Commit Graph

49 Commits

Author SHA1 Message Date
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
Eric Anholt
1171f1749d broadcom/vc5: Enable NIR txd lowering on all txd instructions.
Fixes almost all of piglit's arb_shader_texture_lod grad tests, except for
the base -texgrad/texgradcube ones which fail on what appear to be
precision problems.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2017-12-14 14:36:17 -08:00
Eric Anholt
e717e3e7cd broadcom/vc5: Add lowering for txf_ms to a txf on a 2x2-scaled texture.
The HW has no native sampler support for multisample textures, but since
we only need to support txf_ms and the layout is UIF, we just need to
scale up the texcoords and then add in the sample.

This drops the old TEXTURE_MSAA_ADDR special uniform, since we're treating
MSAA textures as textures, rather than basically texbos like VC4 had to.
2017-10-30 13:31:27 -07:00
Eric Anholt
eecdbaa985 broadcom/vc5: Add PIPE_TEX_WRAP_CLAMP support for linear-filtered textures.
I already had the texture's wrapping set up to use different behavior for
nearest or linear, so we just needed to saturate the coordinates in linear
mode to get the "proper" blend between the edge and border values.
2017-10-30 13:31:16 -07:00
Jason Ekstrand
59fb59ad54 nir: Get rid of nir_shader::stage
It's redundant with nir_shader::info::stage.

Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2017-10-20 12:49:17 -07:00
Eric Anholt
361c5f28bd broadcom/vc5: Fix handling of interp qualifiers on builtin color inputs.
The interpolation qualifier, if specified, is supposed to take precedence
over glShadeModel().
2017-10-10 11:42:05 -07:00
Eric Anholt
732a3a72cb broadcom/compiler: Set up passthrough Z when doing FS discards.
In order to keep early-Z from writing early in a discard shader, you need
to set the "modifies Z" bit in the shader state (which the new
prog_data.discards will indicate).  Then, in the shader we do a TLB write
to make Z passthrough happen (the QPU result is ignored, so we use a NULL
source).
2017-10-10 11:42:05 -07:00
Eric Anholt
ade416d023 broadcom: Add VC5 NIR compiler.
This is a pretty straightforward fork of VC4's NIR compiler to VC5.  The
condition codes, registers, and I/O have all changed, making the backend
hard to share, though their heritage is still recognizable.

v2: Move to src/broadcom/compiler to match intel's layout, rename more
    "vc5" to "v3d", rename QIR to VIR ("V3D IR") to avoid symbol conflicts
    with vc4, use new v3d_debug header, add compiler init/free functions,
    do texture swizzling in NIR to allow optimization.
2017-10-10 11:42:04 -07:00