: 5284232 -> 4956392 (-6.20 %) bytes
LDS: 2 -> 2 (0.00 %) blocks
Max Waves: 4239 -> 4128 (-2.62 %)
Wait states: 0 -> 0 (0.00 %)

(The biggest VGPR and max wave regression is due to unrolling a loop,
which made the scheduler more aggressive, but in this case it's able to
effectively hide latency so it's actually probably a win.)

shader-db numbers with radeonsi NIR:

Totals:
SGPRS: 3526496 -> 3526512 (0.00 %)
VGPRS: 2198576 -> 2198576 (0.00 %)
Spilled SGPRs: 10463 -> 10463 (0.00 %)
Spilled VGPRs: 86 -> 86 (0.00 %)
Private memory VGPRs: 3182 -> 2528 (-20.55 %)
Scratch size: 3308 -> 2640 (-20.19 %) dwords per thread
Code Size: 74117280 -> 74106140 (-0.02 %) bytes
LDS: 0 -> 0 (0.00 %) blocks
Max Waves: 775846 -> 775844 (-0.00 %)
Wait states: 0 -> 0 (0.00 %)

Totals from affected shaders:
SGPRS: 856 -> 872 (1.87 %)
VGPRS: 680 -> 680 (0.00 %)
Spilled SGPRs: 0 -> 0 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 654 -> 0 (-100.00 %)
Scratch size: 668 -> 0 (-100.00 %) dwords per thread
Code Size: 49652 -> 38512 (-22.44 %) bytes
LDS: 0 -> 0 (0.00 %) blocks
Max Waves: 182 -> 180 (-1.10 %)
Wait states: 0 -> 0 (0.00 %)

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-09-05 12:21:46 +02:00
Connor Abbott
5dadbabb47 radv/radeonsi: Don't count read-only data when reporting code size
We usually use these counts as a simple way to figure out if a change
reduces the number of instructions or shrinks an instruction. However,
since .rodata sections aren't executed, we shouldn't be counting their
size for this analysis. Make the linker return the total executable
size, and use it to report the more useful size in both drivers.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-09-05 12:21:35 +02:00
Hal Gentz
55c912883c clover: Fix build after clang r370122.
../mesa/src/gallium/state_trackers/clover/llvm/invocation.cpp: In function ‘std::unique_ptr<clang::CompilerInstance> {anonymous}::create_compiler_instance(const clover::device&, const std::vector<std::__cxx11::basic_string<char> >&, std::string&)’:
../mesa/src/gallium/state_trackers/clover/llvm/invocation.cpp:203:81: error: no matching function for call to ‘clang::CompilerInvocation::CreateFromArgs(clang::CompilerInvocation&, const char* const*, const char* const*, clang::DiagnosticsEngine&)’
  203 |              c->getInvocation(), copts.data(), copts.data() + copts.size(), diag))
      |                                                                                 ^
In file included from /opt/llvm64/include/clang/Frontend/CompilerInstance.h:15,
                 from ../mesa/src/gallium/state_trackers/clover/llvm/codegen.hpp:37,
                 from ../mesa/src/gallium/state_trackers/clover/llvm/invocation.cpp:49:
/opt/llvm64/include/clang/Frontend/CompilerInvocation.h:157:15: note: candidate: ‘static bool clang::CompilerInvocation::CreateFromArgs(clang::CompilerInvocation&, llvm::ArrayRef<const char*>, clang::DiagnosticsEngine&)’
  157 |   static bool CreateFromArgs(CompilerInvocation &Res,
      |               ^~~~~~~~~~~~~~
/opt/llvm64/include/clang/Frontend/CompilerInvocation.h:157:15: note:   candidate expects 3 arguments, 4 provided

Signed-off-by: Hal Gentz <zegentzy@protonmail.com>
Reviewed-by: Aaron Watry <awatry@gmail.com>
2019-09-04 22:29:52 -05:00
Eric Anholt
cc3c217ce0 gallium/osmesa: Move 565 format selection checks where the rest are.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-09-04 16:43:36 -07:00
Eric Anholt
9e7eb9780a gallium/osmesa: Fix a race in creating the stmgr.
Noticed while looking at other OSMesa bugs.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-09-04 16:43:36 -07:00
Eric Anholt
281466332b gallium/osmesa: Introduce a test.
Given that we occasionally touch this code and probably nobody really
wants to think about it, introduce a minimal test so that we know we
haven't completely broken OSMesa.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-09-04 16:43:36 -07:00
Dave Airlie
c0521ecffb llvmpipe: enable compute shaders if LLVM has coroutines
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
6453a22612 llvmpipe: add local memory allocation path
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
4e70970507 llvmpipe: add compute shader parameter fetching support
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
0b51e73de2 llvmpipe: add compute shader images support
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
45a8cf95f2 llvmpipe: add ssbo support to compute shaders
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
6ea8e9b415 llvmpipe: add compute sampler + sampler view support.
This is ported from the fragment shader code.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
4ca40cc3dc llvmpipe: add support for compute constant buffers.
This is mostly ported from the fragment shader code.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
775fa81d7b llvmpipe: add compute pipeline statistics support.
This just adds the CS invocations counter.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
50fde5b208 llvmpipe: add grid launch
This adds the dispatch code. It creates a job for the number
of blocks in the grid, and dispatches them to the threadpool
implementation. The threadpool then calls the JIT code to
execute the coroutines.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
b320830bbd llvmpipe: add compute shader generation.
This creates the coroutine execution environment and the
main compute shaders that get executed inside it.

Each compute shader block is executed in it's own coroutine
execution shader, which each "thread" being a coroutine executed
inside it in sequence.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
6ea41df94c llvmpipe: introduce variant building infrastrucutre.
This doesn't actually build any of the shaders yet, but just
builds up the framework necessary to start building the shaders
and variants.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
fc01fafdbc llvmpipe: introduce new state dirty tracking for compute.
Compute doesn't share dirty state with the fragment pipeline
so create a separate path for it.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
a6f6ca37c8 llvmpipe: add initial shader create/bind/destroy variants framework.
This is mostly a port of the fragment shader framework

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
a792c5ae3e llvmpipe: add compute debug option
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
25f46ae9aa gallivm: add compute jit interface.
This adds the jit interface for compute shaders, it's based
on the fragment shader one.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
3879f69b50 llvmpipe: add initial compute state structs
These mirror the fragment shader structs, this is just a framework.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
add0b151f5 llvmpipe: introduce compute shader context
The compute shader will need it's own context like the frag shader
has, this just introduces the framework struct and allocates/frees
for it in the right places.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
83597ad3f2 gallivm: add barrier support for compute shaders.
When the code is executing an hits a barrier, it will suspend
the coroutine and return control to the coroutine dispatcher.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
1b24e3ba75 llvmpipe: add compute threadpool + mutex
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
In order to efficiently run a number of compute blocks, use
a threadpool that just allows for jobs with unique sequential
ids to be dispatched.
2019-09-04 15:22:20 +10:00
Dave Airlie
e5bf6b7013 gallivm: add support for compute shared memory
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
db6c78f9c8 gallivm: add new compute related intrinsics
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
3312bed7b0 llvmpipe: reogranise jit pointer ordering
In order to share the texture/image/sampler code with compute
shaders we need to reorg them to be at the front of context
same as draw does for vs/gs sharing.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
d32690b43c gallivm: add coroutine pass manager support
coroutines require a proper pass manager, so add the passes
to the correct places

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
9cf1340e4f gallivm: add coroutine support files to gallivm.
These wrap the coroutine intrinsics and also add some higher
level wrappers around coroutine begin, end and suspend procedures

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
f3f0cbf4f4 gallivm/flow: add counter reset for loops
This allows the counter value to be forced to a certain value

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Dave Airlie
6b3c6b91a8 llvmpipe: enable fb no attach
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-09-04 15:22:20 +10:00
Kenneth Graunke
f8887909c6 iris: Report correct number of planes for planar images
We were only handling the modifiers case and not counting the number of
planes in actual planar images.

Fixes Piglit's ext_image_dma_buf_import-export.

Fixes: fc12fd05f5 ("iris: Implement pipe_screen::resource_get_param")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111509
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2019-09-03 21:55:23 -07:00
Jan Beich
8e92ce9ba5 gallium/hud: add CPU usage support for DragonFly/NetBSD/OpenBSD
Each BSD has slightly different sysctl for retrieving per-CPU times.
FreeBSD returns long while NetBSD returns uint64_t. On OpenBSD return
type differs between summation and per-CPU times. DragonFly is
compatible with FreeBSD.

Signed-off-by: Jan Beich <jbeich@FreeBSD.org>
2019-09-03 22:53:15 -04:00
Roman Stratiienko
ef621a73f7 lima: Return fence unconditionally
Based on the vc4 implementation.
Fixes Android RenderEngine::flush() routine:
android.googlesource.com/platform/frameworks/native/+/refs/tags/android-o-mr1-iot-release-smart-clock-fcs/services/surfaceflinger/RenderEngine/RenderEngine.cpp#225

Signed-off-by: Roman Stratiienko <roman.stratiienko@globallogic.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
2019-09-04 00:32:04 +00:00
Vasily Khoruzhick
1c1890fa70 lima/ppir: clone uniforms and load_coords into each successor
Try more aggressive approach with cloning uniform and coord loads.

Uniform load can be inserted into any instruction, so let's do that. ARM site
claim that penalty for cache miss is one clock, so we don't lose anything if
we merge it into instruction that uses the result. As side effect we can also
pipeline it and thus decrease reg pressure.

Do the same for varyings that hold texture coords, but for different reason:
looks like there's a special path for coords that increases precision if
varying that holds it is pipelined. If we don't pipeline it and load coords
from a register its precision is fp16 and thus only 10 bits which is not enough
to accurately sample textures of size 1024 or larger.

Since instruction can hold only one uniform load and one varying load,
node_to_instr now creates a move using helper introduced in previous commit if
slot is already taken. As side effect of this change we can also try to
pipeline texture loads and create a move if attempt fails.

Reviewed-by: Erico Nunes <nunes.erico@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
2019-09-04 00:02:13 +00:00
Vasily Khoruzhick
e23fd2c375 lima/ppir: don't assume that load coords gets value from register
It can load value from varying directly as well. Also load_regs is the
only op that has a source, so add src_num field to load node and set it
accordingly.

Reviewed-by: Erico Nunes <nunes.erico@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
2019-09-04 00:02:13 +00:00
Vasily Khoruzhick
bd77d19300 lima/ppir: add common helper for creating movs
Introduce common helper for creating movs to avoid code duplication

Reviewed-by: Erico Nunes <nunes.erico@gmail.com>
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
2019-09-04 00:02:13 +00:00
Eric Engestrom
3afe9d798a ttn: fix 64-bit shift on 32-bit 1
Fixes: 4d0b2c7aaa ("ttn: Update shader->info as we generate code.")
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Rob Clark <robdclark@gmail.com>
2019-09-04 00:01:08 +01:00
Eric Anholt
79a5ebe045 freedreno: Fix the type of single-component scaled vertex attrs.
This looks like clear copy-and-pasteos, and fixes:

dEQP-GLES2.functional.draw.random.40

(on A307 and A630, both tested in the new CI farm)

Reviewed-by: Rob Clark <robdclark@chromium.org>
2019-09-03 19:34:09 +00:00
Connor Abbott
f3e978db4d radeonsi/nir: Remove uniform variable scanning
We can get all the information we need from NIR. It's slightly less
accurate, but radeonsi doesn't use the extra information. The old code
also overcounted atomic counters, which led to problems when everything
was used at once.

Fixes KHR-GL45.compute_shader.resources-max.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-09-03 15:55:02 +02:00