Passes tests in:
dEQP-VK.pipeline.multisample.sample_locations_ext.*
Note that these tests fail because of gl_PrimitiveID not working correctly:
dEQP-VK.pipeline.multisample.sample_locations_ext.verify_location.*
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4665>
discard is supposed to be a terminator, killing the thread, so that it's
possible to exit main solely by a discard e.g. inside of an infinite
loop. However, it currently isn't treated as a terminator in NIR due to
workarounds turning it into demote (d3d-style kill) and even if that
were fixed, we probably wouldn't want to treat discard_if as a jump
since otherwise the scheduler wouldn't be able to schedule things around
it. So, add this workaround which inserts jump instructions as
necessary to guarantee that the program always terminates.
This fixes a hang in dEQP-VK.graphicsfuzz.while-inside-switch, which
conditionally does a discard inside an infinite loop.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4658>
The first block was being added to the list twice, once here and once in
emit_block(), leading to list corruption and infinite loops when trying
to traverse the list of blocks backwards.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4658>
Since we consume NIR, we get FRAG_RESULT_DEPTH in .x. Something must have
been working out for this code to not be trying to get an undefined value,
but go ahead and drop it now.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4668>
The BLIT scissor must be set correctly for tu_store_gmem_attachment.
Fixes this deqp test:
dEQP-VK.pipeline.multisample_shader_builtin.sample_id.137_191_1.samples
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4666>
I wanted to look at the effect of a core NIR change on a2xx codegen, but I
don't have any of those boards. This could also prove useful for quickly
sanity-checking the compiler by running shader-db on it -- a2xx fails in a
few ways on glmark2, and a3xx-a5xx fails on glmark2 in a debug_assert
(which we don't have enabled in our dEQP runs).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4652>
This appears to be limited by VPC_CNTL_0::NUMNONPOSVAR, which is an
8-bit bitfield with no possibility for expansion. Also, in practice
we'll be limited by the vertex shader output maximum, which includes
gl_Position, of 128, so that users won't be able to use more than 124
components anyways. Lower it to match the GL blob.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4641>
The extra bit needs to be used when using the maximum of 128 varying
components. I confirmed that PC_PRIMITIVE_CNTL_1 and SP_PRIMITIVE_CNTL
are expanded using a trace of the Vulkan blob with the maximum number of
varyings, and changed the others by analogy.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4641>
The intersects() function assumes that inside each instruction values
always die before they are defined, so that if the end of one range is
the same instruction as the beginning of the next then they don't
intersect. However, this isn't the case for values that become live at
the beginning of a basic block, which become live *before* the first
instruction, or instructions that die at the end of a basic block which
die after the last instruction.
For example, imagine that we have two values, A which is defined earlier
in the block and B which is defined in the last instruction of the block
and both die at the end of the basic block (e.g. are used in the next
iteration of a loop). We would compute a range for A of, say, (10, 20)
and for B of (20, 20) since each block's end_ip is the same as the ip of
the last instruction, and RA would consider them to not interfere.
There's a similar problem with values that become live at the beginning.
The fix is to offset the block's start_ip and end_ip by one so that they
don't correspond to any actual instruction. One way to think about this
is that we're adding fake instructions at the beginning and end of a
block where values become live & die. We could invert the order, so that
values consumed by each instruction are considered dead at the end of
the previous instruction, but then values that become dead at the
beginning of the basic block would incorrectly have an empty live range,
with a similar problem at the end of the basic block if we try to say
that values are defined at the beginning of the next instruction. So
the extra padding instructions are unavoidable.
This fixes an accidental infinite loop in the shader for
dEQP-VK.spirv_assembly.type.scalar.u32.switch_vert.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4614>
Even though vkCmdRenderPassBegin() isn't allowed inside a secondary
command buffer, vkCmdDispatch() is, and we emit an IB with compute
dispatches, which means that if the secondary command buffer records a
vkCmdDispatch() then we'll have an IB inside an IB, which is illegal.
Fixes hangs in e.g.
dEQP-VK.api.command_buffers.record_simul_use_secondary_one_primary.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4605>
Instead of exposing various layout functions, move image-related logic
into tu_image.c and have the image_view pre-fill relevant register values.
This changes the clear/blit code to use image_view.
This will make it much easier to deal with aspect masks, in particular for
planar formats and D32_S8.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4581>
Even though we normally use the CP_BLIT path with resolves that aren't
aligned, there's a special case when we're resolving the entire image
and there's enough padding so that we can still use CP_EVENT_WRITE::BLIT
when the render area isn't aligned. The hardware seems to not like
unaligned scissors when not clearing, and sometimes hangs rather than
silently round the scissor. This causes hangs in e.g.
dEQP-VK.glsl.derivate.dfdx.texture.msaa4.float_highp.
There was some concern that the CP_BLIT path might use this scissor
also, but I confirmed that this isn't the case by setting it to 0 before
resolving and then noting that CP_BLIT still works (but CP_EVENT_WRITE
doesn't). Furthermore, this is actually impossible because of how the 2D
engine is set up: it gets its own pair of register banks, which can be
switched independently of the 3D register banks, so that 2D events
(CP_BLIT) normally aren't synchronized relative to 3D events
(CP_EVENT_WRITE, CP_DRAW_*, and CP_EXEC_CS) and therefore they can't
share any registers except for non-pipelined registers like RB_CCU_CNTL
that don't use the register bank mechanism at all.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4585>
I had missed that LDC actually uses vec4 units for its offset. This
means that we have to create a new instruction, and lower it in
ir3_nir_lower_io_offsets, similar to the existing SSBO instructions.
Unfortunately we can't assume that loads are always vec4-aligned, so we
have to use the alignment information that NIR gives us. Unfortunately,
it's currently woefully inadequate, and will have to be fixed to give us
good codegen in the future.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4568>
After some experimentation, I believe that GRAS_LAYER_CNTL is
actually just a count register storing the number of layers in the
render target. While debugging cube_array geometry tests, I noticed
that the blob was setting an unknown 0x8 to LAYER_CNTL, so I checked
the value of LAYER_CNTL for various layer sizes:
1: LAYER_CNTL=0
2: LAYER_CNTL=1
3: LAYER_CNTL=2
4: LAYER_CNTL=3
9: LAYER_CNTL=8
256: LAYER_CNTL=255
2000: LAYER_CNTL=1999
Seems like this register just stores a count of the largest layer
that can be written to via gl_Layer. This commit updates the reg
docs, freedreno's gs implementation, and turnip's gs implementation.
Fixes dEQP-VK.geometry.layered.cube_array.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4541>
Previously we were using layout.layer_size for the layer stride, but
in Vulkan, you can alias a 3D image as an array of 2D images via the
VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT flag. One reason to use
this behavior is so the geometry shader can write to a specific
depth in a 3D framebuffer with gl_Layer.
Since the 3D image is not a *true* layered image, layer_size is 0.
Instead, we can copy what freedreno does and use the slice size.
Fixes dEQP-VK.geometry.layered.3d.*
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4541>
Fixes (with other patches to allow these tests to run):
dEQP-VK.ycbcr.query.size_lod.vertex.*
Suggested-by: Rob Clark <robclark@gmail.com>
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4557>
I missed that this had a micro-optimization to assume that there was
only ever one source, which is no longer valid for the bindless model
since we now have a bindless handle source. Remove the optimization to
fix assertion failures with turnip.
Fixes e.g.
dEQP-VK.glsl.texture_functions.query.texturesize.sampler2d_fixed_vertex
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4548>
Do a better job of pruning when removing unused instructions, including
cleaning up dangling false-deps.
This introduces a new ssa src pointer iterator, which makes it easy to
clear links without having to think about whether it is a normal ssa
src or a false-dep.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4440>
The src of the SFU instruction could also be array/reg (non-SSA).
Handle this case too.
The postsched cp pass makes this scenario more likely.
Fixes: cc82521de4 ("freedreno/ir3: round-robin RA")
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4440>
Realize that certain instructions make a vecN live, and account for
this, in hopes of scheduling the remaining components of the vecN
sooner.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4440>
This replaces the depth-first search scheduler with a more traditional
ready-list scheduler. It primarily tries to reduce register pressure
(number of live values), with the exception of trying to schedule kills
as early as possible. (Earlier iterations of this scheduler had a
tendency to push kills later, and in particular moving texture fetches
which may not be necessary ahead of kills.)
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4440>
If the group pass must insert a mov to resolve conflicts, avoid the mov
appearing *after* the meta:collect whose src it is.
The current pre-RA scheduler doesn't really care about the initial
instruction order, but the new one will in some cases.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4440>
for verbose mode, print also the instruction "cycle" (which takes into
account (rptN) and (nopN)) in addition to instruction offset.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4440>
SEL_B32 (and presumably B16) checks for 0 or nonzero in the condition
(tested by just stuffing a uniform's value into it), so there's no need to
do ir3_b2n() on it, or any preceding ir3_n2b().
instructions in affected programs: 664444 -> 659927 (-0.68%)
nops in affected programs: 267898 -> 266312 (-0.59%)
non-nops in affected programs: 420260 -> 417329 (-0.70%)
dwords in affected programs: 144032 -> 137568 (-4.49%)
last-baryf in affected programs: 10801 -> 10321 (-4.44%)
full in affected programs: 2003 -> 2002 (-0.05%)
sstall in affected programs: 76670 -> 77405 (0.96%)
(ss) in affected programs: 4515 -> 4525 (0.22%)
(sy) in affected programs: 612 -> 604 (-1.31%)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4516>
The v->binning variant is never added to shader->variants, so just free
each one as we free the nonbinning variant.
Noticed from drm-shim mode running out of open fds, since each bo ends up
with an fd.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4502>
Under the bindless model, there are 5 "base" registers programmed with a
64-bit address, and sam/ldib/ldc and so on each specify a base register
and an offset, in units of 16 dwords. The base registers correspond to
descriptor sets in Vulkan. We allocate a buffer at descriptor set
creation time, hopefully outside the main rendering loop, and then
switching descriptor sets is just a matter of programming the base
registers differently. Note, however, that some kinds of descriptors
need to be patched at command recording time, in particular dynamic
UBO's and SSBO's, which need to be patched at CmdBindDescriptorSets
time, and input attachments which need to be patched at draw time based
on the the pipeline that's bound. We reserve the fifth base register
(which seems to be unused by the blob driver) for these, creating a
descriptor set on-the-fly and combining all the dynamic descriptors from
all the different descriptor sets. This way, we never have to copy the
rest of the descriptor set at draw time like the blob seems to do. I
mostly chose to do this because the infrastructure was already there in
the form of dynamic_descriptors, and other drivers (at least radv) don't
cheat either when implementing this.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4358>