A hugely common case when using nir_builder is to have a shader with a
single function called main. This adds a helper that gives you just that.
This commit also makes us use it in the NIR control-flow unit tests as well
as tgsi_to_nir and prog_to_nir.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
The current data structure doesn't handle much that we couldn't handle
before. However, this will be absolutely crucial for doing swith
statements. Also, this should fix structured continues.
GL_ARB_shader_draw_parameters added two new system values. This gets us
back to mapping mesa system values to the right TGSI semantics.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Make sure to make conversion unsigned when we're ANDing the high bits
away. Fixes corruption in dolphin.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
If we're doing an indirect draw, prims[i].basevertex is always 0 and the
real base vertex value is in the indirect parameter buffer. We try to
avoid flagging BRW_NEW_VERTICES if prims[i].basevertex doesn't change,
which then breaks down for indirect draws. Thus, if a program uses base
vertex or base instance, and the draw call is indirect, always flag
BRW_NEW_VERTICES. A new piglit test,
spec/ARB_shader_draw_parameters/drawid-indirect-vertexid tests this.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This optimizes a + b - b to just a. Modest shader-db results (BDW):
total instructions in shared programs: 7842452 -> 7841862 (-0.01%)
instructions in affected programs: 61938 -> 61348 (-0.95%)
total loops in shared programs: 2131 -> 2131 (0.00%)
helped: 263
HURT: 0
GAINED: 0
LOST: 0
but the optimization turns
gl_VertexID - gl_BaseVertexARB
into just a reference to SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, which the
i965 hardware supports natively. That means we can avoid using the
internal vertex buffer for gl_BaseVertexARB in this case.
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
We have to break open a new vec4 for gl_DrawIDARB. We've used up all
space in the vec4 we use for SGVS and gl_DrawIDARB has to come from its
own separate vertex buffer anyway. This is because we point the vb for
base vertex and base instance into the draw parameter BO for indirect
draw calls, but the draw id is generated by mesa in a different buffer.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
We already have gl_BaseVertexARB in the .x component of the SGVS vec4
and plug gl_BaseInstanceARB into the last free component (.y).
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
fs_visitor::emit_vs_system_value() looks like it's trying to handle
SYSTEM_VALUE_VERTEX_ID, but we should never see that value in the
backend.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The drivers will need this for passing in gl_DrawIDARB. For indirect
multidraw calls, we get the prim array and prim[i].draw_id == i and is
redundant. But for non-indirect calls, we get one primitive at a time
and need the draw_id field.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This option allows replacing a single shader by a pre-compiled ELF object
as generated by LLVM's llc, for example. This can be useful for debugging a
deterministically occuring error in shaders (and has in fact helped find
the causes of https://bugs.freedesktop.org/show_bug.cgi?id=93264).
v2: drop the debug flag, use DEBUG_GET_ONCE_OPTION instead
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This changes the count slightly (because of si_generate_gs_copy_shader), but
this is only relevant for the driver-specific num-compilations query. It sets
the stage for the next commit.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
When buffer size is less than 16, zero ends up being programmed as
size, which prevents the hardware from fetching the correct values.
Fix it by combining shift and align so that the value is always
rounded up.
Cc: "11.1 11.0 10.6" <mesa-stable@lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92229
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
anv_block_pool_init calls anv_block_pool_grow which checks
device->info.has_llc to see if it needs to set caching parameters.
If we don't set device->info early enough, this reads an undefined value
which is probably 0 and not what we want on llc platforms.
Found with valgrind.
We now support all Intel GPUs which can do tessellation.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
We've resolved all the GPU hangs, and everything seems to be working.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Setting interleave on the TCS EOT message causes Ivybridge hardware to
GPU hang like crazy. Individual tests would pass, but running even a
simple test like nop.shader_test in a loop would hang within 1-3 runs.
Adding sleep delays worked around the problem, somehow.
Interleave doesn't make much sense given that we only have one patch
URB handle, not two. Complete doesn't seem useful either.
There's no reason to actually set those bits. We were just being lazy.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Pre-Broadwell hardware requires us to manually release the ICP Handles
by issuing URB read messages with the "Complete" bit set. We can do
this in pairs to use fewer URB read messages.
Based heavily on work from Chris Forbes.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This can be used on Broadwell by setting INTEL_SCALAR_TES=0.
More importantly, it will be used for Ivybridge and Haswell.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
When Connor originally drafted NIR, he copied the same function+overload
system that GLSL IR had with a few names changed. However, this
double-indirection is not really needed and has only served to confuse
people. Instead, let's just have functions which may not have unique names
and may or may not have an implementation. If someone wants to do overload
resolving, they can hav a hash table based function+overload system in the
overload resolving pass. There's no good reason to keep it in core NIR.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
ir3 bits are
Reviewed-by: Rob Clark <robclark@gmail.com>