| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
it's always true
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Generated by:
sed -i -e 's/brw_device_info/gen_device_info/g' src/intel/**/*.c
sed -i -e 's/brw_device_info/gen_device_info/g' src/intel/**/*.h
sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.c
sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.cpp
sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.h
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This eliminates the need to walk the list of input variables, recurse
into their types (via logic largely redundant with nir_lower_io), and
interpolate all possible inputs up front. The backend no longer has
to care about variables at all, which eliminates complications from
trying to pack multiple variables into the same location. Instead,
each intrinsic specifies exactly what's needed.
This should unblock Timothy's work on GL_ARB_enhanced_layouts.
Each load_interpolated_input intrinsic corresponds to PLN instructions,
while load_barycentric_at_* intrinsics correspond to pixel interpolator
messages. The pixel/centroid/sample barycentric intrinsics simply refer
to payload fields (delta_xy[]), and don't actually generate any code.
Because we use a single intrinsic for both centroid-qualified variables
and interpolateAtCentroid(), they become indistinguishable. We stop
sending pixel interpolator messages for those, and instead use the
payload provided data, which should be considerably faster.
On Broadwell:
total instructions in shared programs: 9067751 -> 9067570 (-0.00%)
instructions in affected programs: 145902 -> 145721 (-0.12%)
helped: 422
HURT: 209
total spills in shared programs: 2849 -> 2899 (1.76%)
spills in affected programs: 760 -> 810 (6.58%)
helped: 0
HURT: 10
total fills in shared programs: 3910 -> 3950 (1.02%)
fills in affected programs: 617 -> 657 (6.48%)
helped: 0
HURT: 10
LOST: 3
GAINED: 3
The differences mostly appear to be slight changes in MOVs.
v2: Use nir_shader_compiler_options::use_interpolated_input_intrinsics
flag rather than passing it directly to nir_lower_io. Use the
unreachable() macro rather than assert in one place. (Review
feedback from Chris Forbes.)
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
|
|
|
|
|
|
|
|
|
|
|
| |
This was removed in d9546b0c5d and replced with the precise_trig driconf
option. However, we still need precise trig in the Vulkan driver so this
commit brings back the environment variable and compiler->precise_trig is
effectively the logical OR of the two.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96484
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
With this change, to enable precise SIN and COS instructions
on Intel hardware, one can put
<option name="precise_trig" value="true"/>
in the proper drirc file.
V2: Make option name more generic
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Stephane Marchesin <stephane.marchesin@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The cross thread constant support appears on Haswell. It allows us to
upload a set of uniform data for all threads without duplicating it
per thread.
One complication is that cross-thread constants are loaded into
registers before per-thread constants. Previously, our local IDs were
loaded before the uniform data and treated as 'payload' data, even
though they were actually pushed into the registers like the other
uniform data.
Therefore, in this patch we simultaneously enable a newer layout where
each thread now uses a single uniform slot for a unique local ID for
the thread. This uniform is handled specially to make sure it is added
last into the uniform push constant registers. This minimizes our
usage of push constant registers, and maximizes our ability to use
cross-thread constants for registers.
To swap from the old to the new layout, we also need to flip some
lowering pass switches to let our driver handle the lowering instead.
We also no longer force thread_local_id_index to -1.
v4:
* Minimize size of patch that switches from the old local ID layout
to the new layout (Jason)
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
|
|
|
|
|
|
| |
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
|
|
|
|
|
|
|
| |
They reference the compiler so they shouldn't go in libi965_compiler.la.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
|
|
|
|
|
|
|
|
| |
This prevents array overflow when the block is actually an array of UBOs or
SSBOs. On some hardware such as i965, such overflows can cause GPU hangs.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
|
|
|
|
|
|
|
|
|
|
|
|
| |
airlied:
v2: rename LowerClipDistance to LowerCombinedClipCullDistnace.
I don't think we want any other behaviour with any current hw.
Signed-off-by: Tobias Klausmann <tobias.johannes.klausmann@mni.thm.de>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
I'd originally left this off because Orbital Explorer was hanging the
GPU, but it seems to be working these days. There have been a bunch
of changes since then, so we probably fixed something.
On my Broadwell laptop, both Synmark/GSCloth and Orbital Explorer seem
to run at approximately the same framerate in either mode. This is
despite large reductions in instruction count for Synmark, and large
increases for Orbital Explorer. It apparently just doesn't matter.
Switching to scalar mode will gain us fp64 support in the next release,
as vec4-mode support isn't yet ready.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
According to the GLSL spec, if the user uses the fma() intrinsic to
generate a precise-consumed value, and you have it in your hardware, you
shouldn't split it. For a while now, we've been splitting all ffma's
up-front and then planned to fuse them later which isn't valid. Correctly
handling the GLSL behaviour fixes rendering corruptions in Tomb Raider.
The only reason why doing this possibly helped before was for ARB programs
which is handled by the previous commit.
Shader-db results on Haswell:
total instructions in shared programs: 7560300 -> 7561510 (0.02%)
instructions in affected programs: 56265 -> 57475 (2.15%)
helped: 86
HURT: 291
The only shaders in the database that are affected are from "Shadow of
Mordor" which is the first app in our database to use fma(). We could, at
some point in the future, split inexact ffma opcodes which would fix the
shader-db regressions since Shadow of Mordor doesn't ues precise. However,
this fixes a bug now and and the shader-db impact is fairly small.
Reported-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
|
|
|
|
|
|
|
|
|
|
| |
v2: also lower trunc, ceil, floor, fract and roundEven (Iago)
v3: also lower mod for doubles (Sam)
Signed-off-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
|
|
|
|
|
|
|
|
|
| |
Broadwell and previous generations does not support lrp instruction
operating with doubles.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
|
|
|
|
|
|
|
|
| |
This reverts commit bd326c229c528a214c9fda705e7a961cfa49ac9e.
Now that we've fixed the GPU hangs, let's turn it back on.
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
|
|
|
|
|
|
|
| |
This reverts commit b593737ed8349b280fa29242c35f565b59ab3025.
Apparently it causes GPU hangs on some image load store tests.
Let's turn it back off until we figure out why.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Normally, we expect SIMD8 shaders to be more instructions than SIMD4x2
shaders, as it takes four instructions to operate on a vec4, rather than
a single instruction. However, the benefit is that it can process 8
objects per shader thread instead of 2.
Surprisingly, the shader-db statistics show an improvement in both
instruction and cycle counts:
Synmark: -31.25% instructions, -29.27% cycles, 0 hurt.
Tessmark: -36.92% instructions, -37.81% cycles, 0 hurt.
Unigine Heaven: -3.42% instructions, -17.95% cycles, 0 hurt.
Shadow of Mordor:
+13.24% instructions (26 with fewer instructions, 45 with more),
-5.23% cycles (44 with fewer cycles, 27 with more cycles).
Presumably, this is because the SIMD8 URB messages are a much more
natural fit than the SIMD4x2 URB messages - there's a ton less header
setup.
I benchmarked Shadow of Mordor and Unigine Heaven on my Skylake GT3e,
and the performance seems to be the same or increase ever so slightly
(< 1 FPS difference). So I believe it's strictly superior.
There's also a lot more optimization potential we can do in scalar mode.
This will also help us finish fp64 support, as scalar support is going
to land much sooner than vec4-mode support.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
|
|
|
| |
Split 32-bit and 64-bit fmod lowering as the drivers might need to
lower them separately inside NIR depending on the HW support.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Unlike most shader stages, the Hull Shader hardware makes us explicitly
tell it how many threads to dispatch and manually configure the channel
mask. One perk of this is that we have a lot of flexibility - we can
run it in either SIMD4x2 or SIMD8 mode.
Treating it as SIMD8 means that shaders with 8 or fewer output vertices
(which is overwhemingly the common case) can be handled by a single
thread. This has several intriguing properties:
- Accessing input arrays with gl_InvocationID as the index is a simple
SIMD8 URB read with g1 as the header. No indirect addressing required.
- Barriers are no-ops.
- We could potentially do output shadowing to combine writes, as the
concurrency concerns are gone. (We don't do this yet, though.)
v2: Drop first_non_payload_grf change, as it was always adding 0
(caught by Jordan Justen).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
|
|
|
|
|
|
|
| |
A later patch will add lower_flrp64 option to NIR.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
|
|
|
|
| |
Reviewed-by: Rob Clark <robdclark@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The SIN and COS instructions on Intel hardware can produce values
slightly outside of the [-1.0, 1.0] range for a small set of values.
Obviously, this can break everyone's expectations about trig functions.
According to an internal presentation, the COS instruction can produce
a value up to 1.000027 for inputs in the range (0.08296, 0.09888). One
suggested workaround is to multiply by 0.99997, scaling down the
amplitude slightly. Apparently this also minimizes the error function,
reducing the maximum error from 0.00006 to about 0.00003.
When enabled, fixes 16 dEQP precision tests
dEQP-GLES31.functional.shaders.builtin_functions.precision.
{cos,sin}.{highp,mediump}_compute.{scalar,vec2,vec4,vec4}.
at the cost of making every sin and cos call more expensive (about
twice the number of cycles on recent hardware). Enabling this
option has been shown to reduce GPUTest Volplosion performance by
about 10%.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously we were doing the lowering by hand in vec4_visitor::emit_lrp.
By doing it in NIR, we have the opportunity for NIR to do additional
optimization of the expanded code.
This also enables optimizations added by the next commit.
shader-db results:
G4X / Ironlake
total instructions in shared programs: 4024401 -> 4016538 (-0.20%)
instructions in affected programs: 447686 -> 439823 (-1.76%)
helped: 2623
HURT: 0
total cycles in shared programs: 84375846 -> 84328296 (-0.06%)
cycles in affected programs: 16964960 -> 16917410 (-0.28%)
helped: 2556
HURT: 41
Unsurprisingly, no changes on later platforms.
v2: Formatting and comment changes suggested by Matt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Brian Paul <brianp@vmware.com>
|
|
|
|
| |
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
|
|
|
|
| |
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
|
|
|
|
|
|
|
| |
We'll want to have different lowering options set for scalar/vector
stages.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
|
|
A future patch will want to use designated initalizers, which aren't
available in C++, but this is C.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
|