Commit Graph

129 Commits

Author SHA1 Message Date
Jason Ekstrand
dd4db84640 anv: Use on-the-fly surface states for dynamic buffer descriptors
We have a performance problem with dynamic buffer descriptors.  Because
we are currently implementing them by pushing an offset into the shader
and adding that offset onto the already existing offset for the UBO/SSBO
operation, all UBO/SSBO operations on dynamic descriptors are indirect.
The back-end compiler implements indirect pull constant loads using what
basically amounts to a texelFetch instruction.  For pull constant loads
with constant offsets, however, we use an oword block read message which
goes through the constant cache and reads a whole cache line at a time.
Because of these two things, direct pull constant loads are much faster
than indirect pull constant loads.  Because all loads from dynamically
bound buffers are indirect, the user takes a substantial performance
penalty when using this "performance" feature.

There are two potential solutions I have seen for this problem.  The
alternate solution is to continue pushing offsets into the shader but
wire things up in the back-end compiler so that we use the oword block
read messages anyway.  The only reason we can do this because we know a
priori that the dynamic offsets are uniform and 16-byte aligned.
Unfortunately, thanks to the 16-byte alignment requirement of the oword
messages, we can't do some general "if the indirect offset is uniform,
use an oword message" sort of thing.

This solution, however, is recommended for a few of reasons:

 1. Surface states are relatively cheap.  We've been using on-the-fly
    surface state setup for some time in GL and it works well.  Also,
    dynamic offsets with on-the-fly surface state should still be
    cheaper than allocating new descriptor sets every time you want to
    change a buffer offset which is really the only requirement of the
    dynamic offsets feature.

 2. This requires substantially less compiler plumbing.  Not only can we
    delete the entire apply_dynamic_offsets pass but we can also avoid
    having to add architecture for passing dynamic offsets to the back-
    end compiler in such a way that it can continue using oword messages.

 3. We get robust buffer access range-checking for free.  Because the
    offset and range are baked into the surface state, we no longer need
    to pass ranges around and do bounds-checking in the shader.

 4. Once we finally get UBO pushing implemented, it will be much easier
    to handle pushing chunks of dynamic descriptors if the compiler
    remains blissfully unaware of dynamic descriptors.

This commit improves performance of The Talos Principle on ULTRA
settings by around 50% and brings it nicely into line with OpenGL
performance.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-03-13 07:58:00 -07:00
Jason Ekstrand
0421813588 anv: Make the framebuffer-renderpass format assert non-fatal
This should let Dota 2 run on debug builds though it will spew errors
like mad.  Hopefully, Valve will get this fixed sooner rather than
later.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-03-07 15:22:16 -08:00
Nanley Chery
76b8cc2a1c anv/cmd_buffer: Centralize automatic layout transitions
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-02 13:17:55 -08:00
Nanley Chery
0a72b5f3cb anv/cmd_buffer: Add attachment transitioning functions
This is needed to transition input attachments.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-02 13:17:55 -08:00
Nanley Chery
c78a959bcf anv/cmd_buffer: Enable render pass awareness
v2: Update cmd_state_reset (Jason Ekstrand)

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-02 13:17:55 -08:00
Nanley Chery
608d17b80e anv: Store the user's VkAttachmentReference
We will be using the image layout. Store the full struct directly from
the user.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-02 13:17:55 -08:00
Nanley Chery
6326f0f4be anv/cmd_buffer: Remove extra resolve for certain depth buffers
Due to recent commits, the sampler now bypasses the auxiliary HiZ buffer
when reading from a depth image subresource that is in the general
layout. Remove this unneeded resolve.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-02 13:17:55 -08:00
Nanley Chery
ea744912b3 anv/cmd_buffer: Conditionally choose the sampled image surface state
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-02 13:17:55 -08:00
Nanley Chery
54d29ee65f anv: Update the HiZ sampling helper
Validate the inputs, verify that this image has a depth
buffer, use gen_device_info instead of

v2:
- Add parenthesis (Jason Ekstrand)
- Make parameters const
- Use gen_device_info instead of gen
- Pass aspect to missed function in transition_depth_buffer

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-02 13:17:54 -08:00
Nanley Chery
172747a963 anv/cmd_buffer: Replace layout_to_hiz_usage()
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-02 13:17:54 -08:00
Iago Toral Quiroga
7ad692d8e2 anv: do not subtract the base layer to compute depth in 3DSTATE_DEPTH_BUFFER
According to the PRM description of the Depth field:

  "This field specifies the total number of levels for a volume texture
   or the number of array elements allowed to be accessed starting at the
   Minimum Array Element for arrayed surfaces"

However, ISL defines array_len as the length of the range
[base_array_layer, base_array_layer + array_len], so it already represents
a value relative to the base array layer like the hardware expects.

v2: Depth is defined as a U11-1 field, so subtract 1 from
    the actual value (Jason)

This fixes a number of new CTS tests that would crash otherwise:
dEQP-VK.pipeline.render_to_image.*

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-02 09:04:03 +01:00
Jason Ekstrand
261092f7d4 anv: Enable MSAA compression
This just enables basic MSAA compression (no fast clears) for all
multisampled surfaces.  This improves the framerate of the Sascha
"multisampling" demo by 76% on my Sky Lake laptop.  Running Talos on
medium settings with 8x MSAA, this improves the framerate in the
benchmark by 80%.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Chad Versace <chadversary@chromium.org>
2017-02-23 12:10:42 -08:00
Jason Ekstrand
f31ed6d0cd anv: Take a device parameter in anv_state_flush
This allows the helper to check for llc instead of having to do it
manually at all the call sites.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-02-21 12:26:35 -08:00
Jason Ekstrand
f9d7d27d6d anv: Rename clflush_range and state_clflush
It's a bit shorter and easier to work with.  Also, we're about to add a
helper called clflush which does the clflush but without any memory
fencing.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-02-21 12:26:35 -08:00
Jason Ekstrand
b6b03329af anv: Put everything about queries in genX_query.c
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-02-21 12:26:35 -08:00
Jason Ekstrand
40087bcb51 anv/query: Perform CmdResetQueryPool on the GPU
This fixes a some rendering corruption in The Talos Principle

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: "13.0 17.0" <mesa-stable@lists.freedesktop.org>
2017-02-21 12:26:35 -08:00
Jason Ekstrand
e8d52dab48 anv: Add support for the PMA fix on Broadwell
This helps Dota 2 on Broadwell by 8-9%.  I also hacked up the driver and
used the Sascha "shadowmapping" demo to get some results.  Setting
uses_kill to true dropped the framerate on the demo by 25-30%.  Enabling
the PMA fix brought it back up to around 90% of the original framerate.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
2017-02-14 14:18:55 -08:00
Alex Smith
924a8cbb40 anv: Add support for shaderStorageImageWriteWithoutFormat
This allows shaders to write to storage images declared with unknown
format if they are decorated with NonReadable ("writeonly" in GLSL).

Previously an image view would always use a lowered format for its
surface state, however when a shader declares a write-only image, we
should use the real format. Since we don't know at view creation time
whether it will be used with only write-only images in shaders, create
two surface states using both the original format and the lowered
format. When emitting the binding table, choose between the states
based on whether the image is declared write-only in the shader.

Tested on both Sascha Willems' computeshader sample (with the original
shaders and ones modified to declare images writeonly and omit their
format qualifiers) and on our own shaders for which we need support
for this.

Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-02-14 08:16:52 -08:00
Jason Ekstrand
0ef14cdc98 anv/cmd_buffer: Return a VkResult from verify_cmd_parser
This fixes a "statement with no effect" compiler warning

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-02-14 07:50:13 -08:00
Nanley Chery
93b819154f anv/cmd_buffer: Don't temporarily enable CCS_E within a render pass
Compressing a render target and decompressing it in the same
single-subpass render pass may waste bandwidth. While this may be
beneficial in some circumstances, it does not help in all. Reclaims
about 1.95% FPS for Dota 2 on some configurations.

v2 (Jason Ekstrand):
- Provide a more thorough comment
- Enable CCS_D for input attachments
v3 (Jason Ekstrand):
- Provide performance numbers

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-02-03 09:23:13 -08:00
Jason Ekstrand
ab06fc6684 intel/isl: Rename supports_lossless_compression to supports_ccs_e
The term "lossless compression" could potentially mean multisample
color compression, single-sample color compression or HiZ because they
are all lossless.  The term CCS_E, however, has a very precise meaning;
in ISL and is only used to refer to single-sample color compression.
It's also much shorter which is nice.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Chad Versace <chadversary@chromium.org>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
2017-02-02 13:33:43 -08:00
Lionel Landwerlin
9413e11869 anv: emit DrawID if needed
v2: use define for buffer ID (Jason)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-02-02 01:33:06 +00:00
Lionel Landwerlin
289aef771d anv: move BaseVertexID/BaseInstanceID vertex buffer index to 31
v2: use define for buffer ID (Jason)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-02-02 01:32:48 +00:00
Jason Ekstrand
ccdd5b3738 anv: Don't use bogus alpha swizzles
For RGB formats in Vulkan, we use the corresponding RGBA format with a
swizzle of RGB1.  While this swizzle is exactly what we want for
texturing, it's not allowed for rendering according to the docs.  While
we haven't been getting hangs or anything, we should probably obey the
docs.  This commit just sanitizes all render swizzles so that the alpha
channel maps to ALPHA.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2017-02-01 14:41:06 -08:00
Jason Ekstrand
92128590bc anv: Improve flushing around STATE_BASE_ADDRESS
It is not clear from the docs exactly how pipelined STATE_BASE_ADDRESS
actually is.  We know from experimentation that we need to flush the
render cache prior to emitting STATE_BASE_ADDRESS and invalidate the
texture cache afterwards.  The only thing the PRM says is that, on gen8+
we're supposed to invalidate the state cache after STATE_BASE_ADDRESS
but experimentation has indicated that doing so does nothing whatsoever.

Since we don't really know, let's do just a bit more flushing in the
hopes that this won't be a problem again.  In particular:

 1) Do a CS stall before we emit STATE_BASE_ADDRESS since we don't
    really know whether or not it's pipelined.

 2) Do a data cache flush in case what runs before STATE_BASE_ADDRESS
    is a compute shader.

 3) Invalidate the state and constant caches after STATE_BASE_ADDRESS
    because the state may be getting cached there (we don't really know).

Reported-by: Mark Janes <mark.a.janes@intel.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0 17.0" <mesa-stable@lists.freedesktop.org>
2017-01-31 18:49:44 -08:00
Jason Ekstrand
f1f9794118 anv: Flush render cache before STATE_BASE_ADDRESS on gen7
We had no good reason for *not* doing this on gen7 before but we didn't
know it was needed.  Recently, when trying update to Vulkan CTS version
1.0.2 in our CI system, Mark discovered GPU hangs on Haswell that appear
to be STATE_BASE_ADDRESS related.  This commit fixes them.

Reported-by: Mark Janes <mark.a.janes@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0 17.0" <mesa-stable@lists.freedesktop.org>
2017-01-31 18:49:44 -08:00
Nanley Chery
33e0c5d003 anv/cmd_buffer: Use the proper depth input attachment surface state
Commit 2852efcda4 moved the location of
the depth input attachment surface state from the render pass to the
image view, but failed to update the surface state location used when
emitting the binding table. Fix this by loading the surface state from
the correct location.

Fixes:
dEQP-VK.renderpass.formats.d16_unorm.input.*
dEQP-VK.renderpass.formats.d24_unorm_s8_uint.input.*
dEQP-VK.renderpass.formats.d32_sfloat.input.*
dEQP-VK.renderpass.formats.x8_d24_unorm_pack32.input.*
dEQP-VK.renderpass.attachment_allocation.input_output.93
dEQP-VK.renderpass.attachment_allocation.input_output.92
dEQP-VK.renderpass.attachment_allocation.input_output.82
dEQP-VK.renderpass.attachment_allocation.input_output.46

Cc: "17.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
2017-01-31 09:00:50 -08:00
Nanley Chery
64272d4f1b anv: Avoid some resolves for samplable HiZ buffers
v2: Simplify nested ifs (Jason Ekstrand)

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:21 -08:00
Nanley Chery
58af615636 anv: Perform HiZ resolves only on layout transitions
This is a better mapping to the Vulkan API and improves performance in
all tested workloads.

v2: Remove unnecessary image view aspect checks (Jason Ekstrand)

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
2852efcda4 anv: Disable HiZ for input attachments
v2 (Jason Ekstrand):
- Add spec citation
- Drop conditional

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
b62d8ad2ae anv: Avoid resolves incurred by fast depth clears
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
104ce1dbab anv: Store depth stencil layouts
Store the current and requested depth stencil layouts so that we can
perform the appropriate HiZ resolves for a given transition while
recording a render pass.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
2e2cf78a51 anv: Add helpers to handle depth buffer layout transitions
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
462a4c9648 anv: Use the gen8 BLORP HiZ resolving function
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
3b7106c181 anv: Use gen8 BLORP HiZ clearing functions
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:20 -08:00
Nanley Chery
64fb5b0d51 anv: Enable HiZ support for multiple subpasses
We'll be using layout transitions later on in the series which can occur
within and between subpasses. Turn this on now to simplify the change
later.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:19 -08:00
Nanley Chery
168985fca1 anv: Use ::anv_attachment_state for toggling HiZ per subpass
We're about to enable HiZ support for multiple subpasses. Use this field
to keep track of whether or not subpass operations should treat the
depth buffer as having an auxiliary HiZ buffer.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:19 -08:00
Nanley Chery
055ff2ec52 anv: Replace anv_image_has_hiz() with ISL_AUX_USAGE_HIZ
The helper doesn't provide additional functionality over the current
infrastructure.

v2: Add comment to anv_image::aux_usage (Jason Ekstrand)
v3: Clarify comment for aux_usage (Jason Ekstrand)

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-12 20:52:19 -08:00
Nanley Chery
9f1d3a0c97 anv/cmd_buffer: Fix programmed HiZ qpitch
Match the comment above the field by using units of pixels and not HiZ
blocks.

Cc: mesa-stable@lists.freedesktop.org
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-11 17:35:59 -08:00
Nanley Chery
61992e0afe anv/cmd_buffer: Fix arrayed depth/stencil attachments
Enable multiple layers of the depth/stencil buffers to be accessible.

Fixes the crucible test, func.depthstencil.arrayed_clear.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-11 17:35:59 -08:00
Kenneth Graunke
dcca706b4e anv: Clamp depth buffer dimensions to be at least 1.
When there are no framebuffer attachments, fb->width and fb->height will
be 0.  Subtracting 1 results in 4294967295 which is too large for the
field, causing genxml assertions when trying to create the packet.

In this case, we can just program it to 1.

Caught by dEQP-VK.tessellation.tesscoord.triangles_equal_spacing.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 13:27:31 -08:00
Grazvydas Ignotas
3a1b15c392 anv: fix release build unused variable warnings
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
2016-12-11 20:03:14 +01:00
Jason Ekstrand
27433b26b1 anv/cmd_buffer: Actually use the stencil dimension
In an attempt to fix 3DSTATE_DEPTH_BUFFER for stencil-only cases, I
accidentally kept setting the SurfaceType to 2D in the stencil-only case
thanks to a copy+paste error.

Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
2016-11-30 17:42:42 -08:00
Jason Ekstrand
f469235a6e anv/cmd_buffer: Remove the 1-D case from the HiZ QPitch calculation
The 1-D special case doesn't actually apply to depth or HiZ.  I discovered
this while converting BLORP over to genxml and ISL.  The reason is that the
1-D special case only applies to the new Sky Lake 1-D layout which is only
used for LINEAR 1-D images.  For tiled 1-D images, such as depth buffers,
the old gen4 2-D layout is used and the QPitch should be in rows.

Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
2016-11-28 20:17:29 -08:00
Jason Ekstrand
d4ef87c1bb anv/cmd_buffer: Set the correct surface type for depth/stencil
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
2016-11-28 20:17:16 -08:00
Jason Ekstrand
3fd79558be anv: Enable fast clears on gen7-8
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-11-22 14:24:29 -08:00
Jason Ekstrand
5e8069a572 anv: Add support for fast clears on gen9
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-11-22 14:24:29 -08:00
Jason Ekstrand
8d1ccd6729 anv/cmd_buffer: Apply remaining flushes in EndCommandBuffer
Otherwise, some pipe flushes may just never happen.  This is unlikely to
cause problems depending on how the kernel schedules batches, but we
shouldn't count on it.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-11-22 14:24:29 -08:00
Jason Ekstrand
d1d6b78898 anv/cmd_buffer: Make setup_attachments take a RenderPassBeginInfo
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-11-22 14:13:53 -08:00
Jason Ekstrand
1d5ac0a462 anv: Set up binding tables and surface states for input attachments
This commit adds the last remaining bits to support input attachments in
the Intel Vulkan driver.  For color and depth attachments, we allocate an
input attachment surface state during vkCmdBeginRenderPass like we do for
the render target surface states.  This is so that we can incorporate the
clear color and aux information as used in rendering.  For stencil, we just
treat it like a regular texture because we don't there is no aux.  Also,
only having to worry about at most one input attachment surface for each
attachment makes some of the vkCmdBeginRenderPass code simpler.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-11-22 13:44:55 -08:00