OpenCL C defines work-item functions to return a scalar for a particular
dimension. This is a really annoying papercut, and is not what you want for
either 1D or 3D dispatches. In both cases, it's nicer to get vectors. For
syntax, we opt to define uint3 "magic globals" for each work-item vector. This
matches the GLSL convention, although retaining OpenCL names. For example,
`gl_GlobalInvocationID.xy` is expressed here as `cl_global_id.xy`. That is much
nicer than standard OpenCL C's syntax `(uint2)(get_global_id(0),
get_global_id(1))`.
We define the obvious mappings for each relevant function in "Work-Item
Functions" in the OpenCL C specification.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Mary Guillemard <mary.guillemard@collabora.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33099>
This is a rewrite of vtn_bindgen. For now the two tools live in parallel, to
give Intel time to migrate off v1.
For a refresher, the classic vtn_bindgen reads a SPIR-V and generates a .h
containing nir_builder stubs for each exported function. The stub inserts an
unimplemented nir_function with the proper signature into the shader, and adds a
"call" to that function. The driver is responsible for linking with the library
later, which is annoying.
vtn_bindgen2 instead generates a .c/.h pair. The header are just prototypes with
identical signatures to what we have now. The .c implementations, however, are
very different. Instead of generating unimplemented nir_function, the
implementations contain the actual code (as serialized NIR, deserialized
on-the-fly). There is no linking step, nor a library nir_shader that the driver
has to keep around.
The programming model here is that this is "just" nir_builder ... just a
massively more competent way of using nir_builder.
Additionally, the whole SPIR-V -> optimized lowered serialized NIR step is now
all common code. There's no longer anything target-specific, and it's
disentangled from the nir_precomp infrastructure.
That means drivers can use CL with zero integration, except a few meson.build
rules. This gives a very gentle on-ramp to CL for drivers. (Note: that applies
only for library-style CL. For precompiled kernel-style CL, that still requires
significant driver integration. I do have plans there, though. Also,
printf/abort support requires a minimal amount of driver code.)
Furthermore, this unblocks the use of CL library functions in common code. That
makes this an important step towards common code geom/tess or maybe saner
raytracing.
For drivers already using classic vtn_bindgen, porting to vtn_bindgen2 should
just be deleting all your linking/deserializing code. The .cl's are unchanged,
as are the function prototypes exposed.
Reviewed-by: Mary Guillemard <mary.guillemard@collabora.com>
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33099>
When the core supports unified instruction memory, don't clamp individual
shader sizes to 256 instructions. Allow shaders to make full use of the
state instruction memory, as long as both VS and FS fit into the memory
region.
Allows to run the shaders from glmark2 terrain from state instruction
memory, so we don't need to use icache mode on GC3000 and makes the app
work on GC2000, which doesn't have icache but unified instruction memory.
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Christian Gmeiner <cgmeiner@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33229>
Currently we statically partition the unified intsruction memory range
into a VS and a FS range, with each of the shader types getting half
of the memory. Change this to place the FS instructions right behind
the VS instructions, which potentially allows larger shaders to be
executed from the instruction memory states when VS are FS are
unbalanced in size, which is quite common.
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Christian Gmeiner <cgmeiner@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33229>
According to _InitializeContextBuffer() in the downstream kernel driver
all GPUs claiming to support more than 256 shader instructions have unified
instruction memory and the shader range registers to partition usage of
this unified memory region.
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Christian Gmeiner <cgmeiner@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33229>
There is no reason to emit those states on framebuffer changes. While the
framebuffer format change might change the fragment shader due to R/B
swapping in the shader, this triggers compilation of a new shader variant
which will dirty the shader state as needed.
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Christian Gmeiner <cgmeiner@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33229>
Some cores with the the instruction cache feature, such as the GC3000 found
on the i.MX6QP, have a wrong instruction limit encoded in hardware. The HWDB
entry for this core has the correct number (512). Fixup all cores with the
instruction cache feature to report at least 512 instructions, which was
already assumed when configuring the VS/FS instruction state memory split in
other parts of the driver.
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Christian Gmeiner <cgmeiner@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33229>
The existing code relies on assert to identify when a cs overlow
occurs. On builds without asserts, a cs overflow won't be detected
and it will likely lead to a hang.
Reporting a preemptively a PIPE_UNKNOWN_CONTEXT_RESET error seems
ok as the context is lost anyway.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33288>