Technically this is just JUMP on Valhall, but the semantic is an indirect branch
based on comparing with zero. It can also be used as a conservative branch (like
BRANCHC), but this isn't modeled.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15216>
For Bifrost, we model load/store segments, for example for thread local storage.
We need something similar on Valhall -- access modifiers. There are four access
modifiers on Valhall, controlling memory subsystem optimizations for the access:
none: Nothing may be assumed. Corresponds to "global".
istream: Internally streaming within the GPU. Corresponds to "pos", as it's
used for position stores.
estream: Externally streaming outside the GPU. Corresponds to "vary", as it's
used for varying stores.
force: Force access in discarded threads. Corresponds to "tl", as it's required
for correct behaviour of helper invocations that use the stack.
If these access modifiers end up being useful outside these fixed purposes, we
may need to rework this part of the IR. For now, this should suffice.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15216>
For now, the difference does not matter. However it's better to model the actual
hardware behaviour, rather than isomorphic driver behaviour, when we can do so.
So fix the names.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15216>
Technically the table is folded, too; the 0xD refers to table 61. But this
instruction is more general than previously thought.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15216>
So close! However, LD_VAR_IMM is something else -- Bifrost-style varying
interpolation, without a hardware buffer. For ES3, we'll need to support both.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15216>
This can avoid some cases where a constant has to be loaded into a
temporary register.
v2: Update i915-g33-fails.txt.
total instructions in shared programs: 788625 -> 782376 (-0.79%)
instructions in affected programs: 166269 -> 160020 (-3.76%)
helped: 1578
HURT: 0
helped stats (abs) min: 3 max: 21 x̄: 3.96 x̃: 3
helped stats (rel) min: 1.56% max: 33.33% x̄: 4.82% x̃: 3.45%
95% mean confidence interval for instructions value: -4.06 -3.86
95% mean confidence interval for instructions %-change: -5.00% -4.64%
Instructions are helped.
LOST: 0
GAINED: 35
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15210>
I noticed the SGE case while looking at the output of
shaders/closed/steam/trine-2/fp-3.shader_test on i915g. These are
especially bad on i915 that needs two instructions to implement SNE.
An alternative would be to duplicate the sne(sXX(a, b), 0.0) rules in an
algebraic pass that occurs after bool_to_float. Doing the work earlier
seems preferable.
i915
total instructions in shared programs: 788274 -> 788223 (<.01%)
instructions in affected programs: 666 -> 615 (-7.66%)
helped: 5
HURT: 0
helped stats (abs) min: 9 max: 12 x̄: 10.20 x̃: 9
helped stats (rel) min: 5.00% max: 11.11% x̄: 8.12% x̃: 8.16%
95% mean confidence interval for instructions value: -12.24 -8.16
95% mean confidence interval for instructions %-change: -10.81% -5.43%
Instructions are helped.
LOST: 0
GAINED: 2
The two gained shaders are assembly fragment programs in Euro Truck
Simulator 2.
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15210>
This should reduce follow-on optimization work to copy-propagate and
dead-code away the movs generated in construction of vectors.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14865>
Trivial, but will help users avoid some struct constructions that can be
awkward in C.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14865>
Many users of nir_vec() do so by nir_channel()-ing a new ssa defs as movs
from other vectors to put the new vector together, which then just have to
get copy-propagated into the ALU srcs and DCEed away the temporary movs.
If they instead take nir_ssa_scalar, we can avoid that extra work.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14865>
"queueFamilyIndexCount is the number of queue families having access to the image(s) of the
swapchain when imageSharingMode is VK_SHARING_MODE_CONCURRENT.
pQueueFamilyIndices is a pointer to an array of queue family indices having access to the
images(s) of the swapchain when imageSharingMode is VK_SHARING_MODE_CONCURRENT."
If the type isn't concurrent, don't attempt to access the arrays.
dEQP-VK.wsi.xlib.swapchain.create.exclusive_nonzero_queues on lavapipe.
Fixes: 5b13d74583 ("vulkan/wsi/drm: Break create_native_image in pieces")
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15101>
We were just emitting the bad reloc (either an assert fail on a debug
build or for a release build likely a GPU hang from the resulting fault).
Given that the GLES 3.2 spec's robust context requirement says we should
return undefined data but not terminate for element indices outside of the
VB, ignoring the offset in this case seems like a better behavior to have
in all cases.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15198>
In meson.rst, we document build-flags with double backticks, which puts
it inside a code-tag in the rendered HTML instead of a cite-tag like we
currently do.
Acked-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15213>
We only have a single prog_data::total_scratch for all shader variants
(SIMD 8, 16, 32). Therefore we should always max the total_scratch on
top of existing variant.
We probably haven't run into that issue before because we compile by
increasing SIMD size and higher SIMD size is more likely to spill. But
for bindless shaders with return shaders, if the last return part
doesn't spill, we completely ignore the previous parts' scratch
computation.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15193>
Seems we already had implemented this feature (see commit 521e1d0275
"broadcom/vc5: Add support for anisotropic filtering"), but we didn't
enable the proper capability.
Also update the maximum level of anistropy supported.
Fixes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4201
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15180>
Also change the code to preserve certain metadata: control flow is not changed
so both block indices and dominance information is preserved.
Reviewed-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15206>
Now that we don't sort our nodes we can arrange them so we can
easily translate between nodes and temps without a mapping table,
just applying an offset.
To do this we have a single array of nodes where twe put first the nodes
for accumulators and then the nodes for temps. With this setup we can
ensure that for any given temp T, its node is always T + ACC_COUNT.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15168>
Nodes are allocated in order to registers so initially sorting
was used to ensure that nodes with smaller life ranges would
be assigned first and therefore be more likely to get
accumulators.
However, since d81a6e5f1d now we don't rely on order to make
decisions about accumulators and instead we make policy decisions
based on actual liveness, so sorting is no longer strictly
relevant to this decision.
Furthermore, we are not re-sorting nodes after each spill either,
since that would probably require that we rebuild the interference
graph after each spill (the graph identifies nodes by their index).
Shader-db results show a significant improvement in instruction
counts, due to more optimal accumulator assignments. The reason for
this is that we use a round-robin policy for choosing the next
accumulator to assign. The idea behind this is preventing nearby
temps to be assigned to the same accumulator so that QPU scheduling
is more flexible, but if we sort our nodes, we are basically not
assigning temps in program order any more and the round-robin policy
becomes less effective:
total instructions in shared programs: 13000420 -> 12663189 (-2.59%)
instructions in affected programs: 11791267 -> 11454036 (-2.86%)
helped: 62890
HURT: 19987
total threads in shared programs: 415874 -> 415870 (<.01%)
threads in affected programs: 20 -> 16 (-20.00%)
helped: 2
HURT: 4
total uniforms in shared programs: 3711652 -> 3711624 (<.01%)
uniforms in affected programs: 43430 -> 43402 (-0.06%)
helped: 134
HURT: 173
total max-temps in shared programs: 2144876 -> 2138822 (-0.28%)
max-temps in affected programs: 123334 -> 117280 (-4.91%)
helped: 4112
HURT: 1195
total spills in shared programs: 3870 -> 3860 (-0.26%)
spills in affected programs: 1013 -> 1003 (-0.99%)
helped: 14
HURT: 12
total fills in shared programs: 5560 -> 5573 (0.23%)
fills in affected programs: 1765 -> 1778 (0.74%)
helped: 14
HURT: 17
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15168>
For us they are basically uniforms too so we want to make their
lifespans short to facilitate allocating them to accumulators.
total instructions in shared programs: 13043585 -> 13015385 (-0.22%)
instructions in affected programs: 8326040 -> 8297840 (-0.34%)
helped: 24939
HURT: 19894
total threads in shared programs: 415860 -> 415858 (<.01%)
threads in affected programs: 4 -> 2 (-50.00%)
helped: 0
HURT: 1
total uniforms in shared programs: 3721953 -> 3720451 (-0.04%)
uniforms in affected programs: 96134 -> 94632 (-1.56%)
helped: 744
HURT: 435
total max-temps in shared programs: 2173431 -> 2154260 (-0.88%)
max-temps in affected programs: 264598 -> 245427 (-7.25%)
helped: 10858
HURT: 841
total spills in shared programs: 4005 -> 4010 (0.12%)
spills in affected programs: 700 -> 705 (0.71%)
helped: 5
HURT: 10
total fills in shared programs: 5801 -> 5817 (0.28%)
fills in affected programs: 1346 -> 1362 (1.19%)
helped: 6
HURT: 11
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15168>
If we are compiling with a strategy that does not allow TMU spills
we should not allow spilling anything that is not a uniform.
Otherwise the RA cost/benefit algorithm may choose to spill a
temp that is not uniform and that will cause us to immediately
fail the strategy and fallback to the next one, even if we
could've instead chosen to spill more uniforms to compile the
program successfully with that strategy.
Some relevant shader-db stats:
total instructions in shared programs: 13040711 -> 13043585 (0.02%)
instructions in affected programs: 234238 -> 237112 (1.23%)
helped: 73
HURT: 172
total threads in shared programs: 415664 -> 415860 (0.05%)
threads in affected programs: 196 -> 392 (100.00%)
helped: 98
HURT: 0
total uniforms in shared programs: 3717266 -> 3721953 (0.13%)
uniforms in affected programs: 12831 -> 17518 (36.53%)
helped: 6
HURT: 100
total max-temps in shared programs: 2174177 -> 2173431 (-0.03%)
max-temps in affected programs: 4597 -> 3851 (-16.23%)
helped: 79
HURT: 21
total spills in shared programs: 4010 -> 4005 (-0.12%)
spills in affected programs: 55 -> 50 (-9.09%)
helped: 5
HURT: 0
total fills in shared programs: 5820 -> 5801 (-0.33%)
fills in affected programs: 186 -> 167 (-10.22%)
helped: 5
HURT: 0
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15168>
Our cost was 5 which matches the number of instructions we have to
add for a TMU spill (a fill is 4 instructions).
Uniform spills on the other hand add an extra instruction for each
fill and remove one instruction for the spill itself. These have
a cost of 1.
Therefore, if we have a single spill+fill, we end up with +9
instructions if it is a TMU spill and +0 instructions with a uniform
spill, so making the former only 5 times more costly is probably
not a good idea, and this is without even considering the added
latency of the TMU accesses.
Relevant shader-db changes show this causes as a marginal instruction
count increase in a few shaders but better thread counts and lower
TMU spilling overall:
total instructions in shared programs: 13037315 -> 13040711 (0.03%)
instructions in affected programs: 370106 -> 373502 (0.92%)
helped: 187
HURT: 321
total threads in shared programs: 415090 -> 415664 (0.14%)
threads in affected programs: 574 -> 1148 (100.00%)
helped: 287
HURT: 0
total uniforms in shared programs: 3706674 -> 3717266 (0.29%)
uniforms in affected programs: 63075 -> 73667 (16.79%)
helped: 40
HURT: 395
total max-temps in shared programs: 2176080 -> 2174177 (-0.09%)
max-temps in affected programs: 15838 -> 13935 (-12.02%)
helped: 316
HURT: 34
total spills in shared programs: 4247 -> 4010 (-5.58%)
spills in affected programs: 2599 -> 2362 (-9.12%)
helped: 107
HURT: 14
total fills in shared programs: 6121 -> 5820 (-4.92%)
fills in affected programs: 3622 -> 3321 (-8.31%)
helped: 108
HURT: 13
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15168>
The problem is that dirty_states must be 0 for any state that is NULL
in "queued". This code was flagging dirty_states for such states because
it was only looking at "emitted". It should have been looking at "queued".
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15209>