We need to do 3 things to accomplish this :
1. make all the register access consider the maximal case when
unknown at compile time
2. move the clamping of load_per_vertex_input prior to lowering
nir_intrinsic_load_patch_vertices_in (in the dynamic cases, the
clamping will use the nir_intrinsic_load_patch_vertices_in to
clamp), meaning clamping using derefs rather than lowered
nir_intrinsic_load_per_vertex_input
3. in the known cases, lower nir_intrinsic_load_patch_vertices_in
in NIR (so that the clamped elements still be vectorized to the
smallest number of URB read messages)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22378>
In a tesselation control shader where an input array is accessed using
the index gl_InvocationID, we can end up accessing elements beyond the
number of input vertices specified in the shader key.
This happens because of the lowering in nir_lower_indirect_derefs().
This lowering will affect compact variables which happens in this
case :
in gl_PerVertex {
vec4 gl_Position;
float gl_ClipDistance[1];
} gl_in[gl_MaxPatchVertices];
The lowered code produced by NIR is somewhat ineffecient (implements a
binary seach) :
if (gl_InvocationID < 16) {
if (gl_InvocationID < 8) {
if (gl_InvocationID < 4) {
vec4 vals = load_at_offset(0);
value = bcsel(vals, gl_InvocationID);
} else {
vec4 vals = load_at_offset(4);
value = bcsel(vals, gl_InvocationID - 4);
}
} else {
if (gl_InvocationID < 12) {
vec4 vals = load_at_offset(8);
value = bcsel(vals, gl_InvocationID - 8);
} else {
vec4 vals = load_at_offset(12);
value = bcsel(vals, gl_InvocationID - 12);
}
}
} else {
if (gl_InvocationID < 24) {
...
} else {
...
}
}
By default the gl_MaxPatchVertices must be set at 32 items and that's
what the lowering code will use to divide the access into chunks of 4.
But when running with 3 input vertices, this means we'll pull one more
item than what was delivered in the shader payload.
This triggers issues further down the register scheduling where the
g5UD (register for the 4th item) is overwritten by a previous SEND,
leading the URB read to use an invalid handle.
This pass clamps any access load_per_vertex_input intrinsic vertex
indice to (input_vertices - 1).
Fixes issues with tests like :
dEQP-VK.clipping.user_defined.clip_distance.vert_tess.*
Also fixes a hang with zink/anv on :
KHR-GL46.draw_elements_base_vertex_tests.AEP_shader_stages
v2: Don't replace source register
v3: Implement in NIR
v4: Clamp per vertex array sizes in NIR (Jason)
v5: Move the clamping on the intel compiler
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9749>
For Gen11 and prior, the dispatch mode for TCS was SINGLE_PATCH, and
this debug setting could be used to change it to 8_PATCH (falling back
to SINGLE_PATCH when shader couldn't be in the multi dispatch mode).
However after talking to Ken, seems this debug setting is not really
worth keeping around, so removing it.
For Gen12+ the only option is 8_PATCH, so it was always using that
dispatch mode as before.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18151>
In the early days of NIR, you had to prod at inst->const_index[]
directly, but a long while back, we added handy accessor functions
that let you use the actual name of the thing you want instead of
memorizing the exact order of parameters.
Also rewrite a comment I had a hard time parsing.
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18067>
An argument could be made that all stage-specific opcodes for vec4
stages should be prefixed with VEC4_ like the stage-agnostic opcodes.
I'll leave those additional sed jobs for another day.
egrep -lr '(VS|GS|TCS)_OPCODE_URB_WRITE' src |\
while read f; do
sed --in-place 's/\(VS\|GS\|TCS\)_OPCODE_URB_WRITE/VEC4_\1_OPCODE_URB_WRITE/g' $f
done
egrep -lr 'T.S_OPCODE[_A-Z]*URB_OFFSETS' src |\
while read f; do
sed --in-place 's/\(T.S_OPCODE[_A-Z]*URB_OFFSETS\)/VEC4_\1/g' $f
done
Suggested-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17379>
We only have a single prog_data::total_scratch for all shader variants
(SIMD 8, 16, 32). Therefore we should always max the total_scratch on
top of existing variant.
We probably haven't run into that issue before because we compile by
increasing SIMD size and higher SIMD size is more likely to spill. But
for bindless shaders with return shaders, if the last return part
doesn't spill, we completely ignore the previous parts' scratch
computation.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15193>
INTEL_DEBUG is defined (since 4015e1876a) as:
#define INTEL_DEBUG __builtin_expect(intel_debug, 0)
which unfortunately chops off upper 32 bits from intel_debug
on platforms where sizeof(long) != sizeof(uint64_t) because
__builtin_expect is defined only for the long type.
Fix this by changing the definition of INTEL_DEBUG to be function-like
macro with "flags" argument. New definition returns 0 or 1 when
any of the flags match.
Most of the changes in this commit were generated using:
for c in `git grep INTEL_DEBUG | grep "&" | grep -v i915 | awk -F: '{print $1}' | sort | uniq`; do
perl -pi -e "s/INTEL_DEBUG & ([A-Z0-9a-z_]+)/INTEL_DBG(\1)/" $c
perl -pi -e "s/INTEL_DEBUG & (\([A-Z0-9_ |]+\))/INTEL_DBG\1/" $c
done
but it didn't handle all cases and required minor cleanups (like removal
of round brackets which were not needed anymore).
Signed-off-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13334>
v2: Instead of fixing unitialized member 'fs_visitor::input_vue_map'
(as reported by Coverity Scan in defect CID 1474559),
remove unused members 'vec4_tcs_visitor::input_vue_map' and
'fs_visitor::input_vue_map'.
Also fixed 'debug_enabled' argument skipped in a fs_visitor constructor
call from brw_compile_tes().
Signed-off-by: Yevhenii Kharchenko <yevhenii.kharchenko@globallogic.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10040>
brw_compile_gs and brw_compile_tcs are extern C functions, but are
defined inside of brw namespace, which somehow works but confuses
Eclipse CDT's code analysis.
Move these functions out of brw namespace and fix references to
objects from brw namespace.
Signed-off-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6602>
gen12 does away with the single patch dispatch mode for tcs, and
increases some limits so that 8_patch mode can always work. Make the
necessary changes so we don't try to fall back to single patch mode.
Fixes KHR-GL46.tessellation_shader.single.max_patch_vertices and others
Fixes: 44754279ac ("intel/fs/gen12: Use TCS 8_PATCH mode.")
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4843>
These should be more accurate than the current cycle counts, since
among other things they consider the effect of post-scheduling passes
like the software scoreboard on TGL. In addition it will enable us to
clean up some of the now redundant cycle-count estimation
functionality in the instruction scheduler.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Change brw_compute_vue_map() to also take the number of pos slots. If
more than one slot is used, the VARYING_SLOT_POS is treated as an
array.
When using Primitive Replication, instead of a single position, the
VUE must contain an array of positions. Padding might be
necessary (after clip distance) to ensure rest of attributes start
aligned.
v2: Add note about array in the commit message and assert that
pos_slots >= 1 to make clear 0 is invalid. (Jason)
Move padding to be after the clip distance.
v3: Apply the correct offset when gathering the sources from outputs.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> [v2]
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/2313>
Passing shader_stats to the fs_generator constructor means that the
SIMD8 shader stats from the visitor (such as the scheduler mode) will be
reported out for the SIMD16/SIMD32 versions as well.
As you can see, we are now passing 'shader_stats' and 'stats' to
generate_code(), which is obviously odd looking. Ian rebased and
committed an old patch of mine which added the shader_stats struct on
July 30 in commit dabb5d4bee (i965/fs: Add a shader_stats struct.) and
shortly after on August 12 Jason added the brw_compile_stats struct in
commit 134607760a (intel/compiler: Fill a compiler statistics struct).
I'd like to combine the two, but I'm not sure how. shader_stats is an
input to generate_code() while brw_compile_stats is an output and is
only used by the Vulkan driver. Leave it as is for now...
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4093>
Right now, it's implemented as a no-op for everyone. For most drivers,
it's a switch case in the NIR -> whatever which just breaks. For ir3,
they already have code to delete tessellation barriers so we just add a
case to also delete memory_barrier_tcs_patch.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
It's not used by anything anymore now that so much lowering has been
moved into NIR. Sadly, we still need on in brw_compile_gs() for
geometry shaders on Sandy Bridge. Short of a lot of pointless work,
that one's probably not going away.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is all annoying plumbing work which just adds support for a
new brw_compile_stats struct. This struct provides a binary driver
readable form of the same statistics we dump out to stderr when we
INTEL_DEBUG is set with a shader stage.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
It'll grow further, and we'd like to avoid adding an additional
parameter to fs_generator() for each new piece of data.
v2 (idr): Rebase on 17 months. Track a visitor instead of a cfg.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
The rules for gl_SubgroupSize in Vulkan require that it be a constant
that can be queried through the API. However, all GL requires is that
it's a uniform. Instead of always claiming that the subgroup size in
the shader is 32 in GL like we have to do for Vulkan, claim 8 for
geometry stages, the maximum for fragment shaders, and the actual size
for compute.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>