We have a pass to lower global registers to locals and many drivers
dutifully call it. However, no one ever creates a global register ever
so it's all dead code. It's time we bury it.
Acked-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
4.1 and 4.2 both have the same 16k limit, but it I'm seeing GPU hangs in
the CTS at 8k and 16k. 4k at least lets us get one 4k display working.
Cc: mesa-stable@lists.freedesktop.org
The idea was that we could skip uploading the constant-indexed uniform
data and just upload the uniforms that are variably-indexed. However,
since the VS bin and render shaders may have a different set of uniforms
used, this meant that we had to upload the UBO for each of them. The
first case is generally a fairly small impact (usually the uniform array
is the most space, other than a couple of FSes in shader-db), while the
second is a larger impact: 3DMMES2 was uploading 38k/frame of uniforms
instead of 18k.
Given that the optimization is of dubious value, has a big downside, and
is quite a bit of code, just drop it. No change in shader-db. No change
on 3DMMES2 (n=15).
We'd end up with the constant offset in the uniform stream anyway, since
they're bigger than small immediates. Avoids the extra uniforms and adds
in the shader in favor of just adding once on the CPU.
shader-db:
total instructions in shared programs: 6496865 -> 6494851 (-0.03%)
total uniforms in shared programs: 2119511 -> 2117243 (-0.11%)
I want to reuse this for encoding small constant UBO/SSBO offsets into the
uniform stream to reduce the extra uniform loads and adds for the small
constant offsets.
You usually want to go find the highest pressure and figure out why you
couldn't spill or what pattern led to a bunch of pressure leading to that
point.
The idea is that for repeated use of the same uniform, we could avoid
loading it on each consumer. The results look pretty good.
total instructions in shared programs: 6413571 -> 6521464 (1.68%)
total threads in shared programs: 154214 -> 154000 (-0.14%)
total uniforms in shared programs: 2393604 -> 2119629 (-11.45%)
total spills in shared programs: 4960 -> 4984 (0.48%)
total fills in shared programs: 6350 -> 6418 (1.07%)
Once we do scheduling at the NIR level, the register pressure (and thus
also instructions) issues we see here will drop back down.
This feels like the right tradeoff for threads vs uniforms, particularly
given that we often have very short thread segments right now:
total instructions in shared programs: 6411504 -> 6413571 (0.03%)
total threads in shared programs: 153946 -> 154214 (0.17%)
total uniforms in shared programs: 2387665 -> 2393604 (0.25%)
On each iteration of successfully spilling a reg, we'd allocate another
copy of temp_registers, and when decrementing thread conut we'd allocate
another copy of the graph. These all got cleaned up on freeing the
compile.
This lets us emit the VPM_WRITEs directly from
nir_intrinsic_store_output() (useful once NIR scheduling is in place so
that we can reduce register pressure), and lets future NIR scheduling
schedule the math to generate them. Even in the meantime, it looks like
this lets NIR DCE some more code and make better decisions.
total instructions in shared programs: 6429246 -> 6412976 (-0.25%)
total threads in shared programs: 153924 -> 153934 (<.01%)
total loops in shared programs: 486 -> 483 (-0.62%)
total uniforms in shared programs: 2385436 -> 2388195 (0.12%)
Acked-by: Ian Romanick <ian.d.romanick@intel.com> (nir)
In our backend, the successor edges from the blocks only point to where
QPU control flow goes, not where the notional control flow goes from a
"break" or "continue" modifying the execution mask to resume writing to
some channels later. As a result, this attempt at restricting live ranges
ended up missing the live range of a value where a conditional
break/continue was present in a loop before the later def of a variable.
The previous commit ended up fixing the problem that the flag tried to
solve.
Fixes glsl-vs-loop-continue.shader_test and/or
glsl-vs-loop-redundant-condition.shader_test based on register allocation
results.
In the backend, we often have condition codes on writes to variables, such
that there's no screening def anywhere and the previous live ranges
algorithm would conclude that the start of the range extends to the start
of the program. However, we do know that the live range can only extend
as early as you can reach from all blocks writing to the variable.
The motivation was that, while we have a couple of hacks to try to promote
conditional writes up to being a def within the block, the exec_mask one
was broken and needed a replacement.
Based on c3c1aa5aeb ("intel/fs: Restrict live intervals to the subset
possibly reachable from any definition.").
If we have a MOV of a uniform value available to spill, that's one of our
best choices. We can just not spill the value, and emit a new load of the
uniform as the fill. This saves bothering the TMU and the thrsw, and is
the same cost in uniforms (since the spill offset is a uniform anyway).
This doesn't have a huge impact on shader-db, since there aren't a whole
lot of spills and we usually copy-prop the uniforms at the VIR level such
that the only uniform MOVs are from vir_lower_uniforms:
total instructions in shared programs: 6430292 -> 6430279 (<.01%)
total uniforms in shared programs: 2386023 -> 2385787 (<.01%)
total spills in shared programs: 4961 -> 4960 (-0.02%)
total fills in shared programs: 6352 -> 6350 (-0.03%)
However, I'm interested in dropping the uniforms copy-prop in the backend,
since it would be cheaper to not load repeated uniforms if we have the
registers to spare. This also saves many spills on
dEQP-GLES31.functional.ubo.random.all_per_block_buffers.20, which is what
motivated a bunch of my recent backend work in the first place:
before: 46 spills, 106 fills, 3062 instructions
after: 0 spills, 0 fills, 2611 instructions
For V3D 3.x, we emitted the ldvpms all at the top so that we didn't need
to do VPM setup when the load_inputs are out of order. For V3D 4.x, we
can reduce register pressure by delaying our loads until they're actually
needed. This also avoids a bunch of silly MOVs in the pre-opt VIR dump.
total instructions in shared programs: 6421415 -> 6419933 (-0.02%)
total uniforms in shared programs: 2393139 -> 2393140 (<.01%)
total threads in shared programs: 153864 -> 153906 (0.03%)
The execute.file check used to be good enough, until I stopped setting up
the execute mask for uniform ifs.
No known tests fixed, noticed while doing a refactor.
Fixes: 0805060573 ("v3d: Handle dynamically uniform IF statements with uniform control flow.")
Now that we don't have the vir_PF() magic, it's obvious that we were doing
the wrong thing for f2b32 by allowing -0.0 to produce true instead of
false.
You were allowed to pass in any old temp so that you could hopefully fold
the PF up into the def of the temp. If we couldn't find one, it
implicitly generated a MOV(nop, reg). However, that PF could have
different behavior depending on whether the def being folded into was a
float or int opcode, which the caller doesn't necessarily control.
Due to the fragility of the function, just switch all callers over to
vir_set_pf(). This also encourages the callers to use a _dest call for
the inst they're putting the PF on, eliminating a bunch of temps in the
pre-optimization VIR.
shader-db says the change is in the noise:
total instructions in shared programs: 6226247 -> 6227184 (0.02%)
instructions in affected programs: 851068 -> 852005 (0.11%)
Both were doing the same thing to try to get a condition to predicate on.
Noticed when I wanted to do this for discard_if as well.
No change in shader-db.
The NIR lowering works fine, though it causes some slight noise due to
what looks like choices about propagating constants up multiply chains
changing.
total instructions in shared programs: 6229671 -> 6229820 (<.01%)
total uniforms in shared programs: 2312171 -> 2312324 (<.01%)
Fixes some stalls in 3DMMES's main vertex shader.
total instructions in shared programs: 6280751 -> 6211270 (-1.11%)
instructions in affected programs: 2935050 -> 2865569 (-2.37%)
Apparently we need disable-EZ flagged, not just "does Z writes".
Fixes
dEQP-GLES31.functional.image_load_store.early_fragment_tests.no_early_fragment_tests_depth_fbo
on 7278, even though it passed in simulation.
Signed-off-by: Eric Anholt <eric@anholt.net>
Fixes: 051a41d3d5 ("v3d: Add support for the early_fragment_tests flag.")
I had a single function for "does this do float input unpacking" with two
major flaws: It was missing the most common thing to try to copy propagate
a f32 input nunpack to (the VFPACK to an FP16 render target) along with
several other ALU ops, and also would try to propagate an f32 unpack into
a VFMUL which only does f16 unpacks.
instructions in affected programs: 659232 -> 655895 (-0.51%)
uniforms in affected programs: 132613 -> 135336 (2.05%)
and a couple of programs increase their thread counts.
The uniforms hit appears to be a pattern in generated code of doing (-a >=
a) comparisons, which when a is abs(b) can result in the abs instruction
being copy propagated once but not fully DCEed.
If you only bound rt 1+, we'd still emit a write to the rt0 that isn't
present (noticed while debugging an
ext_framebuffer_multisample-alpha-to-coverage-no-draw-buffer-zero
regression in another change).
This was copy-and-paste fail, that oddly showed up in the CTS's
reinterprets of r32f, rgba8, and srgba8 to rgba8i, but not r32ui and r32i
to rgba8i or reinterprets to other signed int formats.
Fixes: 6281f26f06 ("v3d: Add support for shader_image_load_store.")
Earlier commit addressed 7 of the 8 instances available.
v2: Rebase patch back to master (by anholt)
Cc: Carsten Haitzler (Rasterman) <raster@rasterman.com>
Cc: Eric Anholt <eric@anholt.net>
Fixes: 300d3ae8b1 ("vc4: Declare the cpu pointers as being modified in NEON asm.")
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Otherwise, the compiler is free to reuse the register containing the input
for another call and assume that the value hasn't been modified. Fixes
crashes on texture upload/download with current gcc.
We now have to have a temporary for the cpu2 value, since outputs must be
lvalues.
(commit message by anholt)
Fixes: 4d30024238 ("vc4: Use NEON to speed up utile loads on Pi2.")
The sampler border color is encoded in the TMU's blending format (half
floats, 32-bit floats, or integers) and must be clamped to the format's
range unorm/snorm/int ranges by the driver. Additionally, the TMU doesn't
know about how we're abusing the swizzle to support BGRA, A, and LA, so we
have to pre-swizzle the border color for those.
We don't really want to spend half a kb on sampler states in most cases,
so skip generating the variants when the border color is unused or is
0,0,0,0.
This is the GLES 3.2 minmax, and also what the closed source driver does.
Avoids hitting OOMs in the CTS's
dEQP-GLES3.functional.texture.units.all_units.only_cube.1.
We get a payload for the ivec3 workgroup and an int local invocation
index, and we use the core lowering to turn into the global invocation id
and the local invocation id ivec3s.
This is only exposed on V3D 4.1+, because we didn't have the TMU write
operations for images on 3.3 (To do GLES 3.1 there, you have to lower it
to SSBO load/stores, which is a problem to solve later).
We've been relying on linking splitting up our varying matrices into
separate vectors, but with SSO that doesn't happen. Supporting matrix
inputs isn't too hard, though.
V3D returns the texels in a different order in the resulting vec4 from
what GLSL wants, so we need to put in a swizzle. Fixes
dEQP-GLES31.functional.texture.gather.basic.2d.rgba8.base_level.level_1
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Even without any clever optimization on the unpack operations, this gives
us a useful value for the channels read field, which we can use to avoid
ldtmu instructions to the no-op register.
instructions in affected programs: 890712 -> 881974 (-0.98%)
We can pull a whole vector in a single indirect load. This saves a bunch
of round-trips to the TMU, instructions for setting up multiple loads,
references to the UBO base in the uniforms, and apparently manages to
reduce register pressure as well.
instructions in affected programs: 3086665 -> 2454967 (-20.47%)
uniforms in affected programs: 919581 -> 721039 (-21.59%)
threads in affected programs: 1710 -> 3420 (100.00%)
spills in affected programs: 596 -> 522 (-12.42%)
fills in affected programs: 680 -> 562 (-17.35%)
Improves 3dmmes performance by 2.29312% +/- 0.139825% (n=5)
In the process of adding support for SSBOs and CS shared vars, I ended up
needing a helper function for doing TMU general ops. This helper can be
that starting point, and saves us a bunch of round-trips to the TMU by
loading a vector at a time.
Before, I had per-stage entryoints with some helpers shared between them.
As I extended for compute shaders and shader-db, it turned out that the
other common code in the middle wanted to be shared too.
Loops will be trickier, since we need some analysis to figure out if the
breaks/continues inside are uniform. Until we get that in NIR, this gets
us some quick wins.
total instructions in shared programs: 6192844 -> 6174162 (-0.30%)
instructions in affected programs: 487781 -> 469099 (-3.83%)
I wanted to reuse the comparison stuff for nir_ifs, but for that I just
want the flags and no destination value. Splitting the conditions from
the destinations ended up cleaning the existing code up, anyway.
We can just look at the MSF flags -- if they're unset, then we're
definitely in a helper invocation. Fixes
dEQP-GLES31.functional.shaders.helper_invocation.* with GLES3.1 enabled.
This is what the GLSL ES 310 spec tells us to do, but apparently the
"gather mode" flag doesn't imply it in the HW. Fixes
dEQP-GLES31.functional.texture.gather.basic.2d.rgba8.filter_mode.min_nearest_mipmap_linear_mag_linear
The greedy comparison folding in bcsel means that we may have left the
original bool-generating NIR ALU instruction dead, but DCE wasn't
eliminating the VIR code for it because of the flags updates.
total instructions in shared programs: 5186024 -> 5100894 (-1.64%)
instructions in affected programs: 1448695 -> 1363565 (-5.88%)
This allows the original shader-db project's run.c runner to parse things
easily, and is probably a good thing to have for GL_ARB_debug_output in
general. I formatted it more like Intel's so I can mostly reuse their
report script.
I've been using my apitrace-based shader-db so far, but it's slow
(apitrace decompression), intrusive (apitrace windows spamming the
screen), and doesn't have much coverage. The original shader-db provides
a lot more coverage and compiles faster, at the expense of not having the
actual runtime variant key. As v3d has a lot less runtime variation than
vc4 did, this tradeoff makes more sense.
On some GPUs, especially older Intel GPUs, some math instructions are
very expensive. On those architectures, don't reduce flow control to a
csel if one of the branches contains one of these expensive math
instructions.
This prevents a bunch of cycle count regressions on pre-Gen6 platforms
with a later patch (intel/compiler: More peephole select for pre-Gen6).
v2: Remove stray #if block. Noticed by Thomas.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
That flow control may be trying to avoid invalid loads. On at least
some platforms, those loads can also be expensive.
No shader-db changes on any Intel platform (even with the later patch
"intel/compiler: More peephole select").
v2: Add a 'indirect_load_ok' flag to nir_opt_peephole_select. Suggested
by Rob. See also the big comment in src/intel/compiler/brw_nir.c.
v3: Use nir_deref_instr_has_indirect instead of deref_has_indirect (from
nir_lower_io_arrays_to_elements.c).
v4: Fix inverted condition in brw_nir.c. Noticed by Lionel.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We also enable it in all of the NIR drivers.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Tested-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This is a squash of a bunch of individual changes:
nir/builder: Generate 32-bit bool opcodes transparently
nir/algebraic: Remap Boolean opcodes to the 32-bit variant
Use 32-bit opcodes in the NIR producers and optimizations
Generated with a little hand-editing and the following sed commands:
sed -i 's/nir_op_ball_fequal/nir_op_b32all_fequal/g' **/*.c
sed -i 's/nir_op_bany_fnequal/nir_op_b32any_fnequal/g' **/*.c
sed -i 's/nir_op_ball_iequal/nir_op_b32all_iequal/g' **/*.c
sed -i 's/nir_op_bany_inequal/nir_op_b32any_inequal/g' **/*.c
sed -i 's/nir_op_\([fiu]lt\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]ge\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]ne\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]eq\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fi]\)ne32g/nir_op_\1neg/g' **/*.c
sed -i 's/nir_op_bcsel/nir_op_b32csel/g' **/*.c
Use 32-bit opcodes in the NIR back-ends
Generated with a little hand-editing and the following sed commands:
sed -i 's/nir_op_ball_fequal/nir_op_b32all_fequal/g' **/*.c
sed -i 's/nir_op_bany_fnequal/nir_op_b32any_fnequal/g' **/*.c
sed -i 's/nir_op_ball_iequal/nir_op_b32all_iequal/g' **/*.c
sed -i 's/nir_op_bany_inequal/nir_op_b32any_inequal/g' **/*.c
sed -i 's/nir_op_\([fiu]lt\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]ge\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]ne\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fiu]eq\)/nir_op_\132/g' **/*.c
sed -i 's/nir_op_\([fi]\)ne32g/nir_op_\1neg/g' **/*.c
sed -i 's/nir_op_bcsel/nir_op_b32csel/g' **/*.c
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Tested-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
These have all been floating in my head, and while I've thought about
encoding them in issues on gitlab once they're enabled, they also make
sense to just have in the area of the code you'll need to work in.
After generating VIR, we leave c->cursor pointing at the end of the
shader. If the shader had dead code at the end (for example from preamble
instructions in a shader with no side effects), we would assertion fail
that we were leaving the cursor pointing at freed memory. Since anything
following DCE should be setting up a new cursor anyway, just clear the
cursor at the start.
In trying to enable compute shaders, I found that a bunch of deqp-gles31's
compute stuff wanted to interact with indirect dispatch. This was easy to
do on its own.
The thrsw will invalidate rtop, just like accumulators and flags. Caught
by simulator assertions in CS imulextended/umulextended tests.
Fixes: 90269ba353 ("broadcom/vc5: Use THRSW to enable multi-threaded shaders.")
The HW apparently has some issues (or at least a much more complicated VCM
calculation) with non-combined segments, and the closed source driver also
uses combined I/O. Until I get the last CTS failure resolved (which does
look plausibly like some VPM stomping), let's use combined I/O too.
Instead of a single i2b and b2i, we now have i2b32 and b2iN where N is
one if 8, 16, 32, or 64. This leads to having a few more opcodes but
now everything is consistent and booleans aren't a weird special case
anymore.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Meson test has a concepts of suites, which allow tests to be grouped
together. This allows for a subtest of tests to be run only (say only
the tests for nir). A test can be added to more than one suite, but for
the most part I've only added a test to a single suite, though I've
added a compiler group that includes nir, glsl, and glcpp tests.
To use this you'll need to invoke meson test directly, instead of ninja
test (which always runs all targets). it can be invoked as:
`meson test -C builddir --suite $suitename` (meson test has addition
options that are pretty useful).
Tested-By: Gert Wollny <gert.wollny@collabora.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
The way nir_lower_clip_vs() works with store_output intrinsics makes a
ton of assumptions about the driver_location field.
In i965 and iris, I'd rather do this lowering early and work with
variables. v3d may want to switch to that as well, and ir3 could too,
but I'm not sure exactly what would need updating. For now, handle
both methods.
Reviewed-by: Eric Anholt <eric@anholt.net>
Pretty much all of the scripts are python2+3 compatible.
Check and allow using python3, while adjusting the PYTHON2 refs.
Note:
- python3.4 is used as it's the earliest supported version
- python2 chosen prior to python3
v2: use python2 by default
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
We were doing this late after nir_lower_io, but we can just reuse the core
code. By doing it at this stage, we won't even set up the VS attributes
as inputs, reducing our VPM size.
We always emit 4 slots per slot because things like color output and
position processing in the epilogue will potentially look up more values
than the variable declaration had. However, when we get a .location_frac
!= 0, we don't want to overwrite components of the following
.driver_location.
For supporting scalar VPM i/o at the NIR level, we need to do a pass over
the vars to figure out how big each attribute is after DCE. Once we've
done that, we can just walk over c->vattr_sizes[] instead of bothering
with vars.
Fixes the following building error in vc4 build:
In file included from external/mesa/src/gallium/drivers/vc4/kernel/vc4_render_cl.c:34:
In file included from external/mesa/src/gallium/drivers/vc4/kernel/vc4_drv.h:27:
In file included from external/mesa/src/gallium/drivers/vc4/vc4_simulator_validate.h:34:
In file included from external/mesa/src/gallium/drivers/vc4/vc4_context.h:39:
In file included from external/mesa/src/gallium/drivers/vc4/vc4_cl.h:56:
gen/STATIC_LIBRARIES/libmesa_broadcom_genxml_intermediates/broadcom/cle/v3d_packet_v21_pack.h:12:10:
fatal error: 'cle/v3d_packet_helpers.h' file not found
^~~~~~~~~~~~~~~~~~~~~~~~~~
1 error generated.
Fixes: 5b102160ae ("broadcom/genxml: Introduce a V3D packet/struct decoder.")
Cc: "18.2" <mesa-stable@lists.freedesktop.org>
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Fixes the following building error:
In file included from external/mesa/src/broadcom/cle/v3d_decoder.c:38:
In file included from external/mesa/src/broadcom/cle/v3d_packet_helpers.h:29:
external/mesa/src/gallium/auxiliary/util/u_math.h:42:10:
fatal error: 'pipe/p_compiler.h' file not found
^~~~~~~~~~~~~~~~~~~
1 error generated.
Fixes: 5b102160ae ("broadcom/genxml: Introduce a V3D packet/struct decoder.")
Cc: "18.2" <mesa-stable@lists.freedesktop.org>
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Fixes the following building error, happening when building both intel and broadcom:
Gen Header: libmesa_broadcom_genxml_32 <= v3d_packet_v21_pack.h
FAILED: gen/STATIC_LIBRARIES/libmesa_broadcom_genxml_intermediates/broadcom/cle/v3d_packet_v21_pack.h
/bin/bash -c "python external/mesa/src/broadcom/cle/gen_pack_header.py \
external/mesa/src/broadcom/cle/v3d_packet_v21.xml \
> gen/STATIC_LIBRARIES/libmesa_broadcom_genxml_intermediates/broadcom/cle/v3d_packet_v21_pack.h"
Traceback (most recent call last):
File "external/mesa/src/broadcom/cle/gen_pack_header.py", line 626, in <module>
p = Parser(sys.argv[2])
IndexError: list index out of range
header-gen macro is already defined by Intel genxml building rules
and the existing header-gen does not have the $(PRIVATE_VER) argument,
infact the bash command line logged in the building error is missing
exactly $(PRIVATE_VER) argument
Renaming the macro as pack-header-gen in src/broadcom/Android.genxml.mk
solves the building error, another possible way is to keep the gen rules
commands expanded and not use the macros.
Fixes: 7f80a9ff13 ("vc4: Introduce XML-based packet header generation like Intel's.")
Cc: "18.2" <mesa-stable@lists.freedesktop.org>
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
Currently we have two sets of functions for bit counts, one in gallium
and one in core mesa. The ones in core mesa are header only in many
cases, since they reduce to "#define _mesa_bitcount popcount", but they
provide a fallback implementation. This is important because 32bit msvc
doesn't have popcountll, just popcount; so when nir (for example)
includes the core mesa header it doesn't (and shouldn't) link with core
mesa. To fix this we'll promote the version out of gallium util, then
replace the core mesa uses with the util version, since nir (and other
non-core mesa users) can and do link with mesautils.
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
There were two bugs working together to make things mostly work: I wasn't
dividing the VPM output size available by the size of a batch (vertex),
but I also had the size of the VPM reduced by a factor of 8.
Fixes dEQP-GLES3.functional.vertex_array_objects.all_attributes and it
seems also my intermittent varying failures.
Fixes: 1561e4984e ("v3d: Emit the VCM_CACHE_SIZE packet.")
This reverts commit ae7898dfdb.
Turns out the python scripts are _not_ fully python 3 compatible.
As Ilia reported using get_xmlpool.py with LANG=C produces some weird
output - see the link for details.
Even though the issue was spotted with the autoconf build, it exposes a
genuine problem with the script (and lack of lang handling of the meson
build.)
https://lists.freedesktop.org/archives/mesa-dev/2018-August/203508.html
Pretty much all of the scripts are python2+3 compatible.
Check and allow using python3, while adjusting the PYTHON2 refs.
Note:
- python3.4 is used as it's the earliest supported version
- python3 chosen prior to python2
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Now that all the build scripts are compatible with both Python 2 and 3,
we can flip the switch and tell Meson to use the latter.
Since Meson already depends on Python 3 anyway, this means we don't need
two different Python stacks to build Mesa.
Signed-off-by: Mathieu Bridon <bochecha@daitauha.fr>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Found when debugging register spilling -- we would try to spill the dest
of a STVPMV, inserting spill code after entering the last segment. In
fact, we were likely to to choose to do this, given that the STVPMV "dest"
temp was never read from, making it cheap to spill.
Cc: "18.2" <mesa-stable@lists.freedesktop.org>
The simulator complained that we had write responses outstanding at shader
end. It seems that a TMU read does not guarantee that previous TMU writes
by the thread have completed, which surprised me.
Cc: "18.2" <mesa-stable@lists.freedesktop.org>
This is useful for periodically testing out register spilling to see how
it goes on simple shaders, rather than only failing on insanely
complicated ones.
I missed an important part when porting the change over, fixing my
compiler warning but breaking -Werror=format-security.
Fixes: e6ff5ac446 ("v3d: use snprintf(..., "%s", ...) instead of strncpy")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107443