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>
v2:
* Set pPipeline to NULL in the corresponding
graphics/compute_create_pipeline function.
* Keep current ANV behavior of bailing on the first real error.
v3:
* Don't return early if the pipeline succeeded.
v:4(5?):
* Simplify return conditions.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5136>
This cleans up pipline create/destroy a bit after the compute/gfx split.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5457>
This allows us to do API specific checks before removing variable
without filling nir_remove_dead_variables() with API specific code.
In the following patches we will use this to support the removal
of dead uniforms in GLSL.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4797>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4690>
We should keep this very minimal; I don't know that we need to go all
struct gl_context on it. However, this gives us at least a tiny base on
which we can start building some common functionality.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4690>
The motivating factor is: this lowering may cause
nir_intrinsic_load_local_group_size intrinsics to be added to the
shader, and by moving this around we make possible for the drivers to
lower that intrinsic by themselves.
Iris will do just that in a later patch for implementing variable
group size.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4794>
When we originally wrote spirv_to_nir we didn't have a good scalar value
union to handily use so we rolled our own thing for spec constants. Now
that we have nir_const_value, we can use that and simplify a bunch of
the spec constant logic.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4675>
Move the calculation to helper functions -- similar to what GL already
needs to do.
This is a preparation for dropping this field since this value is
expected to be calculated by the drivers now for variable group size
case. And also the field would get in the way of brw_compile_cs
producing multiple SIMD variants (like FS).
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4504>
Identify if view_index is used only for position calculation, and use
Primitive Replication to implement Multiview in Gen12. This feature
allows storing per-view position information in a single execution of
the shader, treating position as an array.
The shader is transformed by adding a for-loop around it, that have an
iteration per active view (in the view_mask). Stores to the position
now store into the position array for the current index in the loop,
and load_view_index() will return the view index corresponding to the
current index in the loop.
The feature is controlled by setting the environment variable
ANV_PRIMITIVE_REPLICATION_MAX_VIEWS, which defaults to 2 if unset.
For pipelines with view counts larger than that, the regular
instancing will be used instead of Primitive Replication. To disable
it completely set the variable to 0.
v2: Don't assume position is set in vertex shader; remove only stores
for position; don't apply optimizations since other passes will
do; clone shader body without extract/reinsert; don't use
last_block (potentially stale). (Jason)
Fix view_index immediate to contain the view index, not its order.
Check for maximum number of views supported.
Add guard for gen12.
v3: Clone the entire shader function and change it before reinsert;
disable optimization when shader has memory writes. (Jason)
Use a single environment variable with _DEBUG on the name.
v4: Change to use new nir_deref_instr.
When removing stores, look for mode nir_var_shader_out instead
of the walking the list of outputs.
Ensure unused derefs are removed in the non-position part of the
shader.
Remove dead control flow when identifying if can use or not
primitive replication.
v5: Consider all the active shaders (including fragment) when deciding
that Primitive Replication can be used.
Change environment variable to ANV_PRIMITIVE_REPLICATION.
Squash the emission of 3DSTATE_PRIMITIVE_REPLICATION into this patch.
Disable Prim Rep in blorp_exec_3d.
v6: Use a loop around the shader, instead of manually unrolling, since
the regular unroll pass will kick in.
Document that we don't expect to see copy_deref or load_deref
involving the position variable.
Recover use_primitive_replication value when loading pipeline from
the cache.
Set VARYING_SLOT_LAYER to 0 in the shader. Earlier versions were
relying on ForceZeroRTAIndexEnable but that might not be
sufficient.
Disable Prim Rep in cmd_buffer_so_memcpy.
v7: Don't use Primitive Replication if position is not set, fallback
to instancing; change environment variable to be
ANV_PRIMITVE_REPLICATION_MAX_VIEWS and default it to 2 based on
experiments.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2313>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2313>
Change brw_compute_vue_map() to also take the number of pos slots. If
more than one slot is used, the VARYING_SLOT_POS is treated as an
array.
When using Primitive Replication, instead of a single position, the
VUE must contain an array of positions. Padding might be
necessary (after clip distance) to ensure rest of attributes start
aligned.
v2: Add note about array in the commit message and assert that
pos_slots >= 1 to make clear 0 is invalid. (Jason)
Move padding to be after the clip distance.
v3: Apply the correct offset when gathering the sources from outputs.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> [v2]
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2313>
Patch adds a new arg and modifies existing calls from i965, anv
pass NULL but iris stores this information for later use.
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/4080>
The batch associated with the compute pipeline only needs room for a
MEDIA_VFE_STATE. So this patch moves the batch_data to each pipeline
struct and cap the one in compute pipeline.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4040>
Add two new structs that use the anv_pipeline as base. Changed all
functions that work on a specific pipeline to use the corresponding
struct.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4040>
This will be used to decouple the logic flush_descriptor_sets() from
the position in the shader array, allowing us to store just the
shaders needed for each pipeline.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4040>
Avoids waste for pipelines that don't use all the shaders, and is
flexible enough to cover cases where there are multiple variants per
shader (e.g. SIMD8/16/32 for fragment shader).
Even though we could pre-calculate the exact size of the array, this
is not a critical path so it is worth preventing the bug that will
likely happen when new variants are added but not accounted for.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4040>
Because we set the needs_data_cache bit from the NIR during compilation,
any time a shader was pulled out of the pipeline cache, we wouldn't set
the bit and the data cache was disabled. Fortunately, on Gen8+, this
bit is ignored because we always use the ALL section in the L3$ config
instead of separate DC and RO sections. On Gen7, however, this meant
that we were basically never running with the data cache enabled and our
compute performance was suffering massively because of it. This commit
improves Geekbench 5 scores on my Haswell GT3 by roughly 330% (no,
that's not a typo).
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3912>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3912>
Currently only implemented in the scalar backend, so only enable for
Gen8+. If support for the other opcodes is added to the vec4 backend,
Gen7 could be supported.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/767>
There are very few times when we actually want to fetch the instance
from the anv_device. We can put up with a bit of pain there in exchange
for strongly discouraging people from doing this in general.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3461>
Having to always pull the physical device from the instance has been
annoying for almost as long as the driver has existed. It also won't
work in a world where we ever have more than one physical device. This
commit adds a new field called "physical" to anv_device and switches
every location where we use device->instance->physicalDevice to use the
new field instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3461>
According to the description of VkGraphicsPipelineCreateInfo(),
pViewportState, pMultisampleState, pDepthStencilState and
pColorBlendState must be ignored when rasterization is not enabled.
This avoids potentially invalid pointers being dereferenced when
rasterization is disabled. Tested with `demos_x64 VK_Parameter_Zoo`
from Renderdoc repository.
v2: Don't store the `raster_enabled` as part of anv_pipeline, just
query it from the create info. This avoids storing a state that's
only used during pipeline creation. (Jason)
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2258
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Eric Engestrom <eric@engestrom.ch> [v1]
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> [v1]
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Instead of blindly dirtying descriptors and push constants the moment we
see a pipeline change, check to see if it actually changes the bind
layout or push constant layout. This doubles the runtime performance of
one CPU-limited example running with the Dawn WebGPU implementation when
running on my laptop.
NOTE: This effectively reverts beca63c6c0. While it was a nice
optimization, it was based on prog_data and we can't do that anymore
once we start allowing the same binding table to be used with multiple
different pipelines.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This substantially reworks both the state setup side of push constant
handling and the pipeline compile side. The fundamental change here is
that we're no longer respecting the prog_data::param array and instead
are just instructing the back-end compiler to leave the array alone.
This makes the state setup side substantially simpler because we can now
just memcpy the whole block of push constants and don't have to
upload one DWORD at a time.
This also means that we can compute the full push constant layout
up-front and just trust the back-end compiler to not mess with it.
Maybe one day we'll decide that the back-end compiler can do useful
things there again but for now, this is functionally no different from
what we had before this commit and makes the NIR handling cleaner.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
It turns off that emitting push constants is one of the hottest paths in
the driver and ANY work we do there costs us. By pre-computing things a
bit ahead of time, we shave 5% off the runtime of a CPU-limited example
running with the Dawn WebGPU implementation.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This lets us stop tracking the pipeline layout. It also means less
indirection on a very hot path. As an extra bonus, we can make some of
our data structures smaller. No measurable CPU overhead improvement.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
In the early days of the driver we allowed layout to be VK_NULL_HANDLE
and used that for some internal pipelines when we wanted to be lazy.
Vulkan doesn't actually allow NULL layouts, however, so there's no
reason to have this check.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Instead, always emit one entry for every color attachment in the subpass
or one NULL if there are no color attachments. This will let us adjust
an Ice Lake workaround so we don't get a stall on every draw call.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Also, use color_outputs_valid rather than nr_color_outputs since it
should be a bit more accurate.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
This adds support for
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT_CONTROLS_PROPERTIES_KHR and
enables de Vulkan and SPIR-V extensions.
Also, notice that this includes the updates applied to the
VkPhysicalDeviceFloatControlsPropertiesKHR structure in the extension
VK_KHR_shader_float_controls v4 and Vulkan 1.1.116.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>