nir_lower_vars_to_ssa will split temp structs up anyway. This fixes a bug
where mediump wouldn't be propagated to the split vars.
The effect is tiny, I think just shuffling some code scheduling from
optimizing at different places. Affects Natural Selection 2, Serious Sam
3, 3dmark slingshot, and Lego Legacy.
freedreno shader-db:
total instructions in shared programs: 11315637 -> 11315993 (<.01%)
instructions in affected programs: 24861 -> 25217 (1.43%)
Reviewed-by: Adam Jackson <ajax@redhat.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18466>
nir_lower_vars_to_ssa will split temp arrays up anyway. Fixes a bug where
split arrays wouldn't get their precision qualifier.
Helps mostly Android and skia shaders. Also affects Civ5, Witcher 2, and
Borderlands 2.
freedreno shader-db:
total instructions in shared programs: 11319395 -> 11319355 (<.01%)
instructions in affected programs: 65744 -> 65704 (-0.06%)
Reviewed-by: Adam Jackson <ajax@redhat.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18466>
Warning messages:
../src/compiler/glsl/tests/list_iterators.cpp:68:1: warning: 'InstantiateTestCase_P_IsDeprecated' is deprecated: INSTANTIATE_TEST_CASE_P is deprecated, please use INSTANTIATE_TEST_SUITE_P [-Wdeprecated-declarations]
../src/compiler/glsl/tests/list_iterators.cpp:187:1: warning: 'InstantiateTestCase_P_IsDeprecated' is deprecated: INSTANTIATE_TEST_CASE_P is deprecated, please use INSTANTIATE_TEST_SUITE_P [-Wdeprecated-declarations]
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: David Heidelberg <david.heidelberg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18203>
The nir_opt_conditional_discard pass is called anyway and covers
discard/demote/terminate.
iris shader-db:
total instructions in shared programs: 8933422 -> 8933426 (<.01%)
instructions in affected programs: 48 -> 52 (8.33%)
helped: 0
HURT: 4
which is a synmark shader going from 12 to 13 instrs.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17664>
Otherwise we will mix and match mesa's custom cross slot packing
with arb_enhanced_layouts style packing and we won't correctly
handle the size of the vars needed for the mesa custom packing.
The code was working correctly if the shader interface had both
a matching input and output but when we only had one side of
the interface we were only marking a single slot location as
packed.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Fixes: e5122a5543 ("glsl: add a NIR based varying linker")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6853
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17550>
It will get turned into SSA and copy-propagated in NIR, no need to walk
the IR collapsing it here.
iris shader-db results appear to be noise:
total instructions in shared programs: 8932195 -> 8932147 (<.01%)
instructions in affected programs: 537 -> 489 (-8.94%)
LOST: 12
GAINED: 11
lost/gained are simd32 switches in unigine, l4d2, portal2, asphalt9.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17613>
We don't really want to base this on a late nir_gather_info for two
reasons:
1) The GL spec says that any static use of a sample-qualified input,
gl_SampleID, or gl_SamplePosition causes per-sample dispatch. This
means we really should gather this information before dead-code has
a chance to delete anything.
2) We want to be able to add nir_intrinsic_load_sample_pos intrinsics
as part of lowering passes without causing per-sample interpolation.
This means nir_gather_info needs to stop gathering it.
For 1, this doesn't actually get us quite there as GLSL IR may have
deleted something already. However, it does get us closer.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14020>
This will be used for vc4, where incorrectly exposing 3D textures accounts
for most of the GLES2 conformance failures it has. This leaves
EXT_texture3d exposed in the (already non-conformant) GL2.1 support it
exposes, which has always been a best-effort thing.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17350>
NIR has fdiv, and all the NIR backends have to have lower_fdiv set
appropriately already since various passes (format conversions,
tgsi_to_nir, nir_fast_normalize(), etc.) might generate one.
This causes softpipe and llvmpipe to now do actual divides, since
lower_fdiv is not set there. Note that llvmpipe's rcp implementation is a
divide of 1.0 by x, so now we're going to be just doing div(x, y) instead
of mul(x, div(1.0, y)).
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16823>
The drivers not setting it were:
- nv30, which gets lowering using NIR's lower_fsat flag.
- r300, which gets lowering using NIR's lower_fsat flag.
- a2xx, which has was getting it optimized back to fsat anyway.
This drops the check for the cap from gallium nine. While nine does have
a non-nir path, I think it's safe to assume that if you have SM3
texturing, you can do fsat.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16823>
As per the comment this was meant to tidy things up after varying
linking but varying linking has been moved into a nir based linker
so this extra call is no longer needed.
This optimisation pass is still called in the regular glsl ir
optimisation loop.
No shader-db change on Iris (BDW).
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16880>