This refactor will let us more easily use
pipe_screen::resource_get_param as an alternative to
pipe_screen::resource_get_handle.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Eric Anholt <eric@anholt.net>
This function retrieves individual parameters selected by enum
pipe_resource_param. It can be used as a more direct alternative to
pipe_screen::resource_get_handle.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Eric Anholt <eric@anholt.net>
The OpenGL ES spec requires that the value of gl_PointSize is clamped
to an implementation-dependent range matching what is advertised by
GL_ALIASED_POINT_SIZE_RANGE. For VC4 this is [1.0, 512.0], but the
hardware won't clamp to the minimum side of the range and won't render
points with a size strictly smaller than 1.0 either, so we need to
clamp manually. For points larger than the maximum size of the range
the hardware clamps automatically.
Fixes piglit test:
spec/!opengl 2.0/vs-point_size-zero
Reviewed-by: Eric Anholt <eric@anholt.net>
The OpenGL ES spec requires that the value of gl_PointSize is clamped
to an implementation-dependent range matching what is advertised by
GL_ALIASED_POINT_SIZE_RANGE. For V3D this is [1.0, 512.0], but the
hardware won't clamp to the minimum side of the range and won't render
points with a size strictly smaller than 1.0 either, so we need to
clamp manually. For points larger than the maximum size of the range
the hardware clamps automatically.
Fixes piglit test:
spec/!opengl 2.0/vs-point_size-zero
Reviewed-by: Eric Anholt <eric@anholt.net>
The OpenGL and OpenGL ES specs require that implementations clamp the
value of gl_PointSize to an implementation-depedent range. This pass
is useful for any GPU hardware that doesn't do this automatically
for either one or both sides of the range, such as V3D.
v2:
- Turn into a generic NIR pass (Eric).
- Make the pass work before lower I/O so we can use the deref variable
to inspect if we are writing to gl_PointSize (Eric).
- Make the pass take the range to clamp as parameter and allow it
to clamp to both sides of the range or just one side.
- Make the pass report progress.
v3:
- Fix copyright header (Eric)
- use fmin/fmax instead of bcsel to clamp (Eric)
Reviewed-by: Eric Anholt <eric@anholt.net>
v2:
- Fix incremental update of the const offset when we need to emit a sequence
with more than one write because of the writemask.
- Do not move the tmu write emission to a separate helper.
v3:
- Get the store writemask before the loop, use ffs to get the first component
to write and clear writemask bits as we process the components (Eric).
- Simplified the code that figured out the number of components for the TMU
config based on the number of tmu writes for stores and atomics.
v4:
- Code clean-ups (Eric).
Fixes:
KHR-GLES31.core.shader_image_load_store.advanced-cast-cs
KHR-GLES31.core.shader_image_load_store.advanced-cast-fs
KHR-GLES31.core.shader_storage_buffer_object.advanced-switchBuffers-cs
KHR-GLES31.core.shader_storage_buffer_object.advanced-switchPrograms-cs
KHR-GLES31.core.shader_storage_buffer_object.basic-operations-case1-cs
Reviewed-by: Eric Anholt <eric@anholt.net>
When we implement write masks on store operations we might need to
emit multiple write sequences for a given store intrinsic. To make
that easier, let's split the emission of the tmud instructions to
their own block after we are done with the code that only needs to
run once no matter how many write sequences we need to emit.
Reviewed-by: Eric Anholt <eric@anholt.net>
If the current job has a sequence of draw calls involving SSBOs and/or
shader images, we would flush the job in between each draw call.
With this change, we won't flush the current job and we rely on the
application inserting correct barriers by issuing glMemoryBarrier()
when needed.
v2 (Eric):
- When mapping a buffer for writing, we always need to flush.
Reviewed-by: Eric Anholt <eric@anholt.net>
PIPE_BARRIER_UPDATE is defined as:
PIPE_BARRIER_UPDATE_BUFFER | PIPE_BARRIER_UPDATE_TEXTURE
Which means we were flushing for any flags other than these two, but
this was intended to only flush for ssbos and images.
Actually, the driver automatically flushes jobs as we need, including
writes/reads involving SSBOs and images, so we don't really need to
flush anything when the program emits a barrier. However, this may
lead to excessive flushing in some cases, so we will soon change this
to avoid atutomatic flushing of the current job for SSBOs and images,
meaning that we will rely on the application to emit correct memory
barriers for these that we should make sure to process here.
Reviewed-by: Eric Anholt <eric@anholt.net>
If the current draw call includes SSBOs, then we must flush any jobs
that are writing to the same SSBOs (so that our SSBOs reads are correct),
as well as jobs reading from the same SSBO (so that our SSBO writes don't
stomp previous SSBO reads).
The exact same logic applies to shader images. In this case we were already
flushing previous writes, but we should also flush previous reads.
Note that We don't need to call v3d_flush_jobs_reading_resource() and
v3d_flush_jobs_writing_resource() separately though, since flushing
jobs that read a resource also flushes those writing to it.
Suggested-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
The `device` can be set earlier either by a command line or a by
intercepting an ioctl call to get the I915_PARAM_CHIPSET_ID done by
the application early. In both cases `aub_file` and `devinfo` would
not be initialized.
Fix by splitting the conditions
- `device == 0`: use the FD to get both device and devinfo.
- Or `devinfo.gen == 0`: use `device` to initialize it.
And separatedly, initialize aub_file the first time it is needed.
Fixes: d594d2a052 ("intel/tools: use device info initializer")
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
If the pixel pipes have a different number of subslices, emit a slice
hashing table that will ensure proper workload distribution.
v2: Set Mask field to 0xffff for workaround (Ken).
If the pixel pipes have a different number of subslices, emit a slice
hashing table that will ensure proper workload distribution.
v2: Don't need to set the mask - it's mbo (Ken).
If the pixel pipes have a different number of subslices, emit a slice
hashing table that will ensure proper workload distribution.
v2: Don't need to set the mask - it's mbo (Ken).
v3: Don't keep a reference to the resource used for emitting the table
(Ken).
Add these fields and the 3DSTATE_SLICE_TABLE_STATE_POINTERS instruction
so we can properly configure the slice and subslice hashing on ICL+
v2: Make 'Mask' field a mbo (Ken).
We don't need it for state setup but it's a useful statistic we want to
pass on to developers.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit is all annoying plumbing work which just adds support for a
new brw_compile_stats struct. This struct provides a binary driver
readable form of the same statistics we dump out to stderr when we
INTEL_DEBUG is set with a shader stage.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
While NIR's lower_imul64() solves the case of 64 bit integer multiplications
generated early, we don't have a way to lower such instructions when they are
generated by our own backend, such as the scan/reduce intrinsics. We'll need
this soon, so implement it now.
An easy way to test this is to simply disable nir_lower_imul64 to let
those operations reach the backend.
v2:
- Fix Q/UQ copy/paste errors (Caio).
- Transform an 'if' into 'else if' (Caio).
- Add an extra comment to clarify the need for 64b = 32b * 32b
(Caio).
- Make private functions private (Caio).
v3:
- Remove ambiguity with 'b' and 'd' variables (Caio).
- Allocate potentially less regs for the dwords (Caio).
Cc: Jason Ekstrand <jason.ekstrand@intel.com>
Cc: Matt Turner <matt.turner@intel.com>
Cc: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Invert the logic of how progress is handled: remove the continue
statements and mark progress inside the places where it actually
happens.
We're going to add a new lowering that also looks for BRW_OPCODE_MUL,
so inverting the logic here makes the resulting code much easier to
follow.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Don't instantiate a builder for each instruction during
lower_integer_multiplication(). Instantiate one only when needed.
On the other hand, these unneeded builders don't seem to cost much to
init, so I don't expect any significant difference in performance:
this is mostly about code organization.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
The lower_integer_multiplication() function is already a little too
big. I want to add more to it, so let's reorganize the existing code
first. Let's start with just extracting the current code to
subfunctions. Later we'll change them a little more.
v2: Make private functions private (Caio).
v3: Fix typo (Caio).
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
v2: add to series
v3: update Makefile.sources
v4: don't remove a comment and break statement
v4: use nir_can_move_instr
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This is mostly the same as nir_move_load_const() but can also move
undef instructions, comparisons and some intrinsics (being careful with
loops).
v2: actually delete nir_move_load_const.c
v3: fix nir_opt_sink() usage in freedreno
v3: update Makefile.sources
v4: replace get_move_def with nir_can_move_instr and nir_instr_ssa_def
v4: handle if uses
v4: fix handling of nested loops
v5: re-write adjust_block_for_loops
v5: re-write setting of use_block for if uses
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Co-authored-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Eric Anholt <eric@anholt.net>
See "i965/gen9: Optimize slice and subslice load balancing behavior."
for the rationale. According to Jason, improves Aztec Ruins
performance by 2.7%.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
v2: Undo CPU performance micro-optimization done in i965 and iris due
to lack of data justifying it on anv. Use
cmd_buffer_apply_pipe_flushes wrapper instead of emitting pipe
control command directly. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Lower fddx and fddy and set the right bits in codegen.
Signed-off-by: Andreas Baierl <ichgeh@imkreisrum.de>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Reviewed-by: Erico Nunes <nunes.erico@gmail.com>
This allows enabling the shader info keeping on a per shader basis.
Also disables the cache on a per shader basis.
Reviewed-by: Dave Airlie <airlied@redhat.com>