Derefs have index-based access semantics, which means we don't need
custom intrinsics to encode an index instead of a byte offset.
Remove the "masked" store intrinsics and just emit the pair of atomics
directly. This massively reduces duplication between scratch, shared,
and constant, while also moving more things into nir so more optimizations
can be done.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23173>
This is a prepare step to remove depends on p_defines.h in src/util/*
This is done by:
replace pipe_prim_type with mesa_prim
replace shader_prim with mesa_prim
replace PIPE_PRIM_MAX with MESA_PRIM_COUNT
replace SHADER_PRIM_ with MESA_PRIM_
replace PIPE_PRIM_ with MESA_PRIM_
This patch only replace code only
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23369>
This changes instances of d3d12_varying_info to d3d12_varying_info*,
significantly reducing the size of the d3d12_shader_key,
d3d12_gs_variant_key, and d3d12_tcs_variant_key.
Associated changes to key fill, compare, hashing, and gs and tcs variant
maps significantly reduce the amount of time spent clearing and
comparing memory.
The biggest win here is not having to re-zero _or_ re-fill varyings in
d3d12_fill_shader_key, validate_geometry_shader_variant, and
validate_tess_ctrl_shader_variant.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21527>
The shader key structure is quite large and memsetting it to zero to be
able to create or often simply find an existing shader is responsible
for a large portion of CPU usage during benchmarks.
This change is more surgical about what, when, and how things get
cleared.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21247>
It appears that only softpipe, llvmpipe, and d3d12 hit any of this
code. If some NIR-to-TGSI driver that doesn't have native integers
(e.g., i915 or r300) wants to use this path in the future, it should be
easy to add float32 support.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20869>
It is invalid to have Boolean variables as either shader inputs or
outputs, so there is no point to try to lower them in general. The only
use for this was some two-phase lowering of
nir_intrinsic_load_front_face that could be done in a single phase.
Create the SYSTEM_VALUE_FRONT_FACE as a uint and compare it with zero at
the same time.
No shader-db or fossil-db changes on any Intel platform.
v2: Remove dxil_nir_lower_bool_input from dxil_nir.h and drop it from
the other caller in the spirv_to_dxil codepath. Noticed by Jesse. Fix
setting bit size when loading SYSTEM_VALUE_FRONT_FACE. Caught by CI.
v3: Use nir_ine_imm. Change type of gl_FrontFacing GS output in
d3d12_nir_passes from Boolean to integer. Both suggested by Jesse.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15121>
I think I got all the drivers that need updating. This is only
necessary in drivers that support GLSL 4.00 / GL_ARB_gpu_shader5 and
have PIPE_CAP_TEXTURE_GATHER_OFFSETS = 0.
v2: Don't (accidentally) condition tg4 offsets lowering on tex rect
lowering. Noticed by Qiang.
v3: Add missing bool() cast.
v4: don't use designated initializers
Fixes: 640f909862 ("glsl: add _texture related sparse texture builtin functions")
Closes: #6365
Tested-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16547>
For platforms where there's no validator available, leave the field zero-initialized
to let the DXIL backend choose whatever target validator version it wants.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17603>
We currently have two implementations of the same logic. Let's pick
the d3d12 one, move it to dxil_nir.c and let nir_to_dxil() call it
when appropriate.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17039>