Commit Graph

57 Commits

Author SHA1 Message Date
Eric Anholt
2780a99ff8 v3d: Move the stores for fixed function VS output reads into NIR.
This lets us emit the VPM_WRITEs directly from
nir_intrinsic_store_output() (useful once NIR scheduling is in place so
that we can reduce register pressure), and lets future NIR scheduling
schedule the math to generate them.  Even in the meantime, it looks like
this lets NIR DCE some more code and make better decisions.

total instructions in shared programs: 6429246 -> 6412976 (-0.25%)
total threads in shared programs: 153924 -> 153934 (<.01%)
total loops in shared programs: 486 -> 483 (-0.62%)
total uniforms in shared programs: 2385436 -> 2388195 (0.12%)

Acked-by: Ian Romanick <ian.d.romanick@intel.com> (nir)
2019-03-05 10:59:40 -08:00
Eric Anholt
2786d2161a v3d: Fix vir_is_raw_mov() for input unpacks.
There are no users at the moment, but I wanted to start using this in
register spilling.
2019-02-25 21:26:24 -08:00
Eric Anholt
5a84d46896 v3d: Stop tracking num_inputs for VPM loads.
It's unused in the VS (since we need vattr_sizes[] anyway), so move it to
FS prog data.
2019-02-18 18:09:07 -08:00
Eric Anholt
3022b4bd82 v3d: Kill off vir_PF(), which is hard to use right.
You were allowed to pass in any old temp so that you could hopefully fold
the PF up into the def of the temp.  If we couldn't find one, it
implicitly generated a MOV(nop, reg).  However, that PF could have
different behavior depending on whether the def being folded into was a
float or int opcode, which the caller doesn't necessarily control.

Due to the fragility of the function, just switch all callers over to
vir_set_pf().  This also encourages the callers to use a _dest call for
the inst they're putting the PF on, eliminating a bunch of temps in the
pre-optimization VIR.

shader-db says the change is in the noise:

total instructions in shared programs: 6226247 -> 6227184 (0.02%)
instructions in affected programs: 851068 -> 852005 (0.11%)
2019-02-18 18:09:06 -08:00
Eric Anholt
4586f9f902 v3d: Add a helper function for getting a nop register.
Just a little refactor to explain what's going on with QFILE_NULL.
2019-02-18 18:09:06 -08:00
Eric Anholt
cd5e0b2729 v3d: Use the early_fragment_tests flag for the shader's disable-EZ field.
Apparently we need disable-EZ flagged, not just "does Z writes".

Fixes
dEQP-GLES31.functional.image_load_store.early_fragment_tests.no_early_fragment_tests_depth_fbo
on 7278, even though it passed in simulation.

Signed-off-by: Eric Anholt <eric@anholt.net>
Fixes: 051a41d3d5 ("v3d: Add support for the early_fragment_tests flag.")
2019-02-18 18:09:06 -08:00
Eric Anholt
940501a446 v3d: Fix copy-propagation of input unpacks.
I had a single function for "does this do float input unpacking" with two
major flaws: It was missing the most common thing to try to copy propagate
a f32 input nunpack to (the VFPACK to an FP16 render target) along with
several other ALU ops, and also would try to propagate an f32 unpack into
a VFMUL which only does f16 unpacks.

instructions in affected programs: 659232 -> 655895 (-0.51%)
uniforms in affected programs: 132613 -> 135336 (2.05%)

and a couple of programs increase their thread counts.

The uniforms hit appears to be a pattern in generated code of doing (-a >=
a) comparisons, which when a is abs(b) can result in the abs instruction
being copy propagated once but not fully DCEed.
2019-02-05 15:46:04 -08:00
Eric Anholt
01d913cf90 v3d: Add support for CS workgroup/invocation id intrinsics.
We get a payload for the ivec3 workgroup and an int local invocation
index, and we use the core lowering to turn into the global invocation id
and the local invocation id ivec3s.
2019-01-14 15:40:55 -08:00
Eric Anholt
6281f26f06 v3d: Add support for shader_image_load_store.
This is only exposed on V3D 4.1+, because we didn't have the TMU write
operations for images on 3.3 (To do GLES 3.1 there, you have to lower it
to SSBO load/stores, which is a problem to solve later).
2019-01-14 15:40:55 -08:00
Eric Anholt
051a41d3d5 v3d: Add support for the early_fragment_tests flag.
If this flag hasn't been set by the shader and it has some visible side
effects, then we need to disable EZ.
2019-01-14 13:18:02 -08:00
Eric Anholt
6051c11d17 nir: Add nir_lower_tex support for Broadcom's swizzled TG4 results.
V3D returns the texels in a different order in the resulting vec4 from
what GLSL wants, so we need to put in a swizzle.  Fixes
dEQP-GLES31.functional.texture.gather.basic.2d.rgba8.base_level.level_1

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-01-08 13:03:41 -08:00
Eric Anholt
8847370424 v3d: Use the core tex lowering.
Even without any clever optimization on the unpack operations, this gives
us a useful value for the channels read field, which we can use to avoid
ldtmu instructions to the no-op register.

instructions in affected programs: 890712 -> 881974 (-0.98%)
2019-01-04 15:59:59 -08:00
Eric Anholt
f8a8de8b9a v3d: Do UBO loads a vector at a time.
In the process of adding support for SSBOs and CS shared vars, I ended up
needing a helper function for doing TMU general ops.  This helper can be
that starting point, and saves us a bunch of round-trips to the TMU by
loading a vector at a time.
2019-01-04 15:41:23 -08:00
Eric Anholt
e1385e879d v3d: Reinstate the new shader-db output after v3d_compile() refactor.
I misplaced it in the rebase conflicts.
2019-01-04 15:26:19 -08:00
Eric Anholt
d2b899c0ec v3d: Refactor compiler entrypoints.
Before, I had per-stage entryoints with some helpers shared between them.
As I extended for compute shaders and shader-db, it turned out that the
other common code in the middle wanted to be shared too.
2019-01-02 14:12:29 -08:00
Eric Anholt
5e9ee6e841 v3d: Fold comparisons for IF conditions into the flags for the IF.
total instructions in shared programs: 6193810 -> 6192844 (-0.02%)
instructions in affected programs: 800373 -> 799407 (-0.12%)
2019-01-02 14:12:29 -08:00
Eric Anholt
ebde5afb93 v3d: Move "does this instruction have flags" from sched to generic helpers.
I wanted to reuse it for DCE of flags updates.
2018-12-30 08:03:51 -08:00
Eric Anholt
696f63f1b4 v3d: Hook up some shader-db output to GL_ARB_debug_output.
This allows the original shader-db project's run.c runner to parse things
easily, and is probably a good thing to have for GL_ARB_debug_output in
general.  I formatted it more like Intel's so I can mostly reuse their
report script.
2018-12-30 08:03:51 -08:00
Jason Ekstrand
11dc130779 nir: Add a bool to int32 lowering pass
We also enable it in all of the NIR drivers.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Tested-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2018-12-16 21:03:02 +00:00
Eric Anholt
42652ea51e v3d: Use combined input/output segments.
The HW apparently has some issues (or at least a much more complicated VCM
calculation) with non-combined segments, and the closed source driver also
uses combined I/O.  Until I get the last CTS failure resolved (which does
look plausibly like some VPM stomping), let's use combined I/O too.
2018-12-07 16:48:23 -08:00
Kenneth Graunke
5b682143da nir: Make nir_lower_clip_vs optionally work with variables.
The way nir_lower_clip_vs() works with store_output intrinsics makes a
ton of assumptions about the driver_location field.

In i965 and iris, I'd rather do this lowering early and work with
variables.  v3d may want to switch to that as well, and ir3 could too,
but I'm not sure exactly what would need updating.  For now, handle
both methods.

Reviewed-by: Eric Anholt <eric@anholt.net>
2018-11-19 14:33:16 -08:00
Eric Anholt
538bca78e2 v3d: Don't try to set PF flags on a LDTMU operation
We need an ALU op in order to set PF.  Fixes a recent assertion failure in
dEQP-GLES3.functional.ubo.single_basic_type.shared.bool_vertex
2018-11-15 11:12:54 -08:00
Eric Anholt
cc54e1acf9 v3d: Use nir_remove_unused_io_vars to handle binner shader output DCE
We were doing this late after nir_lower_io, but we can just reuse the core
code.  By doing it at this stage, we won't even set up the VS attributes
as inputs, reducing our VPM size.
2018-10-30 10:46:52 -07:00
Eric Anholt
17c8198952 v3d: Use nir_lower_io_to_scalar_early to DCE unused VS input components.
This lets us trim unused trailing components in the vertex attributes,
reducing the size of our VPM allocations.
2018-10-30 10:46:52 -07:00
Eric Anholt
a91b158bd9 v3d: Fix setup of the VCM cache size.
There were two bugs working together to make things mostly work: I wasn't
dividing the VPM output size available by the size of a batch (vertex),
but I also had the size of the VPM reduced by a factor of 8.

Fixes dEQP-GLES3.functional.vertex_array_objects.all_attributes and it
seems also my intermittent varying failures.

Fixes: 1561e4984e ("v3d: Emit the VCM_CACHE_SIZE packet.")
2018-09-07 08:11:38 -07:00
Eric Anholt
1561e4984e v3d: Emit the VCM_CACHE_SIZE packet.
This is needed to ensure that we don't get blocked waiting for VPM space
with bin/render overlapping.

Cc: "18.2" <mesa-stable@lists.freedesktop.org>
2018-08-06 13:03:23 -07:00
Eric Anholt
f2c0d310d6 v3d: Make sure that QPU instruction-has-a-dest matches VIR.
Found when debugging register spilling -- we would try to spill the dest
of a STVPMV, inserting spill code after entering the last segment.  In
fact, we were likely to to choose to do this, given that the STVPMV "dest"
temp was never read from, making it cheap to spill.

Cc: "18.2" <mesa-stable@lists.freedesktop.org>
2018-08-06 13:03:23 -07:00
Eric Anholt
3471ce9985 v3d: Add support for the TMUWT instruction.
This instruction is used to ensure that TMU stores have been processed
before moving on.  In particular, you need any TMU ops to be done by the
time the shader ends.
2018-07-31 16:05:04 -07:00
Eric Anholt
6b73a97f84 v3d: Implement a small immediates optimization, based on VC4's.
We can do one per instruction, and we have to be careful not to overwrite
raddr_b, but this greatly reduces the pressure on uniform loads
(particularly around ldvpm/stvpm instructions).

total instructions in shared programs: 90768 -> 88220 (-2.81%)
instructions in affected programs:     82711 -> 80163 (-3.08%)
2018-07-23 10:21:43 -07:00
Eric Anholt
79e0f042bc v3d: Return an invalid src number if asked for a missing implicit uniform.
Sometimes when iterating over sources, we might want to check if it's the
implicit one.  We wouldn't want to match on a non-implicit src using this
function.
2018-07-23 10:21:43 -07:00
Eric Anholt
421e99d777 v3d: Update an XXX comment for a path we handled in HW on V3D 4.x. 2018-07-23 10:21:43 -07:00
Eric Anholt
e7ae900341 v3d: Switch to using the new SFU instructions on V3D 4.x.
These instructions let us write directly to the phys regfile, instead of
just R4.  That lets us avoid moving out of R4 to avoid conflicting with
other SFU results, and to avoid conflicting with thread switches.

There is still an extra instruction of latency, which is not represented
in the scheduler at the moment.  If you use the result before it's ready,
the QPU will just stall, unlike the magic R4 mode where you'd read the
previous value.  That means that the following shader-db results aren't
quite representative (since we now cause some stalls instead of emitting
nops), but they're impressive enough that I'm happy with the change.

total instructions in shared programs: 95669 -> 91275 (-4.59%)
instructions in affected programs:     82590 -> 78196 (-5.32%)
2018-07-23 10:21:43 -07:00
Eric Anholt
beeb94402f v3d: Implement noperspective varyings on V3D 4.x.
Fixes a bunch of piglit interpolation tests, and reduces my concern about
some MSAA blit shaders with noperspective varyings.
2018-07-09 11:48:32 -07:00
Eric Anholt
f49d112a01 v3d: Implement ALPHA_TO_COVERAGE.
There's a convenient "FTOC" instruction for generating the coverage now,
unlike vc4.  This fixes
dEQP-GLES3.functional.multisample.fbo_4_samples.proportionality_alpha_to_coverage
2018-06-20 09:30:46 -07:00
Eric Anholt
e130ada243 v3d: Fix shaders using pixel center W but no varyings.
The docs called this field "uses both center W and centroid W", but
actually it's "do you need center W even if varyings don't obviously call
for it?"

Fixes dEQP-GLES3.functional.shaders.builtin_variable.fragcoord_w
2018-06-15 16:09:39 -07:00
Eric Anholt
76ee9edcb4 broadcom/vc5: Add support for centroid varyings.
It would be nice to share the flags packet emit logic with flat shade
flags, but I couldn't come up with a good way while still using our pack
macros.  We need to refactor this to shader record setup at compile time,
anyway.

Fixes ext_framebuffer_multisample-interpolation * centroid-*
2018-04-26 11:30:22 -07:00
Eric Anholt
d7a015cbc6 broadcom/vc5: Account for InstanceID/VertexID in VPM segment size.
Fixes failure in
GTF-GLES3.gtf.GL3Tests.draw_instanced.draw_instanced_attrib_size
2018-03-22 15:12:21 -07:00
Eric Anholt
baeb6a4b4a broadcom/vc5: Fix up the NIR types of FS outputs generated by NIR-to-TGSI.
Unfortunately TGSI doesn't record the type of the FS output like GLSL
does, but VC5's TLB writes depend on the output's base type.  Just record
the type in the key at variant compile time when we've got a TGSI input
and then fix it up.

Fixes KHR-GLES3.packed_pixels.pbo_rectangle.rgba32i/ui and apparently a
GPU hang that breaks most tests that come after it.
2018-03-21 14:02:34 -07:00
Eric Anholt
00910e3057 broadcom/vc5: Don't annotate dumps with stale live intervals.
As you're debugging register allocation, you may have changed the
intervals and not recomputed yet.  Just skip the dump in that case.
2018-03-19 16:44:20 -07:00
Eric Anholt
facc3c6f58 broadcom/vc5: Add support for register spilling.
Our register spilling support is nice to have since vc4 couldn't at all,
but we're still very restricted due to needing to not spill during a TMU
operation, or during the last segment of the program (which would be nice
to spill a value of, when there's a long-lived value being passed through
with little modification from the start to the end).

We could do better by emitting unspills for the last-segment values just
before the last thrsw, since the last segment is probably not the maximum
interference area.

Fixes GTF uniform_buffer_object_arrays_of_all_valid_basic_types and 3
others.
2018-03-19 16:44:06 -07:00
Eric Anholt
271fc58ba1 broadcom/vc5: Remove redundant last_inst lookup.
The point was to get the MOV, which the MOV_dest already returned.
2018-03-19 16:42:59 -07:00
Eric Anholt
d721348dcd broadcom/vc5: Add cursors to the compiler infrastructure, like NIR's.
This will let me do lowering late in compilation using the same
instruction builder as we use in nir_to_vir.
2018-03-19 16:42:59 -07:00
Eric Anholt
368bab43fd broadcom/vc5: Add support for loading varyings in V3D 4.1.
The LDVARY signal now writes an arbitrary register, so I took out the
magic src register file and replaced it with an instruction with LDVARY
set so we have somewhere to hang a QFILE_TEMP destination for register
allocation.
2018-01-12 21:57:21 -08:00
Eric Anholt
5aaea3c4a0 broadcom/vc5: Add compiler support for V3D 4.x texturing. 2018-01-12 21:56:57 -08:00
Eric Anholt
90269ba353 broadcom/vc5: Use THRSW to enable multi-threaded shaders.
This is a major performance boost on all of V3D, but is required on V3D
4.x where shaders are always either 2- or 4-threaded.
2018-01-12 21:55:30 -08:00
Eric Anholt
a075bb6726 broadcom/vc5: Implement GFXH-1684 workaround.
Apparently the VPM writes need to be flushed out before we end the shader.
2018-01-12 21:55:15 -08:00
Eric Anholt
22a02f3e34 broadcom/vc5: Use the new LDVPM/STVPM opcodes on V3D 4.1.
Now, instead of a magic write register for VPM stores we have an
instruction to do them (which means no packing of other ALU ops into it),
with the ability to reorder the VPM stores due to the offset being baked
into the instruction.

VPM loads also gain the ability to be reordered by packing the row into
the A argument.  They also no longer write to the r3 accumulator, and
instead must be stored to a physical register.
2018-01-12 21:54:33 -08:00
Eric Anholt
dfee62eed3 broadcom/vc5: Add support for V3Dv4 signal bits.
The WRTMUC replaces the implicit uniform loads in the first two texture
instructions.  LDVPM disappears in favor of an ALU op.  LDVARY, LDTMU,
LDTLB, and LDUNIF*RF now write to arbitrary registers, which required
passing the devinfo through to a few more functions.
2018-01-12 21:53:45 -08:00
Eric Anholt
8e5a0ed953 broadcom/vc5: Emit flat shade flags for varying components > 24.
This means that with no flatshading we'll emit the single-byte
ZERO_ALL_FLAT_SHADE_FLAGS, and otherwise emit a set of FLAT_SHADE_FLAGS to
get all the bits we need set.

There's a _SET enum in the packet we could use to possibly set entire
ranges of the bitfield without using another packet, but this at least
fixes the conformance failure.
2018-01-03 14:25:23 -08:00
Eric Anholt
2056e4a777 broadcom/vc5: Emit proper flatshading code for glShadeModel(GL_FLAT).
In updating the simulator, behavior changed slightly so that our old code
wasn't getting glxgears's flatshading interpolated right.  Emit flat
shading code just like we would for a normal flat-shaded varying, by
passing a flag in the shader key for glShadeModel(GL_FLAT) state and
customizing the color inputs based on that.
2018-01-03 14:25:23 -08:00