We don't want to leak in case of failure.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reported-by: Ivan Briano <ivan.briano@intel.com>
Fixes: 246261f0ad ("anv: prepare the driver for delayed submissions")
Fixes: 34f32a6d66 ("anv: implement VK_KHR_timeline_semaphore")
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6200>
We advertised the extension string but never the feature bit. Doh!
Fixes: c57338b924 "anv: Enable SPV_INTEL_shader_integer_functions2..."
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6033>
Turns out that respecting the order of parameters is important.
Reported-by: Michael Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Fixes: 5425968d2e ("anv: Implement VK_EXT_custom_border_color")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6175>
This manages to make some extra vec operations that would turn into movs
go away.
brw shader-db:
total instructions in shared programs: 3895037 -> 3893221 (-0.05%)
total cycles in shared programs: 113832759 -> 113792154 (-0.04%)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6050>
We only support the ARGB format, not the ABGR one. Fortunately, the
ARGB is the one required by D3D11.
Reviewed-by: Joshua Ashton <joshua@froggi.es>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6158>
If pStrides or Psizes are NULL we should use the values defined by the
pipeline.
v2: fix commit message and fix the code to set explicitly if we are
using dynamic stride/size
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5604>
This is done using 3DSTATE_VF_TOPOLOGY packet that overrides topology
used in subsequent 3DPRIMITIVE commands. For gen7[5] we override the
pipeline topology when emitting draw commands.
v2: fix the way gen7[5] is handled (Lionel)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5604>
Emit 3DSTATE_CLIP during cmd_buffer_flush_state so that we can change
the max viewport count dynamically.
v2: use one common clip state as size is the same for all gens (Lionel)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5604>
Leave default state values as zero so that when we OR them later
it is only the dynamic state value that matters.
v2: code cleanup + skip topology emit in base batch
when topology is dynamic (Lionel)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5604>
This is needed to ensure the function prototypes are declared.
v2: tweak commit message (Jason)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5604>
Previously we parsed a src non-terminal but did nothing with it. Since
the WAIT instruction is kind of weird, in that you have to give it the
same notification subregister for both destination and source, and it
always has an exec size of 1, let's parse a destination instead of a
source. This way, we can parse a writemask rather than a swizzle in
align16 mode, and easily convert the writemask to a swizzle to create
the source register.
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5956>
brw_reg::subnr is in bytes, like the subnr field in the instruction
word, but we disassemble the subregister number in units of the type.
For example g0.3<1>F would have a subnr=12.
These non-terminals produce a brw_reg and feed into other non-terminals
that call brw_reg(), where they are passed the subnr that we set here.
brw_reg()'s subnr parameter is expected to be in terms of the register
type, and it is multiplied by the type size to calculate the subnr in
bytes.
In these non-terminals, we don't know the register type yet, so we
must store the subregister number as it was given to us in the .subnr
field and let the brw_reg() constructor handle the conversion to the
canonical byte-based subnr form when it knows the type.
Before this patch, subregister numbers applied to these registers would
be multiplied with the type size twice.
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5956>
That's more future proof than setting each bit manually. Looks like we
already miss nir_lower_ufind_msb64 because of that.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5588>
This information is exposed through shader->options->lower_int64_options.
Removing the extra arg forces drivers to initialize this field correctly.
This also allows us to check the int64 lowering options from each int64
lowering helper and decide if we should lower the instructions we
introduce.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Rob Clark <robdclark@chromium.org>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5588>
Header is defined at vkGetPipelineCacheData spec, in any vulkan
version, and anv, tu and radv were using the same struct, and v3dv was
about to do the same.
Defining the same struct four times seemed odd, so let's define on a
common place.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Jonathan Marek <jonathan@marek.ca>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6058>
We've hand-rolled this loop 10 places and those are just the ones I
found easily.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5966>
Instead of having separate lists of variables, roughly sorted by mode,
use a single list for all shader-level NIR variables. This makes a few
list walks a bit longer here and there but list walks aren't a very
common thing in NIR at all. On the other hand, it makes a lot of things
like validation, printing, etc. way simpler. Also, there are a number
of cases where we move variables from inputs/outputs to globals and this
makes it way easier because we no longer have to move them between
lists. We only have to deal with that if moving them from the shader to
a nir_function_impl.
Reviewed-by: Rob Clark <robdclark@chromium.org>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5966>
This one's a bit more complex because it filters off only those
variables with mode == nir_var_uniform. As such, it's not exactly a
drop-in replacement for nir_foreach_variable(var, &nir->uniforms).
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5966>
Once we start going through the free list of the descriptor set pool,
we might use a free entry larger than the descriptor set we want to
allocate. When we free that descriptor set, we use the size of the set
rather than the size of the entry that was picked. This leads to leaks
of some amount of descriptor set pool.
This fix saves the size of the entry in the descriptor set so we know
what amount of the pool needs to freed.
v2: Don't bother adding a new size field
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Cc: <mesa-stable@lists.freedesktop.org>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3324
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6084>
We're about to make the SPIR-V -> NIR path generate a bit more complex
SSA chains for certain derefs. This will ensure we don't regress anyone
when we start making vec2's of derefs.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5278>
This avoids some performance regressions on Gen12 platforms caused by
SIMD32 fragment shaders reported in titles like Dota2, TF2, Xonotic,
and GFXBench5 Car Chase and Aztec Ruins.
The most obvious pattern in the regressing shaders I identified among
these workloads is that they all had non-uniform discard statements,
which are handled rather optimistically by the current IR analysis
pass: No penalty is currently applied to the SIMD32 variant of the
shader in the form of differing branching weights like we do for other
control flow instructions in order to account for the greater
likelihood of divergence of a SIMD32 shader.
Simply changing that by giving the same treatment to discard
statements as we give to other branching instructions seemed to hurt
more than it helped on platforms earlier than Gen12, since it reversed
most of the improvement obtained from SIMD32 fragment shaders in
Manhattan for no measurable benefit in other workloads (Manhattan has
a handful of shaders with statically non-uniform discard statements
which actually perform better in SIMD32 mode due to their approximate
dynamic uniformity). For that reason this change is applied to Gen12+
platforms only.
I've been running a number of tests trying to understand the
difference in behavior between Gen12 and earlier platforms, and most
of the evidence I've gathered seems to point at EU fusion being the
culprit: Unlike previous generations, on Gen12 EUs are arranged in
pairs which execute instructions in lockstep, giving an effective warp
size of 64 threads in SIMD32 mode, which seems to increase the
likelihood for control flow divergence in some of the affected shaders
significantly.
Fixes: 188a3659ae "intel/ir: Import shader performance analysis pass."
Reported-by: Caleb Callaway <caleb.callaway@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5910>