Commit Graph

264 Commits

Author SHA1 Message Date
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
c152c79d5e v3d: Only add output slot tracking for the current varying slot.
We always emit 4 slots per slot because things like color output and
position processing in the epilogue will potentially look up more values
than the variable declaration had.  However, when we get a .location_frac
!= 0, we don't want to overwrite components of the following
.driver_location.
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
fc85f7cfdc v3d: Don't rely on sorting input vars for VPM read setup.
For supporting scalar VPM i/o at the NIR level, we need to do a pass over
the vars to figure out how big each attribute is after DCE.  Once we've
done that, we can just walk over c->vattr_sizes[] instead of bothering
with vars.
2018-10-30 10:46:52 -07:00
Eric Anholt
cc78676030 v3d: Split out NIR input setup between FS and VPM.
They don't share much code, and I'm about to rewrite the remaining shared
code for the VPM case.
2018-10-30 10:46:52 -07:00
Eric Engestrom
bb84fa146f util: use C99 declaration in the for-loop hash_table_foreach() macro
Signed-off-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-10-25 12:43:18 +01:00
Eric Anholt
8ec83dc51e v3d: Add support for hardware pack/unpack of half floats.
Cuts the formerly 7-minute simulation time of fs-packHalf2x16.shader_test
in half.
2018-10-15 17:16:44 -07:00
Mauro Rossi
cc3b99bb48 android: broadcom/cle: export the broadcom top level path headers
Fixes the following building error in vc4 build:

In file included from external/mesa/src/gallium/drivers/vc4/kernel/vc4_render_cl.c:34:
In file included from external/mesa/src/gallium/drivers/vc4/kernel/vc4_drv.h:27:
In file included from external/mesa/src/gallium/drivers/vc4/vc4_simulator_validate.h:34:
In file included from external/mesa/src/gallium/drivers/vc4/vc4_context.h:39:
In file included from external/mesa/src/gallium/drivers/vc4/vc4_cl.h:56:
gen/STATIC_LIBRARIES/libmesa_broadcom_genxml_intermediates/broadcom/cle/v3d_packet_v21_pack.h:12:10:
fatal error: 'cle/v3d_packet_helpers.h' file not found
         ^~~~~~~~~~~~~~~~~~~~~~~~~~
1 error generated.

Fixes: 5b102160ae ("broadcom/genxml: Introduce a V3D packet/struct decoder.")
Cc: "18.2" <mesa-stable@lists.freedesktop.org>
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
2018-09-15 09:14:46 +02:00
Mauro Rossi
9158e0bd82 android: broadcom/cle: add gallium include path
Fixes the following building error:

In file included from external/mesa/src/broadcom/cle/v3d_decoder.c:38:
In file included from external/mesa/src/broadcom/cle/v3d_packet_helpers.h:29:
external/mesa/src/gallium/auxiliary/util/u_math.h:42:10:
fatal error: 'pipe/p_compiler.h' file not found
         ^~~~~~~~~~~~~~~~~~~
1 error generated.

Fixes: 5b102160ae ("broadcom/genxml: Introduce a V3D packet/struct decoder.")
Cc: "18.2" <mesa-stable@lists.freedesktop.org>
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
2018-09-15 09:14:42 +02:00
Mauro Rossi
3341429d74 android: broadcom/genxml: fix collision with intel/genxml header-gen macro
Fixes the following building error, happening when building both intel and broadcom:

Gen Header: libmesa_broadcom_genxml_32 <= v3d_packet_v21_pack.h
FAILED: gen/STATIC_LIBRARIES/libmesa_broadcom_genxml_intermediates/broadcom/cle/v3d_packet_v21_pack.h
/bin/bash -c "python external/mesa/src/broadcom/cle/gen_pack_header.py \
external/mesa/src/broadcom/cle/v3d_packet_v21.xml \
> gen/STATIC_LIBRARIES/libmesa_broadcom_genxml_intermediates/broadcom/cle/v3d_packet_v21_pack.h"
Traceback (most recent call last):
  File "external/mesa/src/broadcom/cle/gen_pack_header.py", line 626, in <module>
    p = Parser(sys.argv[2])
IndexError: list index out of range

header-gen macro is already defined by Intel genxml building rules
and the existing header-gen does not have the $(PRIVATE_VER) argument,
infact the bash command line logged in the building error is missing
exactly $(PRIVATE_VER) argument

Renaming the macro as pack-header-gen in src/broadcom/Android.genxml.mk
solves the building error, another possible way is to keep the gen rules
commands expanded and not use the macros.

Fixes: 7f80a9ff13 ("vc4: Introduce XML-based packet header generation like Intel's.")
Cc: "18.2" <mesa-stable@lists.freedesktop.org>
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Mauro Rossi <issor.oruam@gmail.com>
2018-09-15 09:14:33 +02:00
Dylan Baker
80825abb5d move u_math to src/util
Currently we have two sets of functions for bit counts, one in gallium
and one in core mesa. The ones in core mesa are header only in many
cases, since they reduce to "#define _mesa_bitcount popcount", but they
provide a fallback implementation. This is important because 32bit msvc
doesn't have popcountll, just popcount; so when nir (for example)
includes the core mesa header it doesn't (and shouldn't) link with core
mesa. To fix this we'll promote the version out of gallium util, then
replace the core mesa uses with the util version, since nir (and other
non-core mesa users) can and do link with mesautils.

Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-09-07 10:21:26 -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
Emil Velikov
cff80b6c15 Revert "configure: allow building with python3"
This reverts commit ae7898dfdb.

Turns out the python scripts are _not_ fully python 3 compatible.
As Ilia reported using get_xmlpool.py with LANG=C produces some weird
output - see the link for details.

Even though the issue was spotted with the autoconf build, it exposes a
genuine problem with the script (and lack of lang handling of the meson
build.)

https://lists.freedesktop.org/archives/mesa-dev/2018-August/203508.html
2018-08-24 11:14:15 +01:00
Emil Velikov
ae7898dfdb configure: allow building with python3
Pretty much all of the scripts are python2+3 compatible.
Check and allow using python3, while adjusting the PYTHON2 refs.

Note:
 - python3.4 is used as it's the earliest supported version
 - python3 chosen prior to python2

Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
2018-08-23 17:00:13 +01:00
Mathieu Bridon
2ee1c86d71 meson: Build with Python 3
Now that all the build scripts are compatible with both Python 2 and 3,
we can flip the switch and tell Meson to use the latter.

Since Meson already depends on Python 3 anyway, this means we don't need
two different Python stacks to build Mesa.

Signed-off-by: Mathieu Bridon <bochecha@daitauha.fr>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
2018-08-10 15:15:09 -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
50a8713d4f v3d: Avoid spilling that breaks the r5 usage after a ldvary.
Fixes bad rendering when forcing 2 spills in glxgears.

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
3f9cb2eb05 v3d: Wait for TMU writes to complete before continuing after a spill.
The simulator complained that we had write responses outstanding at shader
end.  It seems that a TMU read does not guarantee that previous TMU writes
by the thread have completed, which surprised me.

Cc: "18.2" <mesa-stable@lists.freedesktop.org>
2018-08-06 13:03:23 -07:00
Eric Anholt
ccbe33af5b v3d: Make sure we don't emit a thrsw before the last one finished.
Found while forcing some spilling, which creates a lot of short
tmua->thrsw->ldtmu sequences.

Cc: "18.2" <mesa-stable@lists.freedesktop.org>
2018-08-06 13:03:23 -07:00
Eric Anholt
f9d54dc3cf v3d: Add some debug code for forcing register spilling.
This is useful for periodically testing out register spilling to see how
it goes on simple shaders, rather than only failing on insanely
complicated ones.
2018-08-06 13:03:23 -07:00
Eric Anholt
c2eab33b08 v3d: Actually put the "%s" in the snprintf.
I missed an important part when porting the change over, fixing my
compiler warning but breaking -Werror=format-security.

Fixes: e6ff5ac446 ("v3d: use snprintf(..., "%s", ...) instead of strncpy")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107443
2018-08-01 11:39:19 -07:00
Eric Anholt
e6ff5ac446 v3d: use snprintf(..., "%s", ...) instead of strncpy
Fixes a compiler warning about terminator NUL, based on f836d799f9
("intel/decoder: use snprintf(..., "%s", ...) instead of strncpy")
2018-07-31 16:42:11 -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
d934492ff9 v3d: Dump the contents off all the buffers in CLIF mode.
A V3D_DEBUG=clif file from a non-texturing .shader_test can now be
successfully run through the CLIF runner in the simulator.  Now I need to
build an open source CLIF runner against the v3d DRM module.
2018-07-30 14:29:01 -07:00
Eric Anholt
99a5ac250b v3d: Split walking the CLs to generate relocs from walking CLs to dump.
We need to dump each buffer's contents in order for a CLIF file, so we
need to collect all of the relocs into a buffer (such as the indirect CL
full of both uniforms and GL shader states) before we start dumping.
2018-07-30 14:29:01 -07:00
Eric Anholt
2df6f1a3df v3d: Include commands to run the BCL and RCL in CLIF dumps. 2018-07-30 14:29:01 -07:00
Eric Anholt
c6449e33e3 v3d: Use a short, underscored name for packets in CLIF/CL dumping.
These will match the names that the CLIF parser expects to see.  I may in
the future decide to change more of the other names so that I match the
names the HW/closed SW team uses for their packets, rather than the names
in the spec (which only they and I can read anyway).
2018-07-30 14:29:01 -07:00
Eric Anholt
b56f8c475e v3d: Rename "configuration" and "config" in the XML to "cfg"
This matches what CLIF parsing expects, and makes
TILE_BINNING_MODE_CONFIGURATION_COMMON_CONFIGURATION into a much more
legible TILE_BINNING_MODE_CFG_COMMON.
2018-07-30 14:29:01 -07:00
Eric Anholt
300e609feb v3d: s/colour/color in the XML.
The CLIF format expects american english spelling, and the rest of Mesa is
too.  I was previously adhering to the spec's spelling, which is
counterproductive.
2018-07-30 14:29:01 -07:00
Eric Anholt
3a8550ad06 v3d: Rename primitives to prims in the XML to match CLIF names.
This makes us match up with the V3D HW team's names a bit more.
2018-07-30 14:29:01 -07:00
Eric Anholt
6237c64049 v3d: Print CLIF fixed-point values as just their decimal value.
The parser doesn't handle float input, so we have to dump the raw value.
2018-07-30 14:29:01 -07:00
Eric Anholt
8da47b7648 v3d: When not doing terminal pretty-printing, comment struct field names.
The struct field names aren't part of the CLIF ABI, just the order of
fields within the struct.  The comments are there for human readability.
2018-07-30 14:29:01 -07:00
Eric Anholt
103f21b13d v3d: Add a separate flag for CLIF ABI output versus human-readable CLs.
A few of the upcoming changes would make the V3D_DEBUG=cl output less
readable, so let's make proper CLIF file production be under a separate
V3D_DEBUG=clif flag.
2018-07-30 14:29:01 -07:00
Eric Anholt
89ac6fa403 v3d: Add pack header support for f187 values.
V3D only has one of these (the top 16 bits of a float32) left in its CLs,
but VC4 had many more.  This gets us proper pretty-printing of the values
instead of a large uint.
2018-07-30 14:29:01 -07:00
Eric Anholt
27f1bfe471 vc4: Fix meson build when enabled without v3d.
Reported-by: Rob Clark <robdclark@gmail.com>
Fixes: e92959c4e0 ("v3d: Pass the whole clif_dump structure to v3d_print_group().")
2018-07-29 19:13:29 -07:00
Eric Anholt
942456f646 v3d: Skip printing sub-id or pad fields in CLIF dumping.
The parser doesn't expect them, so our fields would end up mismatched.
They're not really useful in console output, either.
2018-07-27 18:00:48 -07:00
Eric Anholt
3ee0ab599e v3d: Emit commands to switch CLIF parser to CL/shader/attr input mode.
By default after saying you are emitting a buffer, it'll expect a buffer
size.  Once you set a format, it'll keep parsing that format until you
announce something else.
2018-07-27 18:00:46 -07:00
Eric Anholt
a57770aa37 v3d: Dump fields in CLIF output in increasing offset order.
Previously, we emitted in XML order, which I happen to type in the
decreasing offset order of the specifications.  However, the CLIF parser
wants increasing offsets.
2018-07-27 17:56:55 -07:00
Eric Anholt
95bafeeabf v3d: Print addresses in CLIFs as references to buffers.
With CLIFs, the parser will choose an address for the buffer being
created, so we need to use effectively relocations to buffers instead of
the addresses that the driver uses.  This is also a whole lot more
intelligible for console output than raw addresses!
2018-07-27 17:56:36 -07:00
Eric Anholt
3c02838d29 v3d: Stop doing pretty-printed colorful booleans in CLIF output.
The parser wants to see a 1 or 0.  We can put "true" and "false" in a
comment to clarify that it's a boolean and the parser will skip it.
2018-07-27 17:55:57 -07:00
Eric Anholt
422910d2e7 v3d: Move clif dumping to a separate step from noting where the CLs are.
Now all the printing happens from the same worklist processing.
2018-07-27 17:08:35 -07:00
Eric Anholt
01b4952773 v3d: Move clif dump BO lookup into the clif dumper.
The clif dumper is going to need information about all of our BOs if we're
going to dump them for replay purposes.
2018-07-27 17:08:35 -07:00
Eric Anholt
e92959c4e0 v3d: Pass the whole clif_dump structure to v3d_print_group().
To generate CLIF files that the v3dv3 simulator can parse, we're going to
need to decode addresses, and for that we'll need the vaddr lookup
function from the clif structure from within v3d_decoder.
2018-07-27 17:08:35 -07:00
Eric Anholt
9bf9a6d6a1 v3d: Drop the VG support from the XML.
This reflects a change on the HW/closed SW side to drop this unused HW.
With it dropped on their side, the CLIF parser no longer expects to find
VG fields.
2018-07-27 12:56:36 -07:00
Eric Anholt
5a1cc3861c v3d: Use /* */ instead of () for enum names in CLIF output.
This lets the comments be ignored by the CLIF parser.
2018-07-27 12:56:36 -07:00
Eric Anholt
95a0f99825 v3d: CLIF-dump the "Vec size" field as 0 == maximum value.
That's what a user should want to see, and what the CLIF parser wants.
This should maybe be generalized.
2018-07-27 12:56:36 -07:00
Eric Anholt
d934d3206e nir: Add flipping of gl_PointCoord.y in nir_lower_wpos_ytransform.
This is controlled by a new nir_shader_compiler_options flag, and fixes
dEQP-GLES3.functional.shaders.builtin_variable.pointcoord on V3D.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-07-26 11:00:34 -07:00
Mathieu Bridon
9ebd8372b9 python: Use range() instead of xrange()
Python 2 has a range() function which returns a list, and an xrange()
one which returns an iterator.

Python 3 lost the function returning a list, and renamed the function
returning an iterator as range().

As a result, using range() makes the scripts compatible with both Python
versions 2 and 3.

Signed-off-by: Mathieu Bridon <bochecha@daitauha.fr>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-07-24 11:07:04 -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