Commit Graph

25 Commits

Author SHA1 Message Date
Alejandro Piñeiro
50c2c76ea3 v3d/tex: only look up the 2nd texture gather offset for 1d non-arrays
Commit 1bc71e8b65 already did that for
the 3rd offset, but it also needs to do it for the 2nd (to handle 1d
array).

Fixes assertion failures with Vulkan CTS tests using 1darray
targets. Seems that there isn't too many 1darray tests on OpenGL CTS,
and OpenGL-ES don't support 1d arrays, but the same problem could
arise eventually on OpenGL.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4962>
2020-05-11 23:52:46 +00:00
Alejandro Piñeiro
ad460c5dd6 v3d: support for textureQueryLOD
Fixes all the ARB_texture_query_lod piglit tests, and needed to get
the Vulkan CTS textureQueryLOD passing with the ongoing Vulkan driver.

Note that LOD Query bit flag became only available on V42 of the hw,
but the v3d40_tex is using V41 as reference. In order to avoid setting
up the infrastructure to support both v41 and v42, we manually set the
bit if the device version is the correct one.

We also fix how the ARB_texture_query_lod (so EXT_texture_query_lod)
is exposed. Before this commit it was always exposed (wrongly as it
was not really supported). Now it is exposed for devinfo.ver >= 42.

v2: move _need_sampler helper to nir.h (Eric Anholt)

Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4677>
2020-04-22 23:43:23 +02:00
Alejandro Piñeiro
9967c26ae6 v3d/tex: Configuration Parameter 1 can be only skipped if P2 can be skipped too
Configuration Parameter packets 1 and 2 are pointed as optional, but
it is not clearly stated if you can skip only P1 when P2 is needed.

In the practice, it seems that the situation P0 - non-P1 - P2 can
causes problems, and at least on the simulator, it seems that sampler
info are attempted to be accessed. So let's just be conservative, and
only skip P1 configuration if we can skip P2 configuration too.

Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4677>
2020-04-22 23:39:34 +02:00
Alejandro Piñeiro
d0b644d9f9 v3d/tex: don't configure tmu config 1 if not needed
TMU configuration parameter 1 configures the sampler for the texture
operation. But there are some texture operations that doesn't need a
sampler. Skipping the configuration could provide a small perf
improvement on OpenGL. On the incoming Vulkan driver, would allow us
to avoid to set up an unneeded sampler.

Note that we still need to add the sampler configuration parameter if
the output is a 32bit, as it is on the sampler where we configure that
info.

Also, note that for images this is done comparing against a unpacked
p1 default. But in order to do that it is needed to go through the
code that fills up the unpacked p1. We can skip that too.

Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4677>
2020-04-22 23:38:18 +02:00
Eric Anholt
12cf484d02 v3d: Ask the state tracker to lower image accesses off of derefs.
This saves a bunch of hassle in handling derefs in the backend, and would
be needed for reasonable handling of dynamic indexing of image arrays.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3728>
2020-02-24 18:25:02 +00:00
Jose Maria Casanova Crespo
d983055184 v3d: Fix predication with atomic image operations
Fixes dEQP test:
dEQP-GLES31.functional.synchronization.inter_call.with_memory_barrier.image_atomic_multiple_interleaved_write_read

Fixes piglit test:
spec/glsl-es-3.10/execution/cs-image-atomic-if-else.shader_test

Fixes: 6281f26f06 ("v3d: Add support for shader_image_load_store.")

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-11-20 11:20:55 +01:00
Iago Toral Quiroga
46182fc1da v3d: add new flag dirty TMU cache at v3d_compiler
That we set for any TMU write on spills and general tmu. It is then
used as part of v3d_emit_gl_shader_state later.

v2: add a new flag instead at v3d_compiler instead of dirty the flag
    at v3dx if there is any spill (change suggested by Eric, added by
    Alejandro)

v3: set this for anything that is not a load and do it also in
    v3d40_vir_emit_image_load_store (Eric)

Reviewed-by: Eric Anholt <eric@anholt.net>
2019-10-18 14:08:52 +02:00
Jason Ekstrand
c9a4793de8 v3d: Use the correct opcodes for signed image min/max
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-08-21 17:19:55 +00:00
Jason Ekstrand
951cf94521 nir: Add explicit signs to image min/max intrinsics
This better matches all the other atomic intrinsics such as those for
SSBOs and shared variables where the sign is part of the intrinsic
opcode.  Both generators (GLSL and SPIR-V) know the sign from the type
of the image variable or handle.  In SPIR-V, signed min/max are separate
opcodes from unsigned.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-08-21 17:19:55 +00:00
Alejandro Piñeiro
85b78f96a6 v3d: use inc/dec tmu operation with image atomic sub/add of 1
This allows to remove a mov of 1/-1, as it is implicit with the
operation.

As with atomic inc/dec/add, usual shader-db set doesn't include any
GLES shader using it. So using as workaround vk-gl-cts shaders, we get
this:

total instructions in shared programs: 1217013 -> 1217006 (<.01%)
instructions in affected programs: 53 -> 46 (-13.21%)
helped: 2
HURT: 0

One of the helped shader went from 40 to 34 instructions.

Reviewed-by: Eric Anholt <eric@anholt.net>
2019-07-12 11:51:22 +02:00
Alejandro Piñeiro
2e22879115 v3d: refactor some code from v3d40_vir_emit_image_load_store
And moved to new auxiliar method v3d40_image_load_store_tmu_op,
equivalent to the nir_to_nir v3d_general_tmu_op, to clean-up a little.

Reviewed-by: Eric Anholt <eric@anholt.net>
2019-07-12 11:49:29 +02:00
Eric Anholt
24587ae8ae v3d: Assert that we do request the normal texturing return data.
An unused tex should be DCEed, but if it wasn't we'd run into trouble with
not doing a TMUWT.
2019-04-26 12:42:30 -07:00
Eric Anholt
1bc71e8b65 v3d: Only look up the 3rd texture gather offset for non-arrays.
Fixes assertion failures in the CTS since Karol's cleanup when NIR started
noticing that we were reading an invalid component.

Fixes: 5450f1c9fb ("v3d: prefer using nir_src_comp_as_int over nir_src_as_const_value")
2019-04-16 12:07:59 -07:00
Karol Herbst
5450f1c9fb v3d: prefer using nir_src_comp_as_int over nir_src_as_const_value
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-04-07 15:13:36 +02:00
Eric Anholt
4739181a16 v3d: Switch implicit uniforms over to being any qinst->uniform != ~0.
I'm not sure why I didn't do this before -- it's clearly much simpler to
add dumping of the extra thing than to have it as another implicit source.
2019-03-05 12:57:39 -08:00
Eric Anholt
f7769b5121 v3d: Fix the autotools build.
Noticed while looking at the gitlab-CI MR.
2019-01-29 14:00:27 -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
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
906fca1b4b v3d: Add support for non-constant texture offsets.
Fixes
dEQP-GLES31.functional.texture.gather.offset_dynamic.min_required_offset.2d.rgba8.size_pot.clamp_to_edge_repeat
and others.
2018-12-30 08:05:11 -08:00
Eric Anholt
47caefc7b4 v3d: Force sampling from base level for tg4.
This is what the GLSL ES 310 spec tells us to do, but apparently the
"gather mode" flag doesn't imply it in the HW.  Fixes
dEQP-GLES31.functional.texture.gather.basic.2d.rgba8.filter_mode.min_nearest_mipmap_linear_mag_linear
2018-12-30 08:05:11 -08:00
Eric Anholt
29927e7524 v3d: Drop in a bunch of notes about performance improvement opportunities.
These have all been floating in my head, and while I've thought about
encoding them in issues on gitlab once they're enabled, they also make
sense to just have in the area of the code you'll need to work in.
2018-12-14 17:48:01 -08:00
Eric Anholt
f2ea936f48 v3d: Skip emitting texture config parameter 2 if it's just the defaults.
shader-db:
total instructions in shared programs: 91275 -> 90768 (-0.56%)
instructions in affected programs:     20702 -> 20195 (-2.45%)
2018-07-23 10:21:43 -07:00
Eric Anholt
26f830d9fc v3d: Add an assert that we don't provide an invalid texture return words.
The docs had an update noting this restriction, so reflect it in the code.
2018-07-16 14:39:59 -07:00
Eric Anholt
778594ae12 v3d: Limit shader threading according to our maximum TMU fifo usage.
Fixes simulator assertion failures in
dEQP-GLES3.functional.shaders.texture_functions.texture.samplercubeshadow_bias_fragment
and similar complicated cases.
2018-06-15 16:09:39 -07:00
Eric Anholt
5aaea3c4a0 broadcom/vc5: Add compiler support for V3D 4.x texturing. 2018-01-12 21:56:57 -08:00