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... and eliminate emit_fdiv and nir_to_llvm_context::fpmath_md_*, which
are now unused.
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... and eliminate the non-ac copies. Mostly straight-forward
search & replace.
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... by straight-forward search & replace, and eliminate
emit_llvm_intrinsic.
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Code is taken from a combination of radv (for the more basic functions,
to avoid gallivm dependencies) and radeonsi (for the new and improved
derivative calculations).
v2: add 0.5 offset to tex coords only after derivative calculation
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Sourcing coords_arg[4] is actually never correct, since bias is handled
differently in tex_fetch_args anyway.
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As remarked by the comment in the original code, the old algorithm fails when
(tc + deriv) points at a different cube face. Instead, simply project the
derivative directly to the plane of the selected cube face.
The new code is based on exactly differentiating (using the chain rule)
the projection onto a plane corresponding to a fixed cube map face (which
is still selected in the usual way based on the texture coordinate itself).
The computations end up fairly involved, but we do save two reciprocal
computations.
Fixes GL45-CTS.texture_cube_map_array.sampling.
v2: add 0.5 offset to tex coords only after derivative calculation
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The correct offset is really 0.5, both intuitively and according to the
formulas in Section 8.13 (Cube Map Texture Selection) of the OpenGL spec.
This mistake probably never hurt because wrap-around is constrained to
individual cube faces.
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Signed-off-by: Dave Airlie <airlied@redhat.com>
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Currently we do this only in the fallback code (when tiled memcpy
version failed) but it needs to be done always so that we have
correct read and write buffer in place. No regressions seen in CI.
Fixes:
dEQP-EGL.functional.buffer_age.*
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98330
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chad Versace <chadversary@chromium.org>
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We no longer need anything from gl_linked_shader.
Reviewed-by: Eric Anholt <eric@anholt.net>
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We no longer need anything from gl_linked_shader.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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We now get everything we need from the gl_program param.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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This change also removes the now duplicate NumImages field.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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We no longer need to pass gl_shader_program.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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On BDW:
total instructions in shared programs: 13061877 -> 13060965 (-0.01%)
instructions in affected programs: 133569 -> 132657 (-0.68%)
helped: 566
HURT: 0
total cycles in shared programs: 256611784 -> 256599536 (-0.00%)
cycles in affected programs: 861016 -> 848768 (-1.42%)
helped: 379
HURT: 73
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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On BDW:
total instructions in shared programs: 13074882 -> 13068703 (-0.05%)
instructions in affected programs: 1823116 -> 1816937 (-0.34%)
helped: 4187
HURT: 537
total cycles in shared programs: 256622718 -> 256425382 (-0.08%)
cycles in affected programs: 123790120 -> 123592784 (-0.16%)
helped: 3823
HURT: 2037
total spills in shared programs: 15276 -> 14929 (-2.27%)
spills in affected programs: 9446 -> 9099 (-3.67%)
helped: 352
HURT: 1
total fills in shared programs: 20496 -> 20144 (-1.72%)
fills in affected programs: 13040 -> 12688 (-2.70%)
helped: 352
HURT: 1
LOST: 2
GAINED: 21
v2: Rely on 'a' being a well-formed boolean (Connor, Eric).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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On BDW:
total instructions in shared programs: 13071119 -> 13070371 (-0.01%)
instructions in affected programs: 83424 -> 82676 (-0.90%)
helped: 505
HURT: 45 (all TCS, all hurt by a single instruction)
total cycles in shared programs: 256601322 -> 256588932 (-0.00%)
cycles in affected programs: 819410 -> 807020 (-1.51%)
helped: 450
HURT: 57
total loops in shared programs: 2950 -> 2942 (-0.27%)
loops in affected programs: 8 -> 0
helped: 7
HURT: 0
v2: Drop unnecessary 'a@bool' annotation (Connor, Eric).
Add a comment explaining the rule (Ian).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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In Vulkan, we'll compile the TCS and TES at the same time, so I can just
pass the TCS output VUE map to brw_compile_tes as the TES input VUE map.
So, we only need to do this in GL. Move it to the GL-specific layer.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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This isn't needed, and Vulkan doesn't have one.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Moving this down a layer lets us share code between Vulkan and GL.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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NIR exists in both GL and Vulkan, but gl_program is GL specific.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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It feels weird using GL_* enums in a Vulkan driver.
v2: Fix the TESS_SPACING -> PIPE_TESS_SPACING conversion.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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The vertex order is either clockwise or counterclockwise. We can just
store a "ccw" boolean rather than GLenum values. I don't want to use
GLenums in a Vulkan driver, and even in GL a simple boolean works fine.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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This lets us get validation without having to do it manually.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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It can handle multiple modes at a time now so there's no reason to call
it repeatedly.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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I apparently broke mark_whole_variable in ir_set_program_inouts.
It was passing a type that wasn't var->type, so the wrapper didn't
work out. It's all broken, revert it and start over.
Fixes all kinds of things on other drivers.
Revert "glsl: Make is_fixed_function_array actually check for varyings."
This reverts commit 42699e12711668a142b7acf11c168cf4301c1295.
Revert "glsl: Mark whole variable used for ClipDistance and TessLevel*."
This reverts commit 5c580e64cc206ab160e1767c42e4d6c81f67da4d.
Revert "glsl: Override the # of varying slots for ClipDistance and TessLevel*."
This reverts commit 8b5749f65ac434961308ccb579fb8a816e4f29d5.
Revert "glsl: Create and use a new ir_variable::count_attribute_slots() wrapper."
This reverts commit 6aa5cb34d03765b7be8611aa516bc201bd337f73.
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We can't check VARYING_SLOT_* locations until we've determined that
the variable is actually a varying.
Fixes assert failures in drivers which actually use this path,
such as radeonsi and i915.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99314
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
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See also <https://bugs.freedesktop.org/show_bug.cgi?id=93551#c27> where
this was first observed as a requirement.
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
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Marking operations as redundant if they are equal to the base
range is fine when the tree structure is something like this:
max
/ \
max b
/ \
3 max
/ \
3 a
But the opt falls apart with a tree like this:
max
/ \
max max
/ \ / \
3 a b 3
The problem is that both branches are treated the same: descending in
the left branch will prune the constant, and then descending the right
branch will prune the constant there as well, because limits[0] wasn't
updated to take the change on the left branch into account, and so we
still get [3,\infty) as baserange.
In order to fix the bug we just disable the marking of redundant expressions
when they match the baserange.
NIR algebraic opt will clean up the first tree for anyway, hopefully
other backends are smart enough to do this also.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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We run this after nir_lower_vars_to_ssa so that as many load/store_var
intrinsics as possible before copy_prop_vars executes. This is because the
pass isn't particularly efficient (it does a lot of linear walks of a
linked list) so we'd like as much of the work as possible to be done before
copy_prop_vars runs.
Shader DB results on Sky Lake:
total instructions in shared programs: 12020290 -> 12013627 (-0.06%)
instructions in affected programs: 26033 -> 19370 (-25.59%)
helped: 16
HURT: 13
total cycles in shared programs: 137772848 -> 137549012 (-0.16%)
cycles in affected programs: 6955660 -> 6731824 (-3.22%)
helped: 217
HURT: 237
total loops in shared programs: 3208 -> 3208 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total spills in shared programs: 4112 -> 4057 (-1.34%)
spills in affected programs: 483 -> 428 (-11.39%)
helped: 2
HURT: 0
total fills in shared programs: 5519 -> 5102 (-7.56%)
fills in affected programs: 993 -> 576 (-41.99%)
helped: 2
HURT: 0
LOST: 0
GAINED: 0
Broadwell had similar results. On older hardware, the impact isn't as
large because they don't advertise GL 4.5. Of the hurt programs, all but
one are hurt by a single instruction and the one is hurt by 3 instructions.
All of the helped programs, on the other hand, are helped by at least 3
instructions and one kerbal space program shader is helped by 44.59%.
The real star of the show, however, is the Gl43CSDof synmark2 benchmark
which has two shaders which are cut by 28% and 40% and the over-all runtime
performance of the benchmark on my Sky Lake laptop is improved by around
25-30% (it's a bit hard to be exact due to thermal throttling).
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Because border color is handled pre-swizzle, when we move the alpha
channel around in the format, the OPAQUE_BLACK border colors don't work
correctly on B4G4R4A4_UNORM_PACK16 with the hack. This fixes the
following Vulkan CTS tests on Broadwell:
dEQP-VK.pipeline.sampler.view_type.2d_array.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.1d_array.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.2d.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.1d.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
dEQP-VK.pipeline.sampler.view_type.3d.format.b4g4r4a4_unorm_pack16.address_modes.all_mode_clamp_to_border_opaque_black
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-dev@lists.freedesktop.org>
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Interpreting layerCount literally would try to create billions of image
views in radv_process_depth_image_inplace().
Signed-off-by: Pierre-Loup A. Griffais <pgriffais@valvesoftware.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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Treating everything as scalar arrays allows us to drop a bunch of
special case input/output munging all throughout the backend.
Instead, we just need to remap the TessLevel components to the
appropriate patch URB header locations in remap_patch_urb_offsets().
We also switch to treating the TES input versions of these as ordinary
shader inputs rather than system values, as remap_patch_urb_offsets()
just makes everything work out without special handling.
This regresses one Piglit test:
arb_tessellation_shader-large-uniforms/GL_TESS_CONTROL_SHADER-array-at-limit
The compiler starts promoting the constant arrays assigned to gl_TessLevel*
to uniform arrays. Since the shader also has a uniform array that uses
the maximum number of uniform components, this puts it over the uniform
component limit enforced by the linker. This is arguably a bug in the
constant array promotion code (it should avoid pushing us over limits),
but is unlikely to penalize any real application.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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It's only used in one place, it ignores the offset parameter currently,
and I want to add more parameters...at which point, passing in a bunch
of integers seems less obvious than writing it out.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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This is harmless today because gl_TessLevelInner/Outer in the TES is
currently treated as system values. However, when we move to treating
them as inputs, this would cause a bug: with no TCS present, it would
propagate TES reads of VARYING_SLOT_TESS_LEVEL into the VS output VUE
map slots. This is totally bogus - those don't even exist in the VS.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Upcoming reworks in i965 are going to make it easy to handle this
like any other input. Having it as a system value will just require
additional code for no benefit.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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There's no point in trying to mark partial array access for
gl_ClipDistance, gl_TessLevelOuter, or gl_TessLevelInner - they're
special built-in variables that control fixed function hardware,
and will likely be used in an all-or-nothing fashion.
Since these arrays only occupy 1-2 varying slots, we have to avoid
our normal processing which increments the slot value by the array
index.
(I wrote this code before i965 switched from ir_set_program_inouts
to nir_shader_gather_info. It's not used by anyone today, and I'm
not sure how valuable it is...the alternative to GLSL IR lowering
is NIR compact arrays, at which point you should use nir_gather_info.)
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Right now, this shouldn't have any effect, as all drivers use
LowerClipDist and LowerTessFactors to turn the float[] arrays into
vectors.
However, it should help make it possible for drivers to avoid that
lowering.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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This wraps glsl_type::count_attribute_slots(), but will soon contain a
couple of overrides for a couple of GLSL built-ins variables.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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r600g doesn't set pipe_context::clear_buffer.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99303
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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