Unlike Mali (where I borrowed the old names from), these are not loads
in the memory sense. They are simply register loads and arithmetic.
Rename accordingly, using PowerVR names and public Apple names as a
guide.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
Instead of using driver_location magic and hoping things work, make the
linkage between vertex and fragment shaders explicit. Thanks to the
coefficient register mechanism reverse-engineered and documented earlier
in this series, this does not require any shader keys to support
separable shaders. It just requires that we regenerate the coefficient
register binding tables at draw time, based on the varying layouts
decided by the compiler independently for the VS and FS. This is more
robust in the face of separate shaders.
This also gets us glProvokingVertex() support without shader keys.
After that, we don't need any of the remapping prepasses. For fragment
shaders, any old mapping will do, so we can assign coefficient registers
as we go (based on what the program actually uses, not nir_variable
information that might be stale by this point). We do want to cache
coefficient registers, particularly for fragcoord.w which is used for
perspective interpolation everywhere.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
Lots of changes from reverse-engineering harder the interactions with
fp16 and noperspective and such, and comparing against the PowerVR
driver code in Mesa that's been released since this XML was
originally written.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
The counts for textures/samplers are specified in the bind
texture/sampler packets. What's in the bind pipeline appear to be...
hints? of some kind? It's a direct function of the numbers of textures
and samplers, but much more coarse. Unknown purpose.
This should be correct for up to 48 textures and at least 8 samplers.
For more than 48 textures, Metal switches to a "bindless" mode, where
the textures are instead bound with a bind uniform packet, ts* is no
longer read in the shader, and instead registers and immediates are used
to index the texture with a substantial preshader. Details TBD. We don't
need to worry about that for a long while, though.
Fixes a number of dEQPs.
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.array_in_struct.sampler2D_samplerCube_both,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.array_in_struct.sampler2D_samplerCube_fragment,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.array_in_struct.sampler2D_samplerCube_vertex,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.nested_structs_arrays.sampler2D_samplerCube_both,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.nested_structs_arrays.sampler2D_samplerCube_fragment,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_pointer.render.nested_structs_arrays.sampler2D_samplerCube_vertex,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.array_in_struct.sampler2D_samplerCube_both,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.array_in_struct.sampler2D_samplerCube_fragment,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.array_in_struct.sampler2D_samplerCube_vertex,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.nested_structs_arrays.sampler2D_samplerCube_both,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.nested_structs_arrays.sampler2D_samplerCube_fragment,Crash
dEQP-GLES2.functional.uniform_api.value.assigned.by_value.render.nested_structs_arrays.sampler2D_samplerCube_vertex,Crash
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
This includes the new timeout fixes so that tests that throw lots of debug
don't delay the timeout triggering, and the fraction vs shuffling behavior
change so that "--fraction 2" doesn't just skip every other test as it
appears in the caselist (every vertex shader variant, for example).
The fraction vs shuffling change does mean we see some different fails on
some drivers now.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17876>
uadd_carry returns 1 or 0, so ANDing with 1 is unnecessary. Probably
this was implemented thinking that it was returning a boolean value.
shader-db results for V3D:
total instructions in shared programs: 12463571 -> 12462964 (<.01%)
instructions in affected programs: 28994 -> 28387 (-2.09%)
helped: 110
HURT: 1
total uniforms in shared programs: 3704591 -> 3704588 (<.01%)
uniforms in affected programs: 247 -> 244 (-1.21%)
helped: 3
HURT: 0
total max-temps in shared programs: 2148138 -> 2148117 (<.01%)
max-temps in affected programs: 729 -> 708 (-2.88%)
helped: 23
HURT: 2
total sfu-stalls in shared programs: 21230 -> 21232 (<.01%)
sfu-stalls in affected programs: 0 -> 2
helped: 0
HURT: 2
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17903>
cull_small_primitive will now allow the caller to pass an
SSA def that it will use to determine if the primitive was
initially rejected.
This allows ACO to remove an s_branch instruction from every
NGG culling shader.
Fossil DB stats on Navi 21:
Totals from 60918 (45.16% of 134906) affected shaders:
CodeSize: 160086644 -> 159355824 (-0.46%); split: -0.46%, +0.00%
Instrs: 30477916 -> 30356092 (-0.40%); split: -0.40%, +0.00%
Latency: 139587915 -> 139611487 (+0.02%); split: -0.00%, +0.02%
InvThroughput: 21184261 -> 21184346 (+0.00%)
Copies: 2762930 -> 2702024 (-2.20%); split: -2.20%, +0.00%
Branches: 1236970 -> 1176052 (-4.92%)
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17919>
OpenGL API calls like glClearBufferData() result in mapping/unmapping
of a given buffer by Mesa and unmapping of a host blob fails in
virglrenderer because VirGL driver uses command that is intended for
unmapping of a guest buffer. In particular this causes problem for the
"Total War: Warhammer" game that gets GL_OUT_OF_MEMORY error due to the
failed unmapping command. Fix this by setting the mapping usage flag in
accordance to the resource flags, allowing virgl_buffer_transfer_unmap()
to differentiate host buffer from guest.
Fixes: 3b54e5837a ("virgl: support PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT")
Signed-off-by: Dmitry Osipenko <dmitry.osipenko@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17914>
For primitives which are rejected based on only W and face, this
will reduce the number of executed branches.
Fossil DB stats on Navi 21:
Totals from 60918 (45.16% of 134906) affected shaders:
CodeSize: 160330564 -> 160086644 (-0.15%)
Instrs: 30477385 -> 30477916 (+0.00%); split: -0.00%, +0.00%
Latency: 139802763 -> 139587915 (-0.15%); split: -0.15%, +0.00%
InvThroughput: 21198444 -> 21184261 (-0.07%); split: -0.07%, +0.00%
SClause: 749811 -> 749810 (-0.00%)
Copies: 2701482 -> 2762930 (+2.27%); split: -0.00%, +2.28%
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17870>
The previous code checked all_w_positive in the if condition.
Instead, always execute the bbox culling code and include
all_w_positive at the end.
We assume checking in the if is not beneficial because it's
very unlikely that there is no primitive in a wave whose W are
not all positive.
This allows moving other things to the condition
in the next commit.
Fossil DB stats on Navi 21:
Totals from 60918 (45.16% of 134906) affected shaders:
CodeSize: 160574204 -> 160330564 (-0.15%); split: -0.15%, +0.00%
Instrs: 30538297 -> 30477385 (-0.20%); split: -0.20%, +0.00%
Latency: 139810902 -> 139802763 (-0.01%); split: -0.01%, +0.00%
InvThroughput: 21198449 -> 21198444 (-0.00%); split: -0.00%, +0.00%
SClause: 749810 -> 749811 (+0.00%)
Copies: 2701474 -> 2701482 (+0.00%); split: -0.00%, +0.00%
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17870>