It is really small, and used just twice, so we just call qpu_magic.
We also update how it is used:
* QFILE_NULL is an undef so we can just load anything. Previously we
were using accumulator 0, but there isn't any real reason to use
an accumulator for this. Using reg 0.
* QFILE_LOAD_IMM: it seems that we don't use at all right now, so
let's add an assert
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13008>
As we don't know if we are going to have spilling or not, emit always a
last thrsw at the end of the shader.
If later we don't have spillings and we don't need that last thrsw, we
remove it and switch back to the previous one.
This way we ensure all the spilling happens always before the last
thrsw.
v2 (Juan):
- Rework the code to force a last thrsw and remove later if no spilling
v3:
- Merge functionality inside vir_emit_last_thrsw (Iago)
- Add vir_restore_last_thrsw (Juan)
v4 (Iago):
- Fix/add new comments
- Rename variables/parameters
v5 (Iago):
- Fix comments
- Add assertion
Cc: mesa-stable
Fixes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4760
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12322>
This function is only used in v3d_nir_to_vir(), so make it private.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12322>
We had an optimization to auto-enable early fragment tests when a shader
didn't have side effects, but of course, we cannot do that this if the
shader writes Z, as in that case the fragment tests need to use the
value written from the shader.
Also, if the shader enables early fragment tests, then any shader Z
writes should be ignored.
Fixes:
dEQP-VK.spirv_assembly.instruction.graphics.early_fragment.*
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12736>
Fix defect reported by Coverity Scan.
Same on both sides (CONSTANT_EXPRESSION_RESULT)
pointless_expression: The expression inst->qpu.flags.auf !=
V3D_QPU_UF_NONE || inst->qpu.flags.auf != V3D_QPU_UF_NONE does not
accomplish anything because it evaluates to either of its identical
operands, inst->qpu.flags.auf != V3D_QPU_UF_NONE.
Fixes: 3f2c54a27f ("broadcom/compiler: rewrite partial update liveness tracking")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12385>
When incrementing unifa address in DCE optimization, ensure that we
setup correctly the current block, so the ldfunif optimization is also
executed correctly.
This fixes
dEQP-VK.graphicsfuzz.cov-struct-float-array-mix-uniform-vectors
heap-buffer overflow with address sanitizer enabled.
v2 (Iago):
- Save and restore current block
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12339>
The code we had for this was a work in progress and not finished. Also,
it was geared towards partial writes caused by output packing (i.e.
fp16) and was ignoring partial updates caused by conditional writes,
which are far more common in our case.
This change provides an implementation for tracking conditional writes
that works in tandem with the previous spill change to narrow liveness
for their spills.
Fixes register allocation failures in:
dEQP-VK.graphicsfuzz.spv-stable-maze-flatten-copy-composite
We also gain one shader from shader-db:
total instructions in shared programs: 13339969 -> 13338584 (-0.01%)
instructions in affected programs: 185520 -> 184135 (-0.75%)
helped: 375
HURT: 130
Instructions are helped.
total threads in shared programs: 412038 -> 412040 (<.01%)
threads in affected programs: 2 -> 4 (100.00%)
helped: 1
HURT: 0
total uniforms in shared programs: 3746581 -> 3746585 (<.01%)
uniforms in affected programs: 49 -> 53 (8.16%)
helped: 0
HURT: 1
total max-temps in shared programs: 2359960 -> 2359947 (<.01%)
max-temps in affected programs: 289 -> 276 (-4.50%)
helped: 7
HURT: 0
Max-temps are helped.
total sfu-stalls in shared programs: 34351 -> 34359 (0.02%)
sfu-stalls in affected programs: 218 -> 226 (3.67%)
helped: 35
HURT: 37
Inconclusive result (value mean confidence interval includes 0).
total inst-and-stalls in shared programs: 13374320 -> 13372943 (-0.01%)
inst-and-stalls in affected programs: 186653 -> 185276 (-0.74%)
helped: 373
HURT: 132
Inst-and-stalls are helped.
LOST: 0
GAINED: 1
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12278>
A spill of a conditional write generates code like this:
mov.ifa t5000, 0
mov tmud, t5000
nop t5001; ldunif (0x00008100 / 0.000000)
add tmua, t11, t5001
Here, we are spilling t5000, which has a conditional write, and we
produce an inconditional spill for it. This implicitly means that
our spill requires a correct value for all channels of t5000.
If we do a conditional spill, then we emit:
mov.ifa t5000, 0
mov tmud.ifa, t5000
nop t5001; ldunif (0x00008100 / 0.000000)
add tmua.ifa, t11, t5001
Which only uses channels of t5000 that have been written by the
instruction being spilled.
By doing the latter, we can then narrow down the liveness for t5000
more effectively, as we can use this to detect that the block only reads
(in the tmud instruction) the values that have been written previously
in the same block (in the mov instruction). This means that values in
other channels are not used, and therefore, we don't need them to be
alive at the start of the block. This means that if this is the only
write of t5000 in this block, we can consider that the block
completely defines t5000.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12278>
The spill base setting instructions (which includes some uniforms) are
added in the entry block, not in the current block. When ldunif
optimization is applied, the cursor is pointing to instructions in the
entry block, but the current block is a different one. This leads to a
heap-buffer-overflow when going through the list of instructions
(detected by the address sanitizer).
Thus change the current block to entry block, and restore it after the
setup is done.
This fixes
dEQP-VK.ssbo.readonly.layout.single_struct.single_buffer.std430_instance_array_comp_access_store_cols
with address sanitizer enabled.
v2:
- Set current block instead of disabling ldunif optimization (Iago)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12221>
This is where it should be rather than having to pass it into the
optimisation pass every time.
It also allows us to call the loop analysis pass without having to
duplicate these options which we will do later in this series.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12064>
Like in the case of emitting a block, process pending TMU operations
before a jump is executed.
Fixes dEQP-VK.graphicsfuzz.stable-binarysearch-tree-nested-if-and-conditional.
Fixes: 197090a3fc ("broadcom/compiler: implement pipelining for general
TMU operations")
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11971>
OpenGL ES 3.1 specifies that a geometry shader can write to gl_PrimitiveID,
which can then be read by a fragment shader.
OpenGL ES 3.2 additionally adds the capacity for the fragment shader
to read gl_PrimitiveID even if there is no geometry shader. This
commit adds support for this feature, which is also implicitly
expected by the geometry shader feature in Vulkan 1.0.
Fixes:
dEQP-VK.pipeline.framebuffer_attachment.no_attachments
dEQP-VK.pipeline.framebuffer_attachment.no_attachments_ms
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11874>
Clip distance arrays will come as compact array variables, so we need
to handle them as such, like we did for vertex inputs.
Fixes:
dEQP-VK.clipping.user_defined.clip_distance.vert_geom.{1,2,3,4}
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11783>
For some reason, this was implemented with the bulk of the compute
shader enablement, but this intrinsic is specific to subgroups and
thus was not really used. Also, its implementation was not correct,
since it was returning the element index within the subgroup, not
the subgroup index itself, which is the index of the batch in the
dispatch.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11620>
The intrinsic produces a vec2, so let's honor that and avoid the weird
lowering to scalar and later reconstruction to vec2 when we find
load vulkan descriptor intrinsics.
It fixes tests like this (which require that we expose KHR_spirv_1_4):
dEQP-VK.spirv_assembly.instruction.spirv1p4.opptrequal.null_comparisons_ssbo_equal
that otherwise produce bad code that tries to access a vec2 from the result of
that intrinsic, leading to NIR validation errors.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11257>
Be consistent with other usages in Vulkan and SPIR-V, and the recently
added workgroup_size field.
Acked-by: Emma Anholt <emma@anholt.net>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11190>
We were using the num_components to infer it, but in the end it is
VEC2 for CMPXCHG and 32BIT for anything else.
This doesn't affect any test with the real hw, but fixes an assert
with the last version of the simulator.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11039>
This was added with VK_KHR_device_group and allows users to specify
a base offset that will be automatically added to gl_WorkGroupID.
Unfortunately, V3D doesn't support this natively, so we need to add
the base to the workgroup id generated by hardware manually. For this,
we inject add instructions that source from a QUNIFORM that will
retrieve the actual dispatch base from the compute job when it is
dispatched.
Since a compute shader can be dispatched with CmdDispatch and/or
CmdDispatchBase, we always need to add these additional add
instructions and use a base of (0,0,0) for regular dispatches.
Since we don't support any version of OpenGL with this dispatch
base functionality we can avoid the extra instructions there.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11037>
In Vulkan we configure our integer RTs to clamp automatically, so with logic
operations we need to be careful and avoid overflows by discarding any bits
that won't fit in the RT component size.
Fixes remaining CTS test failures in:
dEQP-VK.pipeline.logic_op.*
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10801>
This avoids debug builds to assert crash. Components that don't exist
won't be used and will be eventually DCEd, so simply lower them to 0.
Fixes CTS tests like these in debug builds:
dEQP-VK.pipeline.logic_op.r8_uint.clear
dEQP-VK.pipeline.logic_op.r8_uint.and
dEQP-VK.pipeline.logic_op.r8_uint.and_reverse
dEQP-VK.pipeline.logic_op.r8_uint.copy
dEQP-VK.pipeline.logic_op.r8_uint.and_inverted
dEQP-VK.pipeline.logic_op.r8_uint.no_op
dEQP-VK.pipeline.logic_op.r8_uint.xor
dEQP-VK.pipeline.logic_op.r8_uint.or
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10801>
We don't want to have to deal with vector phis in freedreno, because
vectors are always split/unsplit around vectorized instructions anyways,
and the stated reason for not scalarising them (it hurting coalescing)
won't apply to us because we won't be using nir_from_ssa. Add this
option so that we don't have to do the equivalent thing while
translating from NIR.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10809>
We enabled this in the past to fix some register allocation issues we
faced with geometry shaders but we didn't document why it is safe for
us to do this, which is not immediately obvious.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10745>