Couldn't find in the docs a reference for the types needing to match,
and simulator + MTL seem fine with mixing UD and UW, so not adding
a replacement for the removed assertions.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38877>
Most stages call this as part of brw_nir_postprocess_opts() but mesh
lowers to URB intrinsics after that since it needs bit-sizes lowered.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38918>
We keep this separate from the other lowering infrastructure because
there's no semantic IO involved here, just byte offsets. Also, it needs
to run after nir_lower_mem_access_bit_sizes, which means it needs to be
run from brw_postprocess_opts. But we can't do the mesh URB lowering
there because that doesn't have the MUE map.
It's not that much code as a separate pass, though.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38918>
With all the infrastructure in place, this is largely a matter of
calling the lowering passes with the appropriate data from the MUE map.
MUE initialization is now done with semantic IO instead of raw offsets.
This drops another case of non-standard NIR IO usage (and no_validate).
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38918>
(Split by Ken from a larger patch originally written by Lionel.)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38918>
(Based on the original implementation by Lionel Landwerlin, but adapted
to my respun URB lowering framework.)
The mesh shader URB payload requires reading and writing fields at
arbitrary DWord offsets. For example, the Primitive Indices array
starts at DWord 1, and it can be a vec1[], vec2[], or vec3[] array,
leading to very unaligned and sometimes double-parked elements.
Still, most fields are still conveniently vec4-aligned.
To handle this, we add a new cb_data::vec4_access flag. If set, access
remains in vec4 units, with vec4 alignment. We use this for non-mesh
stages. When unset, offset is in 32-bit units, allowing unaligned
DWord access.
This is trivial to support on Xe2, where the LSC URB messages support
arbitrary byte-aligned addressing. On older platforms, we have to
convert this to vec4 aligned offsets plus a component offset (either
returning a subset of the channels loaded, or using component masking
to store a subset of a vec4/vec8).
Thankfully, since the OWord URB messages support accessing a vec8 at
a time, this means we can do any vec4 access in one message, even if
it's double-parked. We use mod-analysis to see if we can statically
determine the sub-vec4 component offset required (we often can). If
not, we use the ability to have dynamic writemasks to sort it out.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38918>
I forgot to copy this over in the LSC case. This meant we were missing
reorderability which meant that we were missing out on CSE.
fossil-db results on Battlemage:
Instrs: 231471427 -> 231363032 (-0.05%)
Send messages: 12077759 -> 12019628 (-0.48%)
Cycle count: 34058451430.0 -> 34057005552.0 (-0.00%); split: -0.01%, +0.00%
Spill count: 520387 -> 520135 (-0.05%)
Fill count: 470812 -> 470722 (-0.02%)
Max live registers: 72111834 -> 71873886 (-0.33%)
Totals from 2898 (0.37% of 788851) affected shaders:
Instrs: 1223836 -> 1115441 (-8.86%)
Send messages: 148633 -> 90502 (-39.11%)
Cycle count: 17732554.0 -> 16286676.0 (-8.15%); split: -10.65%, +2.49%
Spill count: 252 -> 0 (-inf%)
Fill count: 90 -> 0 (-inf%)
Max live registers: 491684 -> 253736 (-48.39%)
Non SSA regs after NIR: 255397 -> 255402 (+0.00%)
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38918>
This now lowers IO intrinsics to URB intrinsics in a single step,
rather than modifying IO intrinsics to have non-standard meanings
temporarily. We are able to drop one "no_validate" flag.
For example, remap_patch_urb_offsets had added (vertex * stride) to
(offset) for per-vertex IO intrinsics, but left them as per-vertex
intrinsics. Now we just have an urb_offset() function to calculate
that when doing the lowering.
This also provides a central location for calculating URB offsets,
which we should be able to extend for other uses (per-view lowering,
mesh per-primitive lowering) in future patches.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38918>
This block of code will be re-used in a future patch, also it reduces a bit the
size and complexity of lower_sampler_logical_send().
No changes in behavior intended here.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38792>
URB messages on Xe2 are LSC messages with FLAT addressing. We can
specify a S19 immediate offset in the extended message descriptor,
which should be more than adequate to hold any offsets we need.
We wrote the original URB code before implementing that, and never
doubled back to take advantage of it. But doing so can drop ADDs
near every URB access.
fossil-db results on Battlemage:
Totals:
Instrs: 232239759 -> 231432254 (-0.35%)
Cycle count: 34044435848.0 -> 34055507100.0 (+0.03%); split: -0.00%, +0.04%
Spill count: 520370 -> 520362 (-0.00%); split: -0.00%, +0.00%
Fill count: 470790 -> 470803 (+0.00%); split: -0.00%, +0.00%
Max live registers: 72111853 -> 72111369 (-0.00%); split: -0.00%, +0.00%
Totals from 227920 (28.89% of 788851) affected shaders:
Instrs: 59841897 -> 59034392 (-1.35%)
Cycle count: 683385208.0 -> 694456460.0 (+1.62%); split: -0.14%, +1.76%
Spill count: 17278 -> 17270 (-0.05%); split: -0.10%, +0.06%
Fill count: 17481 -> 17494 (+0.07%); split: -0.03%, +0.10%
Max live registers: 23052652 -> 23052168 (-0.00%); split: -0.00%, +0.00%
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Rohan Garg <rohan.garg@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38899>
I recently converted urb->offset to be in bytes on Xe2, but neglected to
update these comments that still said OWord.
Fixes: 9ffae42975 ("brw: Store brw_urb_inst::offset in bytes on Xe2")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Rohan Garg <rohan.garg@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38899>
Before DG2, the value the HW gives us seems to be backwards, but
since DG2 this is supposed to be supported just fine.
However, due to Wa_22012766191, enable it only for Xe2 and up.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38641>
GLSL defines gl_SampleMaskIn as :
"a fragment language that indicates the set of samples covered
by the primitive generating the fragment during multisample
rasterization"
when variable rate shading is enabled, a single invocation might cover
multiple samples. The lowering done in nir_lower_single_sampled() does
not account for that case, so add an option to selectively disable it.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38641>
No shader-db changes on any Intel platform. Both Iris and Crocus use
st_nir_opts, which calls nir_lower_flrp before brw_nir_optimize. The
call still needs to exist for hasvk, but I don't collect fossil-db data
for hasvk.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12526>
It's also used for testing helper invocations.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: e3328dfa2f ("brw: only initialize sample mask flag if needed")
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38699>
When the register allocator decides to spill a value, all reads of that
value are filled. This can result in cases where the same value is
filled many times in a single block. In those cases, the result of an
earlier fill may still be available when a later fill occurs.
This optimization replaces the later fill with a move from the result of
the earlier fill.
v2: Use FIXED_GRF for register overlap tests. Since this is after
register allocation, the VGRF values will not tell the whole truth.
v3: Use brw_transform_inst. Suggested by Caio. Add
brw_scratch_inst::offset instead of storing it as a source. Suggested by
Lionel.
v4: In intervening spill to the same location also invalidates the
value. 🤦
v5: Don't eliminate a fill if its destination partially overlaps the
preceeding fill destination. Fixes failures in cooperative matrix CTS.
shader-db:
Lunar Lake, Meteor Lake, and DG2 had similar results. (Lunar Lake shown)
total instructions in shared programs: 17249903 -> 17249653 (<.01%)
instructions in affected programs: 35550 -> 35300 (-0.70%)
helped: 20 / HURT: 0
total cycles in shared programs: 893092398 -> 893101836 (<.01%)
cycles in affected programs: 2501720 -> 2511158 (0.38%)
helped: 6 / HURT: 14
total fills in shared programs: 1901 -> 1776 (-6.58%)
fills in affected programs: 1757 -> 1632 (-7.11%)
helped: 20 / HURT: 0
fossil-db:
Lunar Lake, Meteor Lake, and DG2 had similar results. (Lunar Lake shown)
Totals:
Instrs: 929949528 -> 926770338 (-0.34%)
Cycle count: 105126671329 -> 104851299099 (-0.26%); split: -0.28%, +0.02%
Fill count: 6520785 -> 5021518 (-22.99%)
Totals from 54281 (2.69% of 2018922) affected shaders:
Instrs: 239616289 -> 236437099 (-1.33%)
Cycle count: 22051883404 -> 21776511174 (-1.25%); split: -1.33%, +0.08%
Fill count: 6406295 -> 4907028 (-23.40%)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37827>
When the register allocator decides to spill a value, all writes to that
value are spilled and all reads are filled. In regions where there is
not high register pressure, a spill of a value may be followed by a fill
of that same file while the spilled register is still live. This
optimization pass finds these cases, and it converts the fill to a move
from the still-live register.
The restriction that the spill and the fill must have matching NoMask
really hampers this optimization. With the restriction removed, the pass
was more than 2x helpful.
v2: Require force_writemask_all to be the same for the spill and the fill.
v3: Use FIXED_GRF for register overlap tests. Since this is after
register allocation, the VGRF values will not tell the whole truth.
v4: Use brw_transform_inst. Suggested by Caio. The allows two of the
loops to be merged. Add brw_scratch_inst::offset instead of storing it
as a source. Suggested by Lionel.
v5: Add no-fill-opt debug option to disable optimizations. Suggested by
Lionel.
v6: Move a calculation outside a loop. Suggested by Lionel.
v7: Check that spill ranges overlap instead of just checking initial
offset. Zero shaders in fossil-db were affected, but some CTS with
spill_fs were fixed (e.g.,
dEQP-VK.subgroups.arithmetic.compute.subgroupmin_uint64_t_requiredsubgroupsize).
Suggested by Lionel.
v8: Add DEBUG_NO_FILL_OPT to debug_bits in
brw_get_compiler_config_value(). Noticed by Lionel.
shader-db:
Lunar Lake
total instructions in shared programs: 17249907 -> 17249903 (<.01%)
instructions in affected programs: 10684 -> 10680 (-0.04%)
helped: 2 / HURT: 0
total cycles in shared programs: 893092630 -> 893092398 (<.01%)
cycles in affected programs: 237320 -> 237088 (-0.10%)
helped: 2 / HURT: 0
total fills in shared programs: 1903 -> 1901 (-0.11%)
fills in affected programs: 110 -> 108 (-1.82%)
helped: 2 / HURT: 0
Meteor Lake and DG2 had similar results. (Meteor Lake shown)
total instructions in shared programs: 19968898 -> 19968778 (<.01%)
instructions in affected programs: 33020 -> 32900 (-0.36%)
helped: 10 / HURT: 0
total cycles in shared programs: 885157211 -> 884925015 (-0.03%)
cycles in affected programs: 39944544 -> 39712348 (-0.58%)
helped: 8 / HURT: 2
total fills in shared programs: 4454 -> 4394 (-1.35%)
fills in affected programs: 2678 -> 2618 (-2.24%)
helped: 10 / HURT: 0
fossil-db:
Lunar Lake
Totals:
Instrs: 930445228 -> 929949528 (-0.05%)
Cycle count: 105195579417 -> 105126671329 (-0.07%); split: -0.07%, +0.00%
Spill count: 3495279 -> 3494400 (-0.03%)
Fill count: 6767063 -> 6520785 (-3.64%)
Totals from 43844 (2.17% of 2018922) affected shaders:
Instrs: 212614840 -> 212119140 (-0.23%)
Cycle count: 19151130510 -> 19082222422 (-0.36%); split: -0.39%, +0.03%
Spill count: 2831100 -> 2830221 (-0.03%)
Fill count: 6128316 -> 5882038 (-4.02%)
Meteor Lake and DG2 had similar results. (Meteor Lake shown)
Totals:
Instrs: 1001375893 -> 1001113407 (-0.03%)
Cycle count: 92746180943 -> 92679877883 (-0.07%); split: -0.08%, +0.01%
Spill count: 3729157 -> 3728585 (-0.02%)
Fill count: 6697296 -> 6566874 (-1.95%)
Totals from 35062 (1.53% of 2284674) affected shaders:
Instrs: 179819265 -> 179556779 (-0.15%)
Cycle count: 18111194752 -> 18044891692 (-0.37%); split: -0.41%, +0.04%
Spill count: 2453752 -> 2453180 (-0.02%)
Fill count: 5279259 -> 5148837 (-2.47%)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37827>
These opcodes are emitted during register allocation instead of the
scratch reads and writes that were previously emitted. These
instructions contain additional information (i.e., the instruction
encodes the scratch offset) that enable optimizations to be added
later.
The fill and spill opcodes are lowered to scratch reads and writes
shortly after register allocation. Eventually this lower may have some
optimizations (e.g., reuse previous address calculations for successive
spills).
v2: Add brw_scratch_inst::offset instead of storing it as a
source. Suggested by Lionel.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37827>
This ensures that g0 is reserved for spilling since there is going to be
spilling.
Fixes: 8bca7e520c ("intel/brw: Only force g0's liveness to be the whole program if spilling")
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37827>
Otherwise we get a lot of individual x/y/z stores to tesslevels when
we should really just be storing the whole thing at once.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38482>