Commit Graph

336 Commits

Author SHA1 Message Date
Nicolai Hähnle 92c4277990 radeonsi: apply a mask to gl_SampleMaskIn in the PS prolog
gl_SampleMaskIn is supposed to contain set bits only for the samples that
are covered by the current fragment shader invocation, but the VGPR
initialization hardware loads the set of all bits that are covered at the
current pixel.

Fixes various tests in
dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.*

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-09-13 18:25:41 +02:00
Nicolai Hähnle 48b3364b5b radeonsi: make si_init_shader_selector_async static
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-09-13 18:24:18 +02:00
Marek Olšák 6eade342eb radeonsi: optimize TCS epilog when invocation 0 writes tess factors
This removes the barrier and LDS stores and loads for tess factors
when it's possible. The removal of the barrier seems more important
to me though.

In one shader, it removes 17 * 4 bytes from the shader binary.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-09-11 19:02:02 +02:00
Marek Olšák 89bf8668c2 radeonsi/gfx9: don't read LS out vertex stride from an SGPR in monolithic HS
-44 bytes in a monolithic LS-HS binary.

Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-09-07 13:00:07 +02:00
Nicolai Hähnle 45c5c44451 radeonsi/gfx9: proper workaround for LS/HS VGPR initialization bug
When the HS wave is empty, the hardware writes the LS VGPRs starting at
v0 instead of v2. Workaround by shifting them back into place when
necessary. For simplicity, this is always done in the LS prolog.

According to the hardware team, this will be fixed in future chips,
so take that into account already.

Note that this is not a bug fix, as the bug was already worked
around by commit 166823bfd2 ("radeonsi/gfx9: add a temporary workaround
for a tessellation driver bug"). This change merely replaces the
workaround by one that should be better.

v2: add workaround code to shader only when necessary
v3: clarify the prefer_mono comment

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-09-06 10:02:49 +02:00
Marek Olšák c3ebac6890 radeonsi/gfx9: implement primitive binning
This increases performance, but it was tuned for Raven, not Vega.
We don't know yet how Vega will perform, hopefully not worse.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-09-05 12:09:02 +02:00
Marek Olšák fb7ba68f6c radeonsi: eliminate PS color outputs when colormask kills them
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-09-04 15:10:39 +02:00
Timothy Arceri 0168d1f449 radeonsi: stop leaking nir
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-08-29 09:46:29 +10:00
Timothy Arceri ea2515d780 glsl: pass shader source keys to the disk cache
We don't actually write them to disk here. That will happen in the
following commit.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-08-25 13:20:29 +10:00
Marek Olšák 8dadb07790 radeonsi: emit VGT_REUSE_OFF in the right place
clip_regs aren't marked dirty when writes_viewport_index is changed.

Cc: 17.2 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-08-22 13:29:47 +02:00
Marek Olšák 54c2c771bd radeonsi/gfx9: don't use GS scenario A for VS writing ViewportIndex
Vulkan doesn't do it anymore.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-08-22 13:29:47 +02:00
Marek Olšák a65afda768 radeonsi/gfx9: prevent shader-db crashes
- don't precompile LS and ES (they don't exist on GFX9), compile as VS instead
- don't precompile HS and GS (we don't have LS and ES parts)

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-08-22 13:29:47 +02:00
Nicolai Hähnle 40697e8678 radeonsi: make si_shader_selector_reference globally visible
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-08-22 09:50:55 +02:00
Marek Olšák e887c68bd2 radeonsi: add a separate dirty mask for prefetches
so that we don't rely on si_pm4_state_enabled_and_changed, allowing us
to move prefetches after draw calls.

v2: ckear the dirty mask after unbinding shaders

Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de> (v1)
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> (v1)
2017-08-07 21:12:24 +02:00
Marek Olšák a7b0014d1a radeonsi: add and use si_pm4_state_enabled_and_changed
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-08-07 21:12:24 +02:00
Marek Olšák 58d062b87d radeonsi: de-atomize L2 prefetch
I'd like to be able to move the prefetch call site around.

Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-08-07 21:12:24 +02:00
Nicolai Hähnle 25ff22e390 radeonsi: tweak next-shader assumptions when streamout is used
VS with streamout is always a HW VS.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-07-31 14:55:43 +02:00
Nicolai Hähnle b49c2c9fa3 radeonsi/nir: perform lowering of input/output driver locations
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-07-31 14:55:40 +02:00
Nicolai Hähnle c5f70a5174 radeonsi: bypass the shader cache for NIR shaders
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-07-31 14:55:33 +02:00
Nicolai Hähnle 29d7bdd179 radeonsi: scan NIR shaders to obtain required info
v2: set num_instruction to 2, i.e. 1 + END (Marek)

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-07-31 14:55:32 +02:00
Marek Olšák ffa7ec9e22 radeonsi: simplify computation of tessellation offchip buffers
This is overly cautious, but better safe than sorry.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-07-17 10:55:07 -04:00
Marek Olšák aaee0d1bbf gallium: use "ull" number suffix to keep the QtCreator parser happy
It can't parse "llu".

Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
2017-07-10 22:44:48 +02:00
Marek Olšák 4a10d6154e radeonsi: move instance divisors into a constant buffer
Shader key size: 107 -> 47

Divisors of 0 and 1 are encoded in the shader key. Greater instance divisors
are loaded from a constant buffer.

The shader code doing the division is huge. Is it something we need to
worry about? Does any app use instance divisors >= 2?

VS prolog disassembly:
    s_load_dwordx4 s[12:15], s[0:1], 0x80  ; C00A0300 00000080
    s_nop 0                                ; BF800000
    s_waitcnt lgkmcnt(0)                   ; BF8C007F
    s_buffer_load_dword s14, s[12:15], 0x4 ; C0220386 00000004
    s_waitcnt lgkmcnt(0)                   ; BF8C007F
    v_cvt_f32_u32_e32 v4, s14              ; 7E080C0E
    v_rcp_iflag_f32_e32 v4, v4             ; 7E084704
    v_mul_f32_e32 v4, 0x4f800000, v4       ; 0A0808FF 4F800000
    v_cvt_u32_f32_e32 v4, v4               ; 7E080F04
    v_mul_hi_u32 v5, v4, s14               ; D2860005 00001D04
    v_mul_lo_i32 v6, v4, s14               ; D2850006 00001D04
    v_cmp_eq_u32_e64 s[12:13], 0, v5       ; D0CA000C 00020A80
    v_sub_i32_e32 v5, vcc, 0, v6           ; 340A0C80
    v_cndmask_b32_e64 v5, v6, v5, s[12:13] ; D1000005 00320B06
    v_mul_hi_u32 v5, v5, v4                ; D2860005 00020905
    v_add_i32_e32 v6, vcc, v5, v4          ; 320C0905
    v_subrev_i32_e32 v4, vcc, v5, v4       ; 36080905
    v_cndmask_b32_e64 v4, v4, v6, s[12:13] ; D1000004 00320D04
    v_mul_hi_u32 v5, v4, v1                ; D2860005 00020304
    v_add_i32_e32 v4, vcc, s8, v0          ; 32080008
    v_mul_lo_i32 v6, v5, s14               ; D2850006 00001D05
    v_add_i32_e32 v7, vcc, 1, v5           ; 320E0A81
    v_cmp_ge_u32_e64 s[12:13], v1, v6      ; D0CE000C 00020D01
    v_sub_i32_e32 v6, vcc, v1, v6          ; 340C0D01
    v_cmp_le_u32_e32 vcc, s14, v6          ; 7D960C0E
    v_cndmask_b32_e64 v8, 0, -1, s[12:13]  ; D1000008 00318280
    v_cndmask_b32_e64 v6, 0, -1, vcc       ; D1000006 01A98280
    v_and_b32_e32 v6, v8, v6               ; 260C0D08
    v_cmp_eq_u32_e32 vcc, 0, v6            ; 7D940C80
    v_cndmask_b32_e32 v6, v7, v5, vcc      ; 000C0B07
    v_add_i32_e32 v5, vcc, -1, v5          ; 320A0AC1
    v_cmp_eq_u32_e32 vcc, 0, v8            ; 7D941080
    v_cndmask_b32_e32 v5, v6, v5, vcc      ; 000A0B06
    v_add_i32_e32 v5, vcc, s9, v5          ; 320A0A09

v2: set prefer_mono for fetched instance divisors

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-27 19:55:09 +02:00
Marek Olšák 77d2a98353 Revert "radeonsi: use uint32_t to declare si_shader_key.opt.kill_outputs"
This reverts commit 7b2240ac9c.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-27 18:45:07 +02:00
Marek Olšák dbe45e1180 Revert "radeonsi: remove 8 bytes from si_shader_key with uint32_t ff_tcs_inputs_to_copy"
This reverts commit 6b6fed3a3c.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-27 18:45:07 +02:00
Nicolai Hähnle da2e52b382 radeonsi: use the correct LLVMTargetMachineRef in si_build_shader_variant
si_build_shader_variant can actually be called directly from one of
normal-priority compiler threads. In that case, the thread_index is
only valid for the normal tm array.

v2:
- use the correct sel/shader->compiler_ctx_state

Fixes: 86cc809726 ("radeonsi: use a compiler queue with a low priority for optimized shaders")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-06-22 09:45:23 +02:00
Samuel Pitoiset 2c3a7d5840 radeonsi: track use of bindless samplers/images from tgsi_shader_info
This adds some new helper functions to know if the current draw
call (or dispatch compute) is using bindless samplers/images,
based on TGSI analysis.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-06-14 10:04:36 +02:00
Marek Olšák e80a056ff9 radeonsi: replace si_vertex_elements::elements with separate fields
It makes si_vertex_elements a little smaller.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-12 18:24:37 +02:00
Marek Olšák 6b6fed3a3c radeonsi: remove 8 bytes from si_shader_key with uint32_t ff_tcs_inputs_to_copy
The previous patch helps with this.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-12 18:24:37 +02:00
Marek Olšák 7b2240ac9c radeonsi: use uint32_t to declare si_shader_key.opt.kill_outputs
the next patch will benefit from this

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-12 18:24:37 +02:00
Marek Olšák 1621b33d73 radeonsi: remove 8 bytes from si_shader_key by flattening opt.hw_vs
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-12 18:24:37 +02:00
Marek Olšák 4b8d0c2b1d radeonsi: don't update dependent states if it has no effect (v2)
This and the previous clip_regs commit decrease IB sizes and the number of
si_update_shaders invocations as follows:

                 IB size   si_update_shaders calls
Borderlands 2      -10%            -27%
Deus Ex: MD         -5%            -11%
Talos Principle     -8%            -30%

v2: always dirty cb_render_state in set_framebuffer_state

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-08 23:29:07 +02:00
Marek Olšák bacaceb78a radeonsi: update clip_regs on shader state changes only when it's needed
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 20:17:20 +02:00
Marek Olšák 2b7fd9df9a radeonsi: precompute some fields for PA_CL_VS_OUT_CNTL in si_shader_selector
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 20:17:18 +02:00
Marek Olšák 140b3c5019 radeonsi: add a new helper si_get_vs
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 20:17:16 +02:00
Marek Olšák e9409c86e7 radeonsi: remove 8 bytes from si_shader_key
We can use a union in si_shader_key::mono.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 20:17:06 +02:00
Marek Olšák 2b8b9a56ef radeonsi: move PSIZE and CLIPDIST unique IO indices after GENERIC
Heaven LDS usage for LS+HS is below. The masks are "outputs_written"
for LS and HS. Note that 32K is the maximum size.

Before:
  heaven_x64: ls=1f1 tcs=1f1, lds=32K
  heaven_x64: ls=31 tcs=31, lds=24K
  heaven_x64: ls=71 tcs=71, lds=28K

After:
  heaven_x64: ls=3f tcs=3f, lds=24K
  heaven_x64: ls=7 tcs=7, lds=13K
  heaven_x64: ls=f tcs=f, lds=17K

All other apps have a similar decrease in LDS usage, because
the "outputs_written" masks are similar. Also, most apps don't write
POSITION in these shader stages, so there is room for improvement.
(tight per-component input/output packing might help even more)

It's unknown whether this improves performance.

Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 20:14:15 +02:00
Marek Olšák 3effce4fb0 radeonsi/gfx9: prevent a race when the previous shader's main part is missing
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 18:43:42 +02:00
Marek Olšák b5bc826ead radeonsi/gfx9: wait for main part compilation of 1st shaders of merged shaders
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 18:43:42 +02:00
Marek Olšák ffbaba6072 radeonsi/gfx9: fix LS scratch buffer support without TCS for GFX9
LS is merged into TCS. If there is no TCS, LS is merged into fixed-func
TCS. The problem is the fixed-func TCS was ignored by scratch update
functions, so LS didn't have the scratch buffer set up.

Note that Mesa 17.1 doesn't have merged shaders.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 18:43:42 +02:00
Marek Olšák 6e2c07749b radeonsi: move streamout state update out of si_update_shaders
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 18:43:42 +02:00
Marek Olšák 8147c4a4a5 radeonsi: move handling of DBG_NO_OPT_VARIANT into si_shader_selector_key
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 18:43:42 +02:00
Marek Olšák 86cc809726 radeonsi: use a compiler queue with a low priority for optimized shaders
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 18:43:42 +02:00
Marek Olšák 38bd468a78 radeonsi: drop unfinished shader compilations when destroying shaders
If we enqueue too many jobs and destroy the GL context, it may take
several seconds before the jobs finish. Just drop them instead.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-06-07 18:43:42 +02:00
Marek Olšák a7f098fb76 radeonsi: only upload (dump to L2) those descriptors that are used by shaders
This decreases the size of CE RAM dumps to L2, or the size of descriptor
uploads without CE.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-18 22:15:02 +02:00
Marek Olšák 53c2ef36da radeonsi: record which descriptor slots are used by shaders
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-18 22:15:02 +02:00
Nicolai Hähnle 4ea67c1751 radeonsi: rename tcs_tes_uses_prim_id for clarity
What we care about is whether PrimID is used while tessellation is
enabled; whether it's used in TCS/TES or further down the pipeline is
irrelevant.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-05-16 16:11:54 +02:00
Nicolai Hähnle f4dbe2efb7 radeonsi: fix gl_PrimitiveIDIn in geometry shader when using tessellation
This builds on commit 0549ea15ec ("radeonsi: fix primitive ID in
fragment shader when using tessellation").

Fixes piglit
arb_tessellation_shader/execution/gs-primitiveid-instanced.shader_test

Cc: 17.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-05-16 16:11:53 +02:00
Nicolai Hähnle a16ae77185 radeonsi: get rid of secondary input/output word
By keeping track of fewer generics, everything can fit into 64 bits.

Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-05-12 10:46:06 +02:00
Nicolai Hähnle cfe6e30f1b radeonsi: skip generic out/in indices without a shader IO index
OpenGL uses at most 32 generic outputs/inputs in any stage, and they always
have a shader IO index and therefore fit into the outputs_written/
inputs_read/kill_outputs fields.

However, Nine uses semantic indices more liberally. We support that
in VS-PS pipelines, except that the optimization of killing outputs
must be skipped.

Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-05-12 10:46:05 +02:00