i965: Change brw_shader to gl_shader in brw_link_shader().
Nothing actually wanted brw_shader fields - we just had to type
shader->base all over the place for no reason.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Now that we're not generating linker errors, we don't actually modify
this.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
nir: Remove linker_error calls from nir_lower_samplers().
These should never happen. Plus, NIR passes really shouldn't be
reporting linker errors - this is past link time.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
nir: Make nir_lower_samplers take a gl_shader_stage, not a gl_program *.
We don't actually need a gl_program struct. We only used it to
translate prog->Target (i.e. GL_VERTEX_PROGRAM) to the gl_shader_stage
(i.e. MESA_SHADER_VERTEX). We may as well just pass that.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
nir: Move gl_shader_stage enum from mtypes.h to shader_enums.h.
I want to use this in some code that doesn't currently include mtypes.h.
It seems like a better place for it anyway.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This header was originally going to be called pipeline.h, but it got
renamed at the last minute. Make the include guards match.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
prog_to_nir should not modify the incoming Mesa IR program - just
translate it.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
draw: (trivial) don't print the shader twice with GALLIVM_DEBUG=tgsi (or ir)
Neither the shader nor the key change when doing elts or linear variant, so
this was just annoying (probably mildly useful at some point when we printed
the IR per function too).
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
gallivm: don't use control flow when doing indirect constant buffer lookups
llvm goes crazy when doing that, using way more memory and time, though there's
probably more to it - this points to a very much similar issue as fixed in
8a9f5ecdb1. In any case I've seen a quite
plain looking vertex shader with just ~50 simple tgsi instructions (but with a
dozen or so such indirect constant buffer lookups) go from a terribly high
~440ms compile time (consuming 25MB of memory in the process) down to a still
awful ~230ms and 13MB with this fix (with llvm 3.3), so there's still obvious
improvements possible (but I have no clue why it's so slow...).
The resulting shader is most likely also faster (certainly seemed so though
I don't have any hard numbers as it may have been influenced by compile times)
since generally fetching constants outside the buffer range is most likely an
app error (that is we expect all indices to be valid).
It is possible this fixes some mysterious vertex shader slowdowns we've seen
ever since we are conforming to newer apis at least partially (the main draw
loop also has similar looking conditionals which we probably could do without -
if not for the fetch at least for the additional elts condition.)
v2: use static vars for the fake bufs, minor code cleanups
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
glsl: check for forced_language_version in is_version()
This is a follow-on fix from the earlier "glsl: allow ForceGLSLVersion
to override #version directives" change. Since we're not changing
the language_version field, we have to check forced_language_version
here.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
i965/skl: Fix the order of the arguments for the LD sampler message
In Skylake the order of the arguments for sample messages with the LD
type are u, v, lod, r whereas previously they were u, lod, v, r.
This fixes 144 Piglit tests including ones that directly use
texelFetch and also some using the meta stencil blit path which
appears to use texelFetch in its shader.
v2: Fix sampling 1D textures
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
i965: Fix depth field setting in surface state for raw buffer on Gen7/8
On Gen7/8 for RAW surface format, the depth field (surf[3]) in surface
state means [30:21] bits of number of entries which is different from
other surface format which uses [26:21] bits field.
Signed-off-by: Zhenyu Wang <zhenyuw@linux.intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Add SV_GEOMETRY_EMIT special variable type to track the
implicit dependencies between CUT/EMIT_VERTEX/MEM_RING
instructions so GCM/scheduler doesn't reorder them.
Mark emit instructions as unkillable so DCE doesn't eat them.
Enable only for evergreen/cayman as there are a few
unexplained GS piglit regressions on R6xx/R7xx with SB
enabled otherwise.
Signed-off-by: Glenn Kennard <glenn.kennard@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
CF_END could end up emitted in the middle of a shader on cayman
when there was a loop at the very end.
Fixes glsl-1.50-geometry-end-primitive and
ext_transform_feedback-geometry-shaders-basic piglit tests.
Signed-off-by: Glenn Kennard <glenn.kennard@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
u_tile: fix stencil texturing tests under softpipe
arb_stencil_texturing-draw failed under softpipe because we got a float
back from the texturing function, and then tried to U2F it, stencil
texturing returns ints, so we should fix the tiling to retrieve
the stencil values as integers not floats.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This pass performs a mark and sweep pass over a nir_shader's associated
memory - anything still connected to the program will be kept, and any
dead memory we dropped on the floor will be freed.
The expectation is that this will be called when finished building and
optimizing the shader. However, it's also fine to call it earlier, and
many times, to free up memory earlier.
v2: (feedback from Jason Ekstrand)
- Skip sweeping impl->start_block, as it's already in the CF list.
- Don't sweep SSA defs (they're owned by their defining instruction)
- Don't steal phi sources (they're owned by nir_phi_instr).
- Don't steal tex->src (it's owned by the tex_inst itself)
- Don't sweep dereference chains (top-level dereferences are owned by
the instruction; sub-dereferences are owned by the parent deref).
- Don't sweep sources and destinations (SSA defs are handled as part of
the defining instruction, and registers are handled as part of
function implementations).
- Just steal instructions; don't walk them (no longer required).
v3: (feedback from Jason Ekstrand)
- Steal indirect sources from nir_src/nir_dest.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
nir: Allocate dereferences out of their parent instruction or deref.
Jason pointed out that variable dereferences in NIR are really part of
their parent instruction, and should have the same lifetime.
Unlike in GLSL IR, they're not used very often - just for intrinsic
variables, call parameters & return, and indirect samplers for
texturing. Also, nir_deref_var is the top-level concept, and
nir_deref_array/nir_deref_record are child nodes.
This patch attempts to allocate nir_deref_vars out of their parent
instruction, and any sub-dereferences out of their parent deref.
It enforces these restrictions in the validator as well.
This means that freeing an instruction should free its associated
dereference chain as well. The memory sweeper pass can also happily
ignore them.
v2: Rename make_deref to evaluate_deref and make it take a nir_instr *
instead of void *. This involves adding &instr->instr everywhere.
(Requested by Jason Ekstrand.)
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
nir: Allocate nir_ssa_def::uses/if_uses out of the instruction.
We can't allocate them out of the nir_ssa_def itself, because it may not
be ralloc'd (for example, nir_dest embeds a nir_ssa_def).
However, allocating them out of the instruction should work.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
nir: Allocate nir_phi_src values out of the nir_phi_instr.
Phi sources are part of the phi instruction and should have the same
lifetime.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
nir: Allocate nir_call_instr::params out of the nir_call itself.
The lifetime of the params array needs to be match the nir_call_instr
itself. So, allocate it using the instruction itself as the context.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
i965: Add the ability to render to I8/L8 and I16/L16 UNORM formats.
This allows those formats to work with the meta PBO upload path.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
glsl: relax input->output validation for SSO programs
Commit 18004c3 introduced more restrictive validation to linker
between inputs and outputs. This patch skips the additional check
for programs that utilize GL_ARB_separate_shader_objects, there
inputs and outputs might not make exact match during linking but
only when constructing the final pipeline.
This made some of the GL_ARB_program_interface_query tests shaders
fail to link, these tests can be used to verify the change.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
nv50,nvc0: limit the y-tiling of 3d textures to the first level's tiling
We limit y-tiling to 0x20 when depth is involved. However the function is
run for each miplevel, and the hardware expects miplevel 0 to have the
highest tiling settings. Perform the y-tiling limit on all levels of a
3d texture, not just the ones that have depth.
Fixes:
texelFetch fs sampler3D 98x129x1-98x129x9
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Tested-by: Nick Tenney <nick.tenney@gmail.com> # GT216
Cc: "10.4 10.5" <mesa-stable@lists.freedesktop.org>
This code to handle absolute values on op3 srcs was a bit too simple,
it really needs a temp reg per src, not one per channel, make it
easier and let sb clean up the mess.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89831
Reviewed-by: Glenn Kennard <glenn.kennard@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
i965: Do not render primitives in non-zero streams then TF is disabled
Haswell hardware seems to ignore Render Stream Select bits from
3DSTATE_STREAMOUT packet when the SOL stage is disabled even if
the PRM says otherwise. Because of this, all primitives are sent
down the pipeline for rasterization, which is wrong. If SOL is
enabled, Render Stream Select is honored and primitives bound to
non-zero streams are discarded after stream output.
Since the only purpose of primives sent to non-zero streams is to
be recorded by transform feedback, we can simply discard all geometry
bound to non-zero streams then transform feedback is disabled
to prevent it from ever reaching the rasterization stage.
Notice that this patch introduces a small change in the behavior we
get when a geometry shader emits more vertices than the maximum declared:
before, a vertex that was emitted to a non-zero stream when TF was
disabled would still count for the purposes of checking that we don't
exceed the maximum number of output vertices declared by the shader. With
this change, these vertices are completely ignored and won't increase
the output vertex count, making more room for other (hopefully more
useful) vertices.
Fixes piglit test arb_gpu_shader5-emitstreamvertex_nodraw on Haswell
and Broadwell.
v2 (Ken): Drop is_haswell check in favor of doing this unconditionally.
Broadwell needs the workaround as well, and it doesn't hurt to do it in
general. Also tweak comments - the Haswell PRM does actually mention
this ("Command Reference: Instructions" page 797).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83962
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: mesa-stable@lists.freedesktop.org
Jordan added this in commit 741782b594 for
Gen7 platforms. I missed this when adding the Broadwell code.
Fixes Piglit's spec/arb_gpu_shader5/invocation-id-{basic,in-separate-gs}
with MESA_EXTENSION_OVERRIDE=GL_ARB_gpu_shader5 set.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Cc: mesa-stable@lists.freedesktop.org
While working on NIR's memory allocation model, I realized the GLSL IR
memory model was broken.
During glCompileShader, we allocate everything out of the
_mesa_glsl_parse_state context, and reparent it to gl_shader at the end.
During glLinkProgram, we allocate everything out of a temporary context,
then reparent it to the exec_list containing the linked IR.
But during brw_link_shader - the driver's final opportunity to do
lowering and optimization - we just allocated everything out of the
permanent context given to us by the linker. That memory stayed
forever.
Notably, passes like brw_fs_channel_expressions cause us to churn the
majority of the code, so we really want to free dead IR here.
Saves 125MB of memory when replaying a Dota 2 trace on Broadwell.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This allows SIMD16 mode to work for a lot more programs. Texturing is
also more efficient in SIMD16 mode than SIMD8. Several messages don't
actually exist in SIMD8 mode, so we did SIMD16 messages and threw away
half of the data. Now we compute real data in both halves.
Also, the SIMD16 "sample" message doesn't require all three coordinate
components to exist (like the SIMD8 one), so we can shorten the message
lengths, cutting register usage a bit.
I chose to implement the visitor functionality in a separate function,
since mixing true SIMD16 with SIMD8 code that uses SIMD16 fallbacks
seemed like a mess. The new code bails on a few cases where we'd
have to do two SIMD8 messages - we just fall back to SIMD8 for now.
Improves performance in "Shadowrun: Dragonfall - Director's Cut" by
about 20% on GM45 (measured with LIBGL_SHOW_FPS=1 while standing around
in the first mission).
v2: Add ir_txf to the has_lod case (caught by Jordan Justen).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
i965: Use SIMD16 instead of SIMD8 on Gen4 when possible.
Gen5+ systems allow you to specify multiple shader programs - both SIMD8
and SIMD16 - and the hardware will automatically dispatch to the most
appropriate one, given the number of subspans to be processed.
However, that is not the case on Gen4. Instead, you program a single
shader. If you enable multiple dispatch modes (SIMD8 and SIMD16), the
shader is supposed to contain a series of jump instructions at the
beginning. The hardware will launch the shader at a small offset,
hitting one of the jumps.
We've always thought that sounds like a pain, and weren't clear how it
affected performance - is it worth having multiple shader types? So,
we never bothered with SIMD16 until now.
This patch takes a simpler approach: try and compile a SIMD16 shader.
If possible, set the no_8 flag, telling the hardware to just use the
SIMD16 variant all the time.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This flag means to ignore the SIMD8 program and only use the SIMD16 one.
It was originally meant for repdata clear shaders, but I plan to use it
for other things on Gen4 as well.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
i965/fp: Set coord_components correctly for cube textures.
I've no idea why this was 4. It certainly seems wrong.
Prevents assertion failures in fp-incomplete-tex with some upcoming
patches of mine.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
glsl/cse: Maintain a list of free ae_entry objects
The CSE algorithm will continuously allocate new ae_entry objects. As
each new basic block is exited, all of the previously allocated objects
are dumped. Instead, put them in a free list and re-use them in the
next basic block. Reduce, reuse, recycle!
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
These were added in commit f2616e56, presumably in preparation for
translating ARB vp/fp into GLSL IR. That never happened, and neither did
a lowering pass that actually generated these instructions.
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
glsl: Update the #line behaviour on GLSL 3.30+ and GLSL ES+
From GLSL 3.30 and GLSL ES 1.00 on, after processing the line
directive (including its new-line), the implementation should
behave as if it is compiling at the line number passed as
argument. In previous versions, it behaved as if compiling
at the passed line number + 1.
Partially fixes https://bugs.freedesktop.org/show_bug.cgi?id=88815
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: respect the source number set by #line <line> <source>
From GLSL 1.30.10, section 3.3 (Preprocessor):
"#line line source-string-number ... After processing this directive
(including its new-line), the implementation will behave as if it is
compiling at ... source string number source-string-number. Subsequent
source strings will be numbered sequentially, until another #line
directive overrides that numbering."
In the previous implementation the source number was always zero.
Subsequent source strings are still not numbered sequentially, because
in the glShaderSource implementation we are concatenating the source code
strings into one long string.
Partially fixes https://bugs.freedesktop.org/show_bug.cgi?id=88815
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
i965: Make sure we always mark array surfaces as such
Even if they only have one slice, otherwise textureSize() won't
produce correct results for the depth value.
Fixes 10 dEQP tests in this category:
dEQP-GLES3.functional.shaders.texture_functions.texturesize.sampler2darray*
Reviewed-by: Mark Janes <mark.a.janes at intel.com>
The NIR compiler frontend is an alternative to the TGSI f/e, producing
the same ir3 IR and using the same backend passes for scheduling, etc.
It is not enabled by default yet, as there are still some regressions.
To enable, use 'FD_MESA_DEBUG=nir'. It is enough to use with, for
example, xonotic or supertuxkart.
With the NIR f/e, scalarizing and a number of other lowering steps
happen in NIR, so we don't have to do them in ir3. Which simplifies the
f/e and allows the lowered instructions to pass through other
optimization stages.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
freedreno/a3xx: pass sprite coord mode through to program emit
Use the correct sprite replacement depending on the flip of the coord
mode, using either T or 1-T depending on whether we have an upper-left or
lower-left coordinate origin. This fixes all the point sprite piglits.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>