Now that there's a common NIR pass, there's no point in us doing this in
the back-end anymore. In order to use this pass in i965, we do have to
make one tiny change. Gallium runs the pass after assigning input and
output locations and so needs the pass to respect those locations and
num_inputs. i965, however, runs it before any location assignment or
I/O lowering so we don't care. We do, however, need the pass to succeed
with num_inputs == 0 because we set that later.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11313>
In order to avoid switching pull constants to push constants and then
having to back to pull, compute the push ranges up-front. This way we
know by the time we emit code exactly what ranges are pushable. This is
a bit inefficient in the case where the "normal" push constants get
compacted. However, most apps don't use giant piles of dead uniforms
combined with substantial UBO use so this should be ok.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10571>
The way we handle spilling for fp64 in vec4 is to emit a series of MOVs
which swizzles the data around and then a pair of 32-bit spills. This
works great except that the next time we go to pick a spill reg, the
compiler isn't smart enough to figure out that the register has already
been spilled. Normally we do this by looking at the sources of spill
instructions (or destinations of fills) but, because it's separated from
the actual value by a MOV, we can't see it. This commit adds a new
opcode VEC4_OPCODE_MOV_FOR_SCRATCH which is identical to MOV in
semantics except that it lets RA know not to spill again.
Fixes: 82c69426a5 "i965/vec4: support basic spilling of 64-bit registers"
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10571>
We were using nir_tex_instr::dest_type to a glsl_type, then passing it
to emit_texture(), only to just check the number of components. Just
pass the number of components directly. This lets us delete
brw_glsl_base_type_for_nir_type, which was asserting with
nir_texop_all_samples_equal because it didn't handle bool32.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7989>
v2: Restore the gen == 10 hunk in brw_compile_vs (around line 2940).
This function is also used for scalar VS compiles. Squash in:
intel/vec4: Reindent after removing Gen8+ support
intel/vec4: Silence unused parameter warning in try_immediate_source
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> [v1]
Reviewed-by: Matt Turner <mattst88@gmail.com> [v1]
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> [v1]
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6826>
This introduces an analysis pass intended to estimate several
performance statistics of the shader, including cycle count latency
and throughput values, based on static modeling. It has instruction
performance information more comprehensive than the current scheduling
pass for all platforms between Gen4-11, and works on both the FS and
VEC4 back-end.
The most immediate purpose of this pass is to implement a heuristic
meant to determine whether using SIMD32 dispatch for a fragment shader
can be expected to help more than it hurts. In addition this will
allow the effect of passes run after scheduling (e.g. the TGL software
scoreboard pass and the VEC4 dependency control pass) to be visible in
shader-db statistics.
But that isn't the end of the story, other potential applications of
this pass (not part of this MR) I've been playing around with are:
- Implement a similar SIMD16 heuristic allowing the identification of
inefficient SIMD16 fragment shaders.
- Implement similar SIMD16 and SIMD32 heuristics for the compute
shader stage -- Currently compute shader builds always use the
SIMD16 shader if available and never use the SIMD32 shader unless
strictly necessary, which is suboptimal under certain conditions.
- Hook up to the instruction scheduler in order to improve the
accuracy of its timing information.
- Use as heuristic in order to drive the selection of scheduling
modes (Matt was experimenting with that).
- Plug to the TGL software scoreboard pass in order to implement a
more effective SBID token allocation algorithm, since in general
the optimal token allocation depends on the timings of all
instructions in the program.
- Use its bottleneck detection functionality in order to implement a
heuristic computing a more optimal bound for the number of fragment
shader threads executed in parallel (by adjusting the
MaximumNumberofThreadsPerPSD control of 3DSTATE_PS).
As a follow-up I'm planning to submit updated timing information for
Gen12 platforms -- Everything else required to support Gen12 like SWSB
handling is already included in this patch, but there were some IP
concerns regarding the TGL timing parameters since they cannot
currently be obtained with the documentation and hardware which is
publicly available. The timing parameters for any previous Gen7-11
platforms can be obtained by anyone by sampling the timestamp register
using e.g. shader_time, though I have some more convenient
instrumentation coming up.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This involves wrapping vec4_live_variables in a BRW_ANALYSIS object
and hooking it up to invalidate_analysis() so it's properly
invalidated. Seems like a lot of churn but it's fairly
straightforward. The vec4_visitor invalidate_ and
calculate_live_intervals() methods are no longer necessary after this
change.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4012>
This moves the following methods that are currently defined in
vec4_visitor (even though they are side products of the liveness
analysis computation) and are already implemented in
brw_vec4_live_variables.cpp:
> int var_range_start(unsigned v, unsigned n) const;
> int var_range_end(unsigned v, unsigned n) const;
> bool virtual_grf_interferes(int a, int b) const;
> int *virtual_grf_start;
> int *virtual_grf_end;
It makes sense for them to be part of the vec4_live_variables object,
because they have the same lifetime as other liveness analysis results
and because this will allow some extra validation to happen wherever
they are accessed in order to make sure that we only ever use
up-to-date liveness analysis results.
The naming of the virtual_grf_start/end arrays was rather misleading,
they were indexed by variable rather than by vgrf, this renames them
start/end to match the FS liveness analysis pass. The churn in the
definition of var_range_start/end is just in order to avoid a
collision between the start/end arrays and local variables declared
with the same name.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4012>
Effectivley unused since dd7135d55d ("intel/compiler: Use the flrp
lowering pass for all stages on Gen4 and Gen5"). I had intended to
remove this code as part of that series, but I forgot.
Reviewed-by: Matt Turner <mattst88@gmail.com>
The sampler will be ignored since the underlying 'ld_mcs' operation
won't use it, so just fill the field with 0 instead of the texture to
make it clearer that's the case.
This will also avoid is_high_sampler() to kick in unnecessarily, in
case we are using the operation for a texture with index >= 16.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The original idea was that the backend compiler could eliminate
surfaces, so we would have it mark which ones are actually used,
then shrink the binding table accordingly. Unfortunately, it's a
pretty blunt mechanism - it can only prune things from the end,
not the middle - since we decide the layout before we even start
the backend compiler, and only limit the size. It also basically
gives up if it sees indirect array access.
Besides, we do the vast majority of our surface elimination in NIR
anyway, not the backend - and I don't see that trend changing any
time soon. Vulkan abandoned this plan a long time ago, and I don't
use it in Iris, but it's still been kicking around in i965.
I hacked shader-db to print the binding table size in bytes, and
observed no changes with this patch. So, this code appears to do
nothing useful.
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
The next patch replaces an unsigned bitfield with a plain unsigned,
which triggers gcc to begin warning on signed/unsigned comparisons.
Keeping this patch separate from the actual move allows bisectablity and
generates no additional warnings temporarily.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The existing backend code assumed that if VARYING_SLOT_CLIP_DIST0
was written, then VARYING_SLOT_CLIP_DIST1 would be as well. That's
true with the current lowering, but not necessary if there are 4 or
fewer clip distances. Separate out the checks to allow this.
The new NIR-based lowering will trigger this case, which would have
caused backend validation errors (src is null) without this patch.
Reviewed-by: Eric Anholt <eric@anholt.net>
and _mesa_bitcount_64 with util_bitcount_64. This fixes a build problem
in nir for platforms that don't have popcount or popcountll, such as
32bit msvc.
v2: - Fix additional uses of _mesa_bitcount added after this was
originally written
Acked-by: Eric Engestrom <eric.engestrom@intel.com> (v1)
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
OpenCL kernels also have int8/uint8.
v2: remove changes in nir_search as Jason posted a patch for that
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Rob Clark <robdclark@gmail.com>
Signed-off-by: Karol Herbst <kherbst@redhat.com>
These types have similar vec4 sizes as their 32-bit counterparts.
The vec4 backend doesn't support 16-bit types and probably never will,
but this method is called by the scalar backend at
fs_visitor::nir_setup_outputs(), so we still need to provide valid vec4
sizes for 16-bit types. In the future, something different should be
implemented to avoid this dependency.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This eliminates a layer of wrapping, and makes a backend_instruction
sufficient. The downside is that it exposes 'eot' to the vec4 backend,
which it doesn't need, but can basically happily ignore.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Tested-by: Pallavi G <pallavi.g@intel.com>
Now that everything is nicely ralloc'd, we can allocate the pull_param
array in assign_constant_locations instead of higher up. We can also
re-allocate the param array so that it's exactly the needed size. This
should save us some memory because we're not allocating the total needed
param space for both push and pull.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The Vulkan driver does not support pull constants. It simply limits
things such that we can always push everything. Previously, we were
determining whether or not to push things based on whether or not the
prog_data::pull_param array is non-null. This is rather hackish and
about to stop working.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This can occur if the shader is capturing some of the values from the
VUE header for transform feedback, but the shader hasn't written all of
them.
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
The NIR pass already handles remapping system values to attributes for
us so we delete the system value code as part of the conversion.
We also change nir_lower_vs_inputs to take an explicit inputs_read
bitmask and pass in the inputs_read from prog_data instead from pulling
it out of NIR. This is because the version in prog_data may get
EDGEFLAG added to it on some old platforms.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Mostly a dummy git mv with a couple of noticable parts:
- With the earlier header cleanups, nothing in src/intel depends
files from src/mesa/drivers/dri/i965/
- Both Autoconf and Android builds are addressed. Thanks to Mauro and
Tapani for the fixups in the latter
- brw_util.[ch] is not really compiler specific, so it's moved to i965.
v2:
- move brw_eu_defines.h instead of brw_defines.h
- remove no-longer applicable includes
- add missing vulkan/ prefix in the Android build (thanks Tapani)
v3:
- don't list brw_defines.h in src/intel/Makefile.sources (Jason)
- rebase on top of the oa patches
[Emil Velikov: commit message, various small fixes througout]
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>