If the shader selector is created with a different context than
the shader variant, we should use the calling context's target machine
for the shader variant.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99419
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
A past commit added the ability to compile "optimized" shader variants
asynchronously (not stalling the app).
This commit builds upon that and adds what is basically a runtime shader
linker. If a VS output isn't used by the currently-bound PS, a new VS
compilation is started without that output. The new shader variant
is used when it's ready.
All apps using separate shader objects I've seen had unused VS outputs.
Eliminating unused/useless VS outputs also eliminates the corresponding
vertex attribute loads.
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This is the first user of optimized monolithic shader variants.
Cull distances can't be disabled by states.
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
key->part.*: prolog and epilog flags only
key->as_{ls,es}: special flags
key->mono.*: flags for monolithic compilation only
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The hardware always treats the alpha channel as unsigned, so add a shader
workaround. This is rare enough that we'll just build a monolithic vertex
shader.
The SINT case cannot actually happen in OpenGL, but I've included it for
completeness since it's just a mix of the other cases.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Fixes GL45-CTS.geometry_shader.adjacency.adjacency_indiced_triangle_strip and
others.
This leaves the case of triangle strips with adjacency and primitive restarts
open. It seems that the only thing that cares about that is a piglit test.
Fixing this efficiently would be really involved, and I don't want to use the
hammer of degrading to software handling of indices because there may well
be software that uses this draw mode (without caring about the precise
rotation of triangles).
v2:
- skip the GS prolog entirely if workaround is not needed
- only check for TES (TES is always non-null when tessellation is used)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The copy shader only depends on the selector. This change avoids creating
separate code paths for monolithic vs. non-monolithic geometry shaders.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
These constant value VS PARAM exports:
- 0,0,0,0
- 0,0,0,1
- 1,1,1,0
- 1,1,1,1
can be loaded into PS inputs using the DEFAULT_VAL field, and the VS exports
can be removed from the IR to save export & parameter memory.
After LLVM optimizations, analyze the IR to see which exports are equal to
the ones listed above (or undef) and remove them if they are.
Targeted use cases:
- All DX9 eON ports always clear 10 VS outputs to 0.0 even if most of them
are unused by PS (such as Witcher 2 below).
- VS output arrays with unused elements that the GLSL compiler can't
eliminate (such as Batman below).
The shader-db deltas are quite interesting:
(not from upstream si-report.py, it won't be upstreamed)
PERCENTAGE DELTAS Shaders PARAM exports (affected only)
batman_arkham_origins 589 -67.17 %
bioshock-infinite 1769 -0.47 %
dirt-showdown 548 -2.68 %
dota2 1747 -3.36 %
f1-2015 776 -4.94 %
left_4_dead_2 1762 -0.07 %
metro_2033_redux 2670 -0.43 %
portal 474 -0.22 %
talos_principle 324 -3.63 %
warsow 176 -2.20 %
witcher2 1040 -73.78 %
----------------------------------------
All affected 991 -65.37 % ... 9681 -> 3353
----------------------------------------
Total 26725 -10.82 % ... 58490 -> 52162
v2: treat Undef as both 0 and 1
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> (v1)
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com> (v1)
The table was copied from the Vulkan driver. The comment lines are as long
as the table for cosmetic reasons.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Not sure if it's possible to avoid programming the block size twice (once for
the userdata and once for the dispatch).
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Heaven and Valley write gl_SampleMask and not Z.
Use 16_ABGR instead of 32_ABGR if Z isn't written.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This cuts down the overhead of si_dump_shader when ddebug is capturing
shader logs, which is done for every draw call unconditionally (that's
quite a lot of work for a draw call).
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Main shader parts and geometry shaders are compiled asynchronously
by util_queue. si_create_shader_selector doesn't wait and returns.
si_draw_vbo(si_shader_select) waits for completion.
This has the best effect when shaders are compiled at app-loading time.
It doesn't help much for shaders compiled on demand, even though
VS+PS compilation should take as much as time as the bigger one of the two.
If an app creates more shaders, at most 4 threads will be used to compile
them.
Debug output disables this for shader stats to be printed in the correct
order.
(We could go even further and build variants asynchronously too, then emit
draw calls without waiting and emit incomplete shader states, then force IB
chaining to give the compiler more time, then sync the compilation at the IB
flush and patch the IB with correct shader states. This is great for
compilation before draw calls, but there are some difficulties such as
scratch and tess states requiring the compiler output, and an on-disk shader
cache will likely be a much better and simpler solution.)
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The function interface is ready to be used by util_queue.
Also, si_shader_select_with_key can no longer accept si_context.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Handle the bc_optimize SGPR bit if both CENTER and CENTROID are enabled.
This should increase the PS launch rate for big primitives with MSAA.
Based on discussion with SPI guys.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This should increase the PS launch rate for shaders using at least 2 pairs
of perspective (i,j) and same for linear.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
WQM is needed when the PS prolog computes a VGPR that is consumed by a shader
with (implicit or explicit) derivatives.
Depends on http://reviews.llvm.org/D20839 / LLVM r272063 for this to be
effective (otherwise it's just a no-op).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95130
Cc: 12.0 <mesa-dev@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
They are unused.
Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
We need to copy the VS outputs to memory. I decided to do this
using a shader key, as the value depends on other shaders.
I also switch the fixed function TCS over to monolithic, as
otherwisze many of the user SGPR's need to be passed to the
epilog, which increases register pressure, or complexity to
avoid that. The main body of the fixed function TCS is not
that interesting to precompile anyway, since we do it on
demand and it is very small.
v2: Use u_bit_scan64.
Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This happens to be in the right position, but that changes
when TCS/TES get new parameters.
Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
const buffers are no longer used since the clip plane const buffer was
moved to RW buffers
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
shader->config is not updated for compute kernels.
Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
Declares the shared memory as a global variable so that
LLVM is aware of it and it does not conflict with passes
like AMDGPUPromoteAlloca.
v2: - Use ctx->i8.
- Dropped null-check for declare_memory_region.
- Changed memory region array to single region.
Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Whether DCC is disabled depends on the access flags with which the image
is bound: image_load supports DCC, but store and atomic don't.
v2: remove an unnecessary masking of images->desc.enabled_mask
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This can increase perf for shaders that kill pixels (kill, alpha-test,
alpha-to-coverage).
v2: add comments
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Still disabled.
Only prologs & epilogs are compiled in draw calls, but each variant of those
is compiled only once per process.
VS is always compiled as hw VS.
TES is always compiled as hw VS.
LS and ES stages are always compiled on demand.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
It only exports the primitive ID.
Also used by TES when it's compiled as VS.
The VS input location of the primitive ID input is v2.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Prologs (shader binaries inserted before the API shader binary) need to
know this, so that they won't change the input registers unintentionally.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The texture slot is expanded to 16 dwords containing 2 descriptors.
Those can be:
- Image and fmask, or
- Image and sampler state
By carefully choosing the locations, we can put all three into one slot,
with the fmask and sampler state being mutually exclusive.
This improves shaders in 2 ways:
- 2 user SGPRs are unused, shaders can use them as temporary registers now
- each pair of descriptors is always on the same cache line
v2: cosmetic changes: add back v8i32, don't load a sampler state & fmask
at the same time
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
It was partly a state and partly emulated by shader code, but since we want
to do this in a fragment shader prolog, we need to put it into the shader
key, which will be used to generate the prolog.
This also removes the spi_ps_input states and moves the registers
to the PS state.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
BCOLOR inputs were immediately after COLOR inputs. Thus, all following inputs
were offset by 1 if color_two_side was enabled, and not offset if it was not
enabled, which is a variation that's problematic if we want to have 1 variant
per shader and the variant doesn't care about color_two_side (that should be
handled by other bytecode attached at the beginning).
Instead, move BCOLOR inputs after all other inputs, so BCOLOR0 is at location
"num_inputs" if it's present. BCOLOR1 is next.
This also allows removing si_shader::nparam and
si_shader::ps_input_param_offset, which are useless now.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
v2: drop inline keyword
drop radeon_llvm_dispose_kernel_module wrapper
v3: move definitions to .c file
use in radeonsi
Signed-off-by: Jan Vesely <jan.vesely@rutgers.edu>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
It is only used during shader creation now, so no need to keep it around
afterwards.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This does change the behavior slightly:
If a shader writes COLOR[i] and that color buffer isn't bound,
the shader will export MRT_NULL instead and discard the IR tree that
calculates the output. The only exception is alpha-to-coverage, which
requires an alpha export.
v2: - update a comment about 16BPC
- account for MRTZ when when fixing alpha-test/kill
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The function will be extended to dump all binaries shaders will consist of,
so si_shader* makes sense here.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
There will be 1 config per variant, which will be a union of configs
from {prolog, main, epilog}. For now, just add the structure.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
because the API pixel shader binary will not emulate alpha test one day,
so the KILL_ENABLE bit must be determined elsewhere.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This will allow us to send shader debug info.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com> (v1)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>