This replaces an O(n^2) algorithm with an O(n) one, while allowing us to
import most of the infrastructure required for GVN. The idea is to walk
the dominance tree depth-first, similar when converting to SSA, and
remove the instructions from the set when we're done visiting the
sub-tree of the dominance tree so that the only instructions in the set
are the instructions that dominate the current block.
No piglit regressions. No shader-db changes.
Compilation time for full shader-db:
Difference at 95.0% confidence
-35.826 +/- 2.16018
-6.2852% +/- 0.378975%
(Student's t, pooled s = 3.37504)
v2:
- rebase on start_block removal
- remove useless state struct
- change commit message
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
This will replace direct usage of nir_instrs_equal() in the CSE pass,
which reduces an O(n^2) algorithm with an effectively O(n) one. It'll
also be useful for implementing GVN on top of GCM.
v2:
- Add texture support.
- Add more comments.
- Rename instr_can_hash() to instr_can_rewrite() since it's really more
about whether its uses can be rewritten, and it's implicitly used by
nir_instrs_equal() as well.
- Rename nir_instr_set_add() to nir_instr_set_add_or_rewrite() (Jason).
- Make the HASH() macro less magical (Topi).
- Rewrite the commit message.
v3:
- For sorting phi sources, use a VLA, store pointers to the sources, and
compare the predecessor pointer directly (Jason).
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Right now nir_instrs_equal() is tied pretty tightly to CSE, but we're
going to introduce the idea of an instruction set and tie it to that
instead. In anticipation of that, move this into its own file where
we'll add the rest of the instruction set implementation later.
v2: Rebase on texture support.
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
If a non-const sample number is given to interpolateAtSample it will
now generate an indirect send message with the sample ID similar to
how non-const sampler array indexing works. Previously non-const
values were ignored and instead it ended up using a constant 0 value.
The generator will try to determine if the sample ID is dynamically
uniform via nir_src_is_dynamically_uniform. If not it will query the
pixel interpolator in a loop, once for each different live sample
number. The next live sample number is found using emit_uniformize. If
multiple live channels have the same sample number then they will be
handled in a single iteration of the loop. The loop is necessary
because the indirect send message doesn't seem to have a way to
specify a different value for each fragment.
This fixes the following two Piglit tests:
arb_gpu_shader5-interpolateAtSample-nonconst
arb_gpu_shader5-interpolateAtSample-dynamically-nonuniform
v2: Handle dynamically non-uniform sample ids.
v3: Remove the BREAK instruction and predicate the WHILE directly.
Make the tokens arrays const. (Matt Turner)
v4: Iterate over the live channels instead of each possible sample
number.
v5: Don't special case immediate values in
brw_pixel_interpolator_query. Make a better wrapper for the
function to set up the PI send instruction. Ensure that the SHL
instructions are scalar. (Francisco Jerez).
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
It is possible to directly predicate the WHILE instruction. In this
case there will be a second successor block because the execution can
resume from the instruction after the loop. This will be used in a
subsequent patch.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Adds nir_src_is_dynamically_uniform which returns true if the source
is known to be dynamically uniform. This will be used in a later patch
to add a workaround for cases that only work with dynamically uniform
sources. Note that the function is not definitive, it can return false
negatives (but not false positives). Currently it only detects
constants and uniform accesses. It could easily be extended to include
more cases.
Reviewed-by: Matt Turner <mattst88@gmail.com>
This will allow to split SW and HW queries in an upcoming patch.
While we are at it, make use of nvc0_query struct instead of pipe_query.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Return the number of values written.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
From ARB_program_query_interface:
For the property ARRAY_SIZE, a single integer identifying the number of
active array elements of an active variable is written to <params>. The
array size returned is in units of the type associated with the property
TYPE. For active variables not corresponding to an array of basic types,
the value one is written to <params>. If the variable is a shader
storage block member in an array with no declared size, the value zero
is written to <params>.
v2:
- Unsized arrays of arrays have an array size different than zero
v3:
- Arrays and unsized arrays will have an array_stride > 0. Use it
instead of is_unsized_array flag (Timothy).
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
From ARB_shader_storage_buffer_object:
"When using the ARB_program_interface_query extension to enumerate the
set of active buffer variables, only the first element of arrays (sized
or unsized) will be enumerated"
_mesa_program_resource_array_size() is used when getting the name (and
name length) of the active variables. When it is an unsized array,
we want to indicate it has one active element so the returned name
would have "[0]" at the end.
v2:
- Use array_stride > 0 and array_elements == 0 to detect unsized
arrays. Because of that, we don't need is_unsized_array flag
(Timothy)
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
When the active variable is an array which is already a top-level
shader storage block member, don't return its array size and stride
when querying TOP_LEVEL_ARRAY_SIZE and TOP_LEVEL_ARRAY_STRIDE
respectively.
Fixes the following 12 dEQP-GLES31 tests:
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.column_major_mat3x4
v2:
- Fix check when the shader storage block is instanced
- Write auxiliary function to do the check.
v3:
- Check if full_instanced_name is NULL just after allocation (Ilia)
- Remove () from one strcmp() in the if statement (Ilia)
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Tested-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Use found_top_level_array_stride instead of found_top_level_array_size.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Patch adds missing type (used with NV_read_depth) so that it gets
handled correctly. This fixes errors seen with following CTS test:
ES3-CTS.gtf.GL3Tests.packed_pixels.packed_pixels
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
Before, we were unconditionally assigning the TargetIndex field in
_mesa_BindTexture(), even if it was already set properly. Now we
initialize TargetIndex wherever we initialize the Target field, in
_mesa_initialize_texture_object(), finish_texture_init(), etc.
v2: also update the meta_copy_image code. In make_view() the
view_tex_obj->Target field was set, but not the TargetIndex field.
Also, remove a second, redundant assignment to view_tex_obj->Target.
Add sanity check assertions too.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
Callers of create_texture() will either pass target=0 or a validated
GL texture target enum so no need to do another error check inside
the loop.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
We can now link the unit tests against just libi965_compiler.la. This
lets us drop a lot of DRI driver dependencies, but we still pull in all
of libmesa and more.
This also provides a few standalone users of libi965_compiler.la, which
will help us accidentally using i965_dri.so functions from the compiler.
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
This introduces a new libtool helper library, libi965_compiler.la. This
library is moderately self-contained, but still needs to link to all of
libmesa.la among other things.
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
brw_get_shader_time_index() is all tangled up in brw_context state and
we can't call it from the compiler. Thanks the Jasons recent
refactoring, we can just get the index and pass to the emit functions
instead.
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
We call this from the compiler so move it to brw_shader.cpp.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
This function computes the next power of two, but at least 1024. We can
do that by bitwise or'ing in 1023 and calling util_next_power_of_two().
We use brw_get_scratch_size() from the compiler so we need it out of
brw_program.c. We could move it to brw_shader.cpp, but let's make it a
small inline function instead.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
brw_program.c won't be part of the compiler library, but we need
brw_mark_surface_used() in the compiler. Move to brw_shader.cpp.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
The initial motivation for this patch was to avoid calling
brw_cs_prog_local_id_payload_dwords() in gen7_cs_state.c from the
compiler. This commit ends up refactoring things a bit more so as to
split out the logic to build the local id payload to brw_fs.cpp. This
moves the payload building closer to the compiler code that uses the
payload layout and makes it available to other users of the compiler.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
We want to use the rest of brw_shader.cpp with the rest of the compiler
without pulling in the GLSL linking code.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
We need the debug flag parsing and INTEL_DEBUG in the compiler, but we
don't want the dependency on bufmgr (libdrm_intel) in there. Move to
intel_screen.c.
There are now only two lines left in brw_process_intel_debug_variable(),
but we keep it in intel_debug.h to avoid having to expose
'debug_control' as a global variable.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
We want to use intel_debug.c in code that doesn't link to dri common.
v2: Remove unnecessary stddef.h include (Topi), use util/debug.h
in all DRI driver and remove driParseDebugString() (Iago).
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
We move these calls one level up into the codegen functions.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
Previously the name of the nir shader was being freed prematurely during
nir_sweep. Since 756613ed35 the name was later being used to generate
filenames for the optimiser debug output and these would end up with
garbage from the dangling pointer.
Co-authored-by: Neil Roberts <neil@linux.intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Comit d48ac93066 addressed this for VS, but we forgot to do the same for
URB writes generated by the gen6 GS.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Varyings can be considered inputs or outputs of a program only when
SSO is in use. With multi-stage programs, inputs contain only inputs
for first stage and outputs contains outputs of the final shader stage.
I've tested that fix works for Assault Android Cactus (demo version)
and does not cause Piglit or CTS regressions in glGetProgramiv tests.
Following ES 3.1 CTS separate shader tests that do query properties
of varyings in SSO shader programs pass:
ES31-CTS.program_interface_query.separate-programs-vertex
ES31-CTS.program_interface_query.separate-programs-fragment
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92122
The EXT_texture_format_BGRA8888 extension (which mesa supports
unconditionally) adds a new format and internal format called GL_BGRA_EXT.
Previously, this was not really handled at all in
_mesa_ex3_error_check_format_and_type. When the checks were tightened in
commit f15a7f3c, we accidentally tightened things too far and GL_BGRA_EXT
would always cause an error to be thrown.
There were two primary issues here. First, is that
_mesa_es3_effective_internal_format_for_format_and_type didn't handle the
GL_BGRA_EXT format. Second is that it blindly uses _mesa_base_tex_format
which returns GL_RGBA for GL_BGRA_EXT. This commit fixes both of these
issues as well as adds explicit checks that GL_BGRA_EXT is only ever used
with GL_BGRA_EXT and GL_UNSIGNED_BYTE.
Signed-off-by: Jason Ekstrand <jason.ekstrand@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92265
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
Fixes a regression that broke EGL since
commit 858f2f2ae6
Author: Emil Velikov <emil.l.velikov@gmail.com>
Date: Sun Sep 13 12:25:27 2015 +0100
egl/dri2: ease srgb __DRIconfig conditionals