Commit graph

524 commits

Author SHA1 Message Date
Dylan Baker
a8e2d79e02 meson: use gnu_symbol_visibility argument
This uses a meson builtin to handle -fvisibility=hidden. This is nice
because we don't need to track which languages are used, if C++ is
suddenly added meson just does the right thing.

Acked-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4740>
2020-06-01 18:59:18 +00:00
Alejandro Piñeiro
f7fcbe9830 v3d/tex: use TMUSLOD register if possible
TMUSLOD register is the same that TMUS but having the same effect that
setting disable_autolod on the TMU configuration parameter 2.

So using that register is potentially more efficient, as in several
cases we would be able to skip writing P2.

One case where we can't use it is for texture cube maps, as we need to
use TMUSCM.

v2: don't put a comment in the middle of the conditions (Iago)

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4962>
2020-05-11 23:52:46 +00:00
Alejandro Piñeiro
c3af695bb0 v3d/tex: set up default values for Configuration Parameter 1 if possible
Texture access has three configuration parameters, P0 (texture), P1
(sampler) and P2(lookup). P1 and P2 are optional, but if P2 is needed
(like for example to set the offset for texelFetchOffset), then you
need to set P1.

But until now when setting up P1 we were asking the driver to fill up
the address with the shader state. But in that case we can just fill
that address with the default value NULL.

So let's avoid asking the driver to fill that default values, and do
it directly on the compiler. This is a good-to-have on OpenGL, and
likely would be needed on Vulkan.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4962>
2020-05-11 23:52:46 +00:00
Alejandro Piñeiro
50c2c76ea3 v3d/tex: only look up the 2nd texture gather offset for 1d non-arrays
Commit 1bc71e8b65 already did that for
the 3rd offset, but it also needs to do it for the 2nd (to handle 1d
array).

Fixes assertion failures with Vulkan CTS tests using 1darray
targets. Seems that there isn't too many 1darray tests on OpenGL CTS,
and OpenGL-ES don't support 1d arrays, but the same problem could
arise eventually on OpenGL.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4962>
2020-05-11 23:52:46 +00:00
Eric Anholt
e9add0c501 drm-shim: Let the driver choose to overwrite the first render node.
When I was writing drm-shim, I was focused on the v3d kmsro case -- use my
intel device as the kmsro display device and add on a simulator-based v3d
device that we could render with.  But for the noop backends we use for
shader-db, it's a lot more useful to just overwrite the first render node
in the system so that you don't have to pass a -d <how many render nodes I
already have in my system> argument.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4664>
2020-04-23 17:54:54 +00:00
Alejandro Piñeiro
ad460c5dd6 v3d: support for textureQueryLOD
Fixes all the ARB_texture_query_lod piglit tests, and needed to get
the Vulkan CTS textureQueryLOD passing with the ongoing Vulkan driver.

Note that LOD Query bit flag became only available on V42 of the hw,
but the v3d40_tex is using V41 as reference. In order to avoid setting
up the infrastructure to support both v41 and v42, we manually set the
bit if the device version is the correct one.

We also fix how the ARB_texture_query_lod (so EXT_texture_query_lod)
is exposed. Before this commit it was always exposed (wrongly as it
was not really supported). Now it is exposed for devinfo.ver >= 42.

v2: move _need_sampler helper to nir.h (Eric Anholt)

Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4677>
2020-04-22 23:43:23 +02:00
Alejandro Piñeiro
41bfd0812b v3d/packet: fixing TMU_Config_Parameter_2 definition
v41 interchanged the size and start values for the Padding, and it
seems that v42 inherited it when adding the LOD Query bit.

Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4677>
2020-04-22 23:39:41 +02:00
Alejandro Piñeiro
9967c26ae6 v3d/tex: Configuration Parameter 1 can be only skipped if P2 can be skipped too
Configuration Parameter packets 1 and 2 are pointed as optional, but
it is not clearly stated if you can skip only P1 when P2 is needed.

In the practice, it seems that the situation P0 - non-P1 - P2 can
causes problems, and at least on the simulator, it seems that sampler
info are attempted to be accessed. So let's just be conservative, and
only skip P1 configuration if we can skip P2 configuration too.

Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4677>
2020-04-22 23:39:34 +02:00
Alejandro Piñeiro
d0b644d9f9 v3d/tex: don't configure tmu config 1 if not needed
TMU configuration parameter 1 configures the sampler for the texture
operation. But there are some texture operations that doesn't need a
sampler. Skipping the configuration could provide a small perf
improvement on OpenGL. On the incoming Vulkan driver, would allow us
to avoid to set up an unneeded sampler.

Note that we still need to add the sampler configuration parameter if
the output is a 32bit, as it is on the sampler where we configure that
info.

Also, note that for images this is done comparing against a unpacked
p1 default. But in order to do that it is needed to go through the
code that fills up the unpacked p1. We can skip that too.

Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4677>
2020-04-22 23:38:18 +02:00
Lionel Landwerlin
c3e305616c drm-shim: return device platform as specified
v2: Embed the libdrm dependency inside the drm-shim dependency

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Eric Anholt <eric@anholt.net> (v1)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4429>
2020-04-03 21:14:18 +00:00
Eric Engestrom
79af30768d meson: inline inc_common
Let's make it clear what includes are being added everywhere, so that
they can be cleaned up.

Signed-off-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4360>
2020-03-28 21:36:54 +01:00
Rob Clark
36aed70b59 util/ra: spiff out select_reg_callback
Add a parameter so the callback can know which node it is selecting a
register for.  And remove the graph parameter, as it is unused by
existing users, and somewhat unnecessary (ie. the callback data could
be used instead).

And add a comment so $future_me remembers how this works.

Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4071>
2020-03-10 16:01:39 +00:00
Eric Anholt
12cf484d02 v3d: Ask the state tracker to lower image accesses off of derefs.
This saves a bunch of hassle in handling derefs in the backend, and would
be needed for reasonable handling of dynamic indexing of image arrays.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3728>
2020-02-24 18:25:02 +00:00
Jose Maria Casanova Crespo
68bb26af63 broadcom: Fix implicit declaration of ffs for Android build
Include util/bitscan.h to ensure ffs is available when there is no
glibc like in Android.

Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1983
Reviewed-by: Eric Anholt <eric@anholt.net>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/2554>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/2554>
2020-02-06 18:31:13 +01:00
Eric Anholt
8d07d66180 glsl,nir: Switch the enum representing shader image formats to PIPE_FORMAT.
This means you can directly use format utils on it without having to have
your own GL enum to number-of-components switch statement (or whatever) in
your vulkan backend.

Thanks to imirkin for fixing up the nouveau driver (and a couple of core
details).

This fixes the computed qualifiers for EXT_shader_image_load_store's
non-integer sizeNxM qualifiers, which we don't have tests for.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> (v3d)
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3355>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3355>
2020-02-05 10:31:14 -08:00
Anthony Pesch
f77369086c util/hash_table: update users to use new optimal integer hash functions
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3475>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3475>
2020-01-23 17:06:57 +00:00
Jason Ekstrand
d3737002ee nir/lower_atomics_to_ssbo: Also lower barriers
This is more correct for a pass which is supposed to completely lower
away atomic counters.  It also lets us stop supporting atomic counter
barriers in most of the drivers.

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
2020-01-13 17:23:47 +00:00
Jason Ekstrand
e40b11bbcb nir: Rename nir_intrinsic_barrier to control_barrier
This is a more explicit name now that we don't want it to be doing any
memory barrier stuff for us.

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
2020-01-13 17:23:47 +00:00
Jason Ekstrand
60097cc840 nir: Add a new memory_barrier_tcs_patch intrinsic
Right now, it's implemented as a no-op for everyone.  For most drivers,
it's a switch case in the NIR -> whatever which just breaks.  For ir3,
they already have code to delete tessellation barriers so we just add a
case to also delete memory_barrier_tcs_patch.

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
2020-01-13 17:23:47 +00:00
Iago Toral Quiroga
6c7a2b69f8 v3d: handle writes to gl_Layer from geometry shaders
When geometry shaders write a value to gl_Layer that doesn't correspond to
an existing layer in the target framebuffer the rendering behavior is
undefined according to the spec, however, there are CTS tests that trigger
this scenario on purpose, probably to ensure that nothing terrible happens.

For V3D, this situation is problematic because the binner uses the layer
index to select the offset to write into the tile state data, and we only
allocate tile state for MAX2(num_layers, 1), so we want to make sure we
don't produce values that would lead to out of bounds writes. The simulator
has an assert to catch this, although we haven't observed issues in actual
hardware it is probably best to play safe.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Iago Toral Quiroga
a6b318ef52 v3d: predicate geometry shader outputs inside non-uniform control flow
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Iago Toral Quiroga
a07d70c54b v3d: we always have at least one output segment
If we program an output size of 0 the simulator asserts. This was
not a problem until now because our VS would always have to
emit fixed function outputs, however, now that it can be paired
with a GS we can end up with a VS shader that no longer emits
any outputs.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Iago Toral Quiroga
76fc8c8bb1 v3d: compute appropriate VPM memory configuration for geometry shader workloads
Geometry shaders can output many vertices and thus have higher VPM memory
pressure as a result. It is possible that too wide geometry shader dispatches
exceed the maximum available VPM output allocated, in which case we need
to reduce the dispatch width until we can fit the VPM memory requirements.
Supported dispatch widths for geometry shaders are 16, 8, 4, 1.

There is a limit in the number of VPM output sectors that can be used by a
geometry shader that we can meet by lowering the dispatch width at compile
time, however, at draw time we need to revisit this number and, together with
other elements that can contribute to total VPM memory requirements, decide
on a configuration that can fit the program into the available VPM memory.
Ideally, we also want to aim for not using more than half of the available
memory so we that we can run a pair of bin and render programs in parallel.

v2: fixed language in comment and typo in commit log. (Alejandro)

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Iago Toral Quiroga
76f4c83815 v3d: add 1-way SIMD packing definition
According to the documentation, the 1-way dispatch width is only supported
with geometry shaders.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Iago Toral Quiroga
4f5fbd6490 v3d: implement geometry shader instancing
v2:
 - Remove unused field uses_iid from v3d_gs_prog_data (Alejandro)

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Iago Toral Quiroga
0934bd4460 v3d: fix packet descriptions for geometry and tessellation shaders
Every code address starts at bit 3 (addresses must be 64-bit aligned),
with the first 3 bits used to specify threading and NaN propagation
parameters for the shader program.

We generally skip "reserved" bits, however, doing this when the
reserved field is the last in a struct and it is large enough can
make us compute incorrect (smaller) struct sizes which can
lead to corrupt CLs. In particular, the "Tess/Geom Common Params"
struct has a reserved field at the end that is 8-bit, so if we
don't include this we compute a packet size that is 1 byte smaller
than it shold, making the next packet we emit start 1 byte
earlier and therefore leading to incorrect CL data from that point
forward.

The name of one of the fields was not correct.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Iago Toral Quiroga
5d578c27ce v3d: add initial compiler plumbing for geometry shaders
Most of the relevant work happens in the v3d_nir_lower_io. Since
geometry shaders can write any number of output vertices, this pass
injects a few variables into the shader code to keep track of things
like the number of vertices emitted or the offsets into the VPM
of the current vertex output, etc. This is also where we handle
EmitVertex() and EmitPrimitive() intrinsics.

The geometry shader VPM output layout has a specific structure
with a 32-bit general header, then another 32-bit header slot for
each output vertex, and finally the actual vertex data.

When vertex shaders are paired with geometry shaders we also need
to consider the following:
  - Only geometry shaders emit fixed function outputs.
  - The coordinate shader used for the vertex stage during binning must
    not drop varyings other than those used by transform feedback, since
    these may be read by the binning GS.

v2:
 - Use MAX3 instead of a chain of MAX2 (Alejandro).
 - Make all loop variables unsigned in ntq_setup_gs_inputs (Alejandro)
 - Update comment in IO owering so it includes the GS stage (Alejandro)

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Iago Toral Quiroga
f63750accf v3d: remove unused variable
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Iago Toral Quiroga
52cbef0039 v3d: enable debug options for geometry shader dumps
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Iago Toral Quiroga
d6b0786a38 v3d: add debug assert
While lowering vpm outputs we look for the NIR variables matching
particular store output instructions and we expect to find a match,
so assert on that.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Iago Toral Quiroga
6e68f74395 v3d: add missing plumbing for VPM load instructions
We will need to use LDVPMG_IN specifically to read VPM inputs
in geometry shaders.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-16 08:42:37 +01:00
Dylan Baker
d0eebda990 meson/broadcom: libbroadcom_cle also needs zlib
Fixes: 1ae8018a6a
       ("meson: Add support for the vc4 driver.")
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-12-11 00:49:44 +00:00
Dylan Baker
85a9698ac3 meson/broadcom: libbroadcom_cle needs expat headers
Fixes: 1ae8018a6a
       ("meson: Add support for the vc4 driver.")
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-12-10 10:48:38 -08:00
Eric Anholt
8afab607ac nir: Add a scheduler pass to reduce maximum register pressure.
This is similar to a scheduler I've written for vc4 and i965, but this
time written at the NIR level so that hopefully it's reusable.  A notable
new feature it has is Goodman/Hsu's heuristic of "once we've started
processing the uses of a value, prioritize processing the rest of their
uses", which should help avoid the heuristic otherwise making such
systematically bad choices around getting texture results consumed.

Results for v3d:

total instructions in shared programs: 6497588 -> 6518242 (0.32%)
total threads in shared programs: 154000 -> 152828 (-0.76%)
total uniforms in shared programs: 2119629 -> 2068681 (-2.40%)
total spills in shared programs: 4984 -> 472 (-90.53%)
total fills in shared programs: 6418 -> 1546 (-75.91%)

Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> (v1)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> (v2)

v2: Use the DAG datastructure, fold in the scheduling-for-parallelism
    patch, include SSA defs in live values so we can switch to bottom-up
    if we want.
v3: Squash in improvements from Alejandro Piñeiro for getting V3D to
    successfully register allocate on GLES3.1 dEQP.  Make sure that
    discards don't move after store_output.  Comment spelling fix.
2019-11-25 21:12:21 +00:00
Alejandro Piñeiro
b4bc59e37e v3d: adds an extra MOV for any sig.ld*
Specifically when we are in non-uniform control flow, as we would need
to set the condition for the last instruction. If (for example) a
image atomic load stores directly their value on a NIR register,
last_inst would be a nop, and would fail when set the condition.

Fixes piglit test:
spec/glsl-es-3.10/execution/cs-ssbo-atomic-if-else-2.shader_test

Fixes: 6281f26f06 ("v3d: Add support for shader_image_load_store.")

v2: (Changes suggested by Eric Anholt)
   * Cover all sig.ld* signals, not just ldunif and ldtmu, as all of
     them have the same restriction.
   * Update comment explaining why we add a MOV in that case
   * Tweak commit message.

v3:
   * Drop extra set of parens (Eric)
   * Add missing ld signal to is_ld_signal to fix shader-db regression.

Reviewed-by: Eric Anholt <eric@anholt.net>
2019-11-20 11:21:16 +01:00
Jose Maria Casanova Crespo
d983055184 v3d: Fix predication with atomic image operations
Fixes dEQP test:
dEQP-GLES31.functional.synchronization.inter_call.with_memory_barrier.image_atomic_multiple_interleaved_write_read

Fixes piglit test:
spec/glsl-es-3.10/execution/cs-image-atomic-if-else.shader_test

Fixes: 6281f26f06 ("v3d: Add support for shader_image_load_store.")

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-11-20 11:20:55 +01:00
Eric Anholt
882ca6dfb0 util: Move gallium's PIPE_FORMAT utils to /util/format/
To make PIPE_FORMATs usable from non-gallium parts of Mesa, I want to
move their helpers out of gallium.  Since u_format used
util_copy_rect(), I moved that in there, too.

I've put it in a separate directory in util/ because it's a big chunk
of related code, and it's not clear to me whether we might want it as
a separate library from libmesa_util at some point.

Closes: #1905
Acked-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
2019-11-14 10:47:20 -08:00
Iago Toral Quiroga
e7e501efce v3d: rename vertex shader key (num)_fs_inputs fields
Until now this made sense because we always paired vertex shaders
with fragment shaders, but as soon as we implement geometry and
tessellation shaders that will no longer be the case, so rename
this to (num_)used_outputs.

v2: Use 'used_outputs' instead of ns_outputs, which is more explicit (Eric).

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-10-31 08:46:35 +00:00
Timothy Arceri
7f106a2b5d util: rename list_empty() to list_is_empty()
This makes it clear that it's a boolean test and not an action
(eg. "empty the list").

Reviewed-by: Eric Engestrom <eric@engestrom.ch>
2019-10-28 11:24:38 +00:00
Eric Engestrom
0581a86753 v3d: fix empty-body instruction
Fixes: 8d43e2b2de ("meson: add -Werror=empty-body to disallow `if(x);`")
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-10-27 22:10:31 +00:00
Erik Faye-Lund
65328bd32d Revert "v3d: do not report alpha-test as supported"
This reverts commit 9d0523b569.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Jose Maria Casanova <jmcasanova@igalia.com>
2019-10-23 13:03:55 +02:00
Rhys Perry
8b98d0954e nir/lower_idiv: add new llvm-based path
v2: make variable names snake_case
v2: minor cleanups in emit_udiv()
v2: fix Panfrost build failure
v3: use an enum instead of a boolean flag in nir_lower_idiv()'s signature
v4: remove nir_op_urcp
v5: drop nv50 path
v5: rebase
v6: add back nv50 path
v6: add comment for nir_lower_idiv_path enum
v7: rename _nv50/_llvm to _fast/_precise
v8: fix etnaviv build failure

Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
2019-10-21 18:49:46 +00:00
Iago Toral Quiroga
2d8b51ea4d broadcom: document known hardware issues for L2T flush command
Suggested-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-10-18 14:08:52 +02:00
Iago Toral Quiroga
46182fc1da v3d: add new flag dirty TMU cache at v3d_compiler
That we set for any TMU write on spills and general tmu. It is then
used as part of v3d_emit_gl_shader_state later.

v2: add a new flag instead at v3d_compiler instead of dirty the flag
    at v3dx if there is any spill (change suggested by Eric, added by
    Alejandro)

v3: set this for anything that is not a load and do it also in
    v3d40_vir_emit_image_load_store (Eric)

Reviewed-by: Eric Anholt <eric@anholt.net>
2019-10-18 14:08:52 +02:00
Erik Faye-Lund
9d0523b569 v3d: do not report alpha-test as supported
This triggers lowering in the state-tracker, which makes things a bit
simpler.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-10-17 10:41:36 +02:00
Erik Faye-Lund
71c0dcf266 nir: support feeding state to nir_lower_clip_[vg]s
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-10-17 10:41:36 +02:00
Erik Faye-Lund
eb3047c094 nir: support lowering clipdist to arrays
This allows us to make sure clipdist is emitted as a scalar array rather
than two vec4s. This matches SPIR-V semantics, and will be useful for
Zink.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-10-17 10:41:36 +02:00
Erik Faye-Lund
6d7e02e37d nir: allow passing alpha-ref state to lowering-code
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-10-17 10:41:36 +02:00
Marek Olšák
cebc38ff60 nir: add nir_shader_compiler_options::lower_to_scalar
This will replace PIPE_SHADER_CAP_SCALAR_ISA.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-10-10 15:49:18 -04:00
Eric Anholt
ca1aa5d225 v3d: Enable the late algebraic optimizations to get real subs.
This worked better than my original v3d-local pass for just subs, and is a
huge win over not producing subs.

total instructions in shared programs: 6408469 -> 6167932 (-3.75%)
total threads in shared programs: 153784 -> 154104 (0.21%)
total uniforms in shared programs: 2157078 -> 1905823 (-11.65%)
total max-temps in shared programs: 904546 -> 895796 (-0.97%)
total spills in shared programs: 4959 -> 4993 (0.69%)
total fills in shared programs: 6558 -> 6670 (1.71%)
total sfu-stalls in shared programs: 25845 -> 25175 (-2.59%)
total inst-and-stalls in shared programs: 6434314 -> 6193107 (-3.75%)

Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
2019-09-30 09:44:10 +00:00