The `ir3_shader` is the root mem ctx, with `ir3_shader_variant` hanging
off that, and various variant specific allocations hanging off the
variant.
This lets us delete a bunch of cleanup code.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5508>
It seems a lot of the lowerings being run the second time were
unnecessary. In addition, when const_state is moved to the variant,
then it will become impossible to know ahead of time whether a variant
needs additional optimizing, which means that ir3_key_lowers_nir() needs
to go away. The new approach should have the same effect, since it skips
running lowerings that are unnecessary and then skips the opt loop if no
optimizations made progress, but it will work better when we move
ir3_nir_analyze_ubo_ranges() to be after variant creation.
The one maybe controversial thing I did is to make
nir_opt_algebraic_late() always happen during variant lowering. I wanted
to avoid code duplication, and it seems to me that we should push the
_late variants as far back as possible so that later opt_algebraic runs
don't miss out on optimization opportunities.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5508>
The only difference between this and `const_state->num_ubos` was that
the latter is counting # of ubos loaded via `ldg` (based on UBO addrs
in push-consts). But turns out there isn't really any reason to care.
Instead just add an early return in the one code-path that cares about
the number of `ldg` UBOs.
This gets rid of one more thing we need to move from `ir3_shader` to
`ir3_shader_variant`.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5508>
As with const_state, this will also need to move into the variant. To
simplify that, just move it into the const_state itself, since after all
it is related.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5508>
The `ubo_state` will also need to move to `ir3_shader_variant`. But we
can prepare for that and simplify things a bit if we calculate the
cmdstream on first emit, once we already have the appropriate variant.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5508>
We are going to want to move this back to the variant, and come up with
a different strategy for binning/nonbinning to share the same constant
layout, in order to implement shader-cache support. (Since then we
can have a mix of dynamically compiled variants and cache hits, so there
is no good place to serialize the const-state.)
To reduce the churn as we re-arrange things, move direct access to the
const-state to a helper fxn. This patch is the boring churny part.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5508>
Deduplicate a bit of hand-building of ir3_shader/_variant from
computerator and delay test. This also removes the need for
external things to depend on generated ir3_parser header.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5508>
If buffer or stride is unaligned we use the same trick as on gfx6:
load 1 byte at a time and recompose the output if needed.
This change fixes lots of deqp/glcts tests:
- dEQP-GLES2.functional.draw.random.1, 10, ...
- dEQP-GLES2.functional.vertex_arrays.multiple_attributes.stride.3_float2_0_float2_0_float2_17, ...
- dEQP-GLES2.functional.vertex_arrays.single_attribute.first.byte_first24_offset1_stride2_quads256, ...
- dEQP-GLES2.functional.vertex_arrays.single_attribute.strides.buffer_0_17_byte2_vec4_dynamic_draw_quads_1, ...
- dEQP-GLES31.functional.draw_indirect.random.14, ...
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5502>
I'm not sure whether this should actually be a barrier accross all
shader processing units, the TGSI code path seems to handle this
only by using GROUP_BARRIER, so let's do the same here.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5206>
Assume the GFX10.3 ISA is similar to GFX10 which is likely (except
possible minor changes and new instructions for raytracing).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5389>
The docs say that these registers should only be read with a certain
type, and I'm inclined to believe that the hardware behaves that way,
but it makes the assembler a little more confusing and also confuses the
user of the assembler that some operands don't take types or regions.
Just always requiring regions and types seems like the sensible thing.
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5514>
a0 is the only address register, and cr0 is the only control register,
so there's no need to return the register number, espcially since the
lexer explicitly consumes "a0" and "cr0".
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5514>
Instead of having these functions sprinkled around the driver (and ending
with a duplicated tu6_compare_func for example), move everything to a
common header (using the previously unused tu_util.h).
Also applied some simplifications: using a cast when the HW enum matches
the VK enum, and using a lookup table when it makes sense (which is IMO
nicer than the switch case way).
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5538>
Fixes RA failure for a parallel-rdp shader on pitcairn.
fossil-db (Navi):
Totals from 2 (0.00% of 128733) affected shaders:
CodeSize: 203656 -> 205724 (+1.02%)
Instrs: 32267 -> 32529 (+0.81%)
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5544>
I accidentally got one of the conditions wrong here. Sorry for the
mixup.
See ttps://gitlab.freedesktop.org/mesa/mesa/-/issues/3134 for details.
Fixes: b112e62ba4 ("mesa/main: do not allow MESA_ycbcr_texture enums on gles")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5532>
The "st/pbo download FS" builtin shader uses image derefs, so even with
PIPE_CAP_NIR_IMAGES_AS_DEREF set to 0 drivers ended up with those.
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5480>
And add quality params for this version
Signed-off-by: Boyuan Zhang <boyuan.zhang@amd.com>
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Thong Thai <thong.thai@amd.com>
Reviewed-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: James Zhu <James.Zhu@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5501>
Due to hardware change on VCN3
Signed-off-by: Boyuan Zhang <boyuan.zhang@amd.com>
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Thong Thai <thong.thai@amd.com>
Reviewed-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: James Zhu <James.Zhu@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5501>
This flag was never used by VCN previously, and now
it's used for feature that is not applied to us.
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Boyuan Zhang <boyuan.zhang@amd.com>
Reviewed-by: James Zhu <James.Zhu@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5501>
If on a nested loop
- the outer loop needs WQM but
- the inner loop doesn't need WQM and
- the break condition of the inner loop is computed in the outer loop
then it could happen that we transitioned to Exact before entering the inner loop
which could create an empty exec mask and lead to an infinite loop.
Fixes a GPU hang with RDR2
Cc: 20.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5518>
We may have "loose", per-image gallium resources. The src_image->Level
may not match the gallium resource texture level. In such case it is
prescribed (in st_AllocTextureImageBuffer) to specify mipmap level
as zero.
Fixes: f04f13622f
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5477>
Apply the destination swizzle on GLES games based on HL2 engine.
Also add Portal 2 since some people are experiencing issues with
that.
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5481>