We use it for two different things. Pseudo-instructions are cheap, split it up
for easier optimization passes. This also fixes the schedule classes.. we can
move the cf_begin around if we want, it's inert.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25052>
They're more trouble than they're worth for us. They were originally lifted
unthinkingly from ACO, where I assume they're necessary for software CF
lowering, but they're just an inconvenient convenience for us. Remove em.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25052>
If we bound 4 render targets but we only write to 1 of them, the other 3 need
their contents preserved. This requires either properly configuring HSR to
implement colour masking (TODO) or using the big hammer of setting TRANSLUCENT.
This patch picks the latter for now.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25052>
This kills the hypervisor, let's just print and return.
Also flush after decoding, so that if something else goes wrong at least
we get the logs up to that point.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25052>
Since we register allocate in SSA, the number of registers required (register
demand) equals to the maximum number of simultaneous live values (register
pressure). So if we can reduce register pressure, we are guaranteed to reduce
register demand. Even an ineffective heuristic like randomly swapping
instructions can only reduce pressure as long as it's conservative.
This implements one such heuristic: in each block, schedule backwards, selecting
the free instruction that looks like it will reduce liveness the most. In other
words, the greedy algorithm to reduce register pressure. At the end of the
block, if we haven't actually reduced pressure, we bail. This isn't optimal, but
it's well-motivated and optimally handles special cases (like 0-source
instructions).
This is based on the scheduler I originally wrote for Mali.
In my Dolphin ubershader branch, this improved performance at native 4K by 10fps
(105fps->115fps) when I measured together with some other optimizations. On top
of my current next (which notably includes nir_opt_sink improvements), this
commit alone goes (53fps->54fps) which is considerably less impressive :-p
shader-db results are a win, but not as large as we might hope. Instruction
count win seems to be from the smaller live ranges being easier on RA (fewer
swaps / moves). The two shaders affected for thread count are from fifa mobile,
which go from 640 threads ->
1024 (full occupancy). In other words... this heuristic does an excellent job in
a small subset of shaders. The Dolphin ubershader win was real, though :~)
Note these shader-db wins are on top of a branch with the nir_opt_sink
improvements. Without that, the stats are much better... The schedulers have
some overlap, but they're better together.
total instructions in shared programs: 1766635 -> 1763496 (-0.18%)
instructions in affected programs: 445855 -> 442716 (-0.70%)
helped: 1963
HURT: 350
Instructions are helped.
total bytes in shared programs: 11597648 -> 11586924 (-0.09%)
bytes in affected programs: 3106230 -> 3095506 (-0.35%)
helped: 2003
HURT: 374
Bytes are helped.
total halfregs in shared programs: 504609 -> 481980 (-4.48%)
halfregs in affected programs: 138322 -> 115693 (-16.36%)
helped: 3405
HURT: 311
Halfregs are helped.
total threads in shared programs: 18839936 -> 18840704 (<.01%)
threads in affected programs: 1280 -> 2048 (60.00%)
helped: 2
HURT: 0
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25052>
Some special registers imply scheduling constraints. We want to have a single
scheduling class per instruction in the IR, so fork off various get_sr variants
depending on what kind of SR we're reading, and validate that we use the right
kind.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25052>
Currently, when building on 32-bit x86, we get compilation errors
due to data type mis-matches in the format string.
This should fix the issue.
Signed-off-by: Neal Gompa <neal@gompa.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25052>
In Vulkan, UBOs are lowered by nir_lower_explicit_io, and the ubo_base_agx
sysval is unused (since it doesn't handle descriptor sets). That makes the UBO
lowering GL-only and hence belongs with the GL driver rather than the compiler.
This lets us delete the ubo_base_agx sysval.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
Doing a descriptor crawl with binding tables requires a real binding table in
the shader, which won't work for VK or merged shader stages in GL. Instead,
let's lower anything that needs a crawl to bindless in the driver, so the
compiler code doesn't need to know anything about descriptor binding models.
That gets rid of the texture_base_agx sysval, which is problematic when there
are multiple descriptor sets worth of textures.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
For agx_nir_lower_texture to lower to a descriptor crawl, the driver needs to
make sure the address of the descriptor is available. This means a slightly
different code path should be used in the driver. Rather than the drivers
needing to know what exactly will be lowered, add a helper in the same file as
agx_nir_lower_texture that returns whether descriptor-based lowering will be
needed so the driver can act appropriately.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
These would be inserted by nir_lower_tex anyway, but we shouldn't be relying on
that behaviour for the meta shaders when we can just create the correct thing
from the start.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
We lower to access to a non-array 2D image, so we need to update the image_array
flag when we lower or otherwise we get an incorrect 2D Array store to a 2D image
which the hardware doesn't want.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
We do all the math in pixels and only multiply by the sample count at the end,
meaning the layer stride needs to be in terms of pixels (not samples) for
correct addressing of multisample array images in our texture lowering. This is
particularly used for lowering the multisample array stores we get from eMRT
with multisampled layered framebuffers.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>
These happen for loops that break after exactly 1 iteration, unconditionally.
Fixes validation splat in dEQP-VK.glsl.switch.conditional_fall_through_2_uniform_vertex
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24847>