There are always set to true. Don't pollute the driver code with them, make
their existence a local detail to pre-Valhall XML and that's it.
Functional change: "four components per vertex" is now set on vertex job DCDs.
This should be a no-op.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15123>
This reduces code duplication and will ease Valhall porting. Functional changes
on v7:
* Shader contains barrier is now set (perf loss, fixed later in series)
* Shader register allocation is now set (perf win)
* Point sprite inverted, no-op for blit shaders
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15123>
cont -> skip, last -> kill, and fix the special case handling. It's just an
enum. Makes the disassembly easier to read and closer to Bifrost.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15123>
For ordinary feedback loops GMEM is a lot faster than sysmem since
we don't set SINGLE_PRIM mode.
For feedback loops with ordered rasterization GMEM should also be
faster.
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15106>
Trivially implemented by using A6XX_GRAS_SC_CNTL_SINGLE_PRIM_MODE.
This extension is useful for emulators e.g. AetherSX2 PS2 emulator and
could drastically improve performance when blending is emulated.
Relevant tests:
dEQP-VK.rasterization.rasterization_order_attachment_access.*
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15106>
Otherwise a shader invocation would read the value which should have
been set AFTER this shader invocation.
Fixes tests:
dEQP-VK.rasterization.rasterization_order_attachment_access.depth.samples_1.multi_draw_barriers
dEQP-VK.rasterization.rasterization_order_attachment_access.stencil.samples_1.multi_draw_barriers
Fixes: 71595a189a
("tu: Fix feedback loops in sysmem mode")
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15106>
XeHP scratch space is handled differently. Commit ae18e1e707
implemented support for it, but handled it differently between render
and compute shaders: it calculates scratch_addr differently and
doesn't pin the buffer on compute. Make it work on compute shaders by
calling pin_scratch_space() from iris_compute_walker(), which fixes
both the address and the pinning.
This commit can be verified by the two-year-old-but-still-unreviewed
Piglit MR 234. You can also verify this by running a very simple
compute shader with INTEL_DEBUG=spill_fs.
References: https://gitlab.freedesktop.org/mesa/piglit/-/merge_requests/234
Fixes: ae18e1e707 ("iris: Add support for scratch on XeHP")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15070>
This raises our vertex input bindings limit from 28 to 31, and our
vertex input attribute limit from 28 to 29. We could theoretically
go higher, but it will take additional work.
The 3DSTATE_VERTEX_BUFFERS and 3DSTATE_VERTEX_ELEMENTS limits are 33
vertex buffers, and 34 vertex elements. But we need up to two vertex
elements for system values (FirstVertex, BaseVertex, BaseInstance,
DrawID), and we currently use two vertex bindings for those.
There is another hidden limit: our compiler backend only supports the
push model for VS inputs currently. 3DSTATE_VS only allows URB Read
Lengths between [0, 15], which is measured in pairs of inputs, which
means we can theoretically push no more than 32 vertex elements. This
is no artifical limit either, as a vec4 element takes up 4 registers
in the payload, and 32 * 4 = 128, the entire size of our register file.
Plus, the VS Thread payload needs at least g0 and g1 for other things,
so we can really only push 31.
We can theoretically support one additional binding, by combining our
two SGV bindings into a single upload. In order to support additional
vertex elements, we would need to add support to the backend compiler
for the pull model for VS inputs.
References: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5917
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14991>
I got confused while writing this somehow because of the null descriptor
feature, which enables drivers to consume a null descriptor, which has no
relation to a descriptor layout containing no descriptors
failing to accurately use zero descriptors can put layouts over the maximum
per-stage limits, which causes tests to crash
fixes (lavapipe):
KHR-GL46.shading_language_420pack.binding_uniform_block_array
KHR-GL46.multi_bind.dispatch_bind_buffers_base
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15067>
I chose to implement this as a global flag in the device, because
otherwise we would end up with extra draw overhead trying to avoid it in
the implicit-sync WSI case, and you're probably going to end up needing
implicit sync anyway because you used one of the BOs in any of the
submitted cmdbufs. To do better than this, we would probably want a
skip-implicit-sync flag on the BOs in the BO list, rather than global on
the submit.
Reports about venus on turnip say that this flag reduces worst-case
QueueSubmit time in a game workload from ~10ms to ~4ms.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14838>
Extend our existing bi_scoreboard infrastructure with a simple data flow
analysis pass that calculates which dependency slots need waiting. We
still lack a heuristic for selecting dependency slots.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14298>
Bifrost post-RA dead code elimination can cull the destinations of
regular ALU instructions, by weakening from a register write to a
temporary write. However, there is no way to suppress staging writes, so
culling the destinations will result in invalid code generation.
Fixes a regression in
dEQP-GLES3.functional.shaders.switch.switch_in_for_loop_static_vertex
with scoreboarding. The root cause there is the backend dead code
elimination not being sufficiently aggressive in the presence of control
flow. Usually this does not matter, since the backend optimizations are
intended to be local with global optimizations happening in NIR.
Unfortunately, our implementation of IDVS hits this hard. That will need
to be optimized (probably by specializing IDVS shaders in NIR instead of
the backend). In the mean time, let's fix the actual bug affecting
scoreboarding.
No shader-db changes.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14298>
They are useless (given the semantics of DTSEL_IMM) and complicate
scoreboarding. Just remove them in the pass that removes all the other silly
register destinations.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14298>
Barriers need to wait on all outstanding messages. This is more of an API
requirement than a hardware requirement, but it's still an invariant the
scoreboarding pass must respect.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14298>
I always intended this to be covered by the MIT license like with the
rest of my contributions, but somehow forgot to add it.
Let's add that license to make things clear.
Reviewed-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14751>
This just legalizes a few of the pixelstore pack parameters in GLES2
that are already legal in desktop and GLES3. glamor takes advantage of
this in the GetImage and software-fallback paths.
Reviewed-by: Zoltán Böszörményi <zboszor@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14977>
The important thing isn't the number of words pushed, it's that there are no
UBOs required for us to upload. Check that instead.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15090>
"raw" (IDXEN=0) and "structured" (IDXEN=1) do bounds checking differently.
From `si_make_buffer_descriptor`:
* - For VMEM and inst.IDXEN == 0 or STRIDE == 0, it's in byte units.
* - For VMEM and inst.IDXEN == 1 and STRIDE != 0, it's in units of STRIDE.
so there is a difference between setting vindex = i32_0 and vindex = NULL.
Instead of having the `structured` flag, we can just check if vindex is NULL.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15098>
"raw" (IDXEN=0) and "structured" (IDXEN=1) do bounds checking differently.
From `si_make_buffer_descriptor`:
* - For VMEM and inst.IDXEN == 0 or STRIDE == 0, it's in byte units.
* - For VMEM and inst.IDXEN == 1 and STRIDE != 0, it's in units of STRIDE.
so there is a difference between setting vindex = i32_0 and vindex = NULL.
Instead of having the `structured` flag, we can just check if vindex is NULL.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15098>