For TGSI, we need the coordinate, comparator, bias, and LOD all together
in the first two vec4 args, and by doing it in the backend we were
generating extra MOVs.
softpipe shader-db results:
total instructions in shared programs: 2985416 -> 2953625 (-1.06%)
instructions in affected programs: 499937 -> 468146 (-6.36%)
total temps in shared programs: 544769 -> 565869 (3.87%)
temps in affected programs: 105469 -> 126569 (20.01%)
i915g shader-db:
total instructions in shared programs: 371625 -> 369594 (-0.55%)
instructions in affected programs: 24903 -> 22872 (-8.16%)
total tex_indirect in shared programs: 11381 -> 11365 (-0.14%)
tex_indirect in affected programs: 43 -> 27 (-37.21%)
LOST: 7
GAINED: 16
The temps increase is the pre-existing issue that we never release temps
for NIR regs, which doesn't matter much for softpipe (just memory/cache
footprint) but does for i915g as seen by shaders that no longer compile
(though overall we seem to win).
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11912>
These were fixed previously, but due to the CI not really running all
tests any more, I didn't notice these fixes. Let's bring the expected
results up to date.
Fixes: 2e29857bb6 ("llvmpipe: only report supported shader-image formats")
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12077>
All vulkan drivers have been copying anv's code to convert
VkSpecializationInfo into nir_spirv_specialization.
Recently there was a Vulkan spec change on allowed values for
VkSpecializationInfo, and all drivers got affected.
This commits creates a new helper, and uses it on all Vulkan Mesa
drivers.
v2: use (uint8_t*) castings, instead of void*, to avoid C2036 with
MSVC (detected by the CI, inspired on what radv was doing)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12047>
this simplifies the entire queue mechanism and makes it more consistent:
previously some cases (e.g., null cmdbuf submission) would immediately
be marked as finished, which meant that fences could theoretically become
desynchronized, breaking application assumptions
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12071>
It's non-conformant for GL and Vulkan, and not expected to be a desired
quality/speed tradeoff for applications using llvmpipe. The option is
left in place using GALLIVM_PERF=brilinear.
Causes minor rasterization changes in our traces:
- improved sharpness of the trees in CS
- more consistent mipmap filtering of the ground in CS:Source, STK and the
RaytracedShadows demo.
- changing some aliasing on shadow maps in 0ad (not consistently
visibly better or worse)
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10219>
Now we have all our Bifrost unit tests under meson and can remove the
test entrypoint from bifrost_compiler. This does require a small
refactoring for our util_dynarray handling to make sure we don't leak
memory. Otherwise meson-arm64-asan complains.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12109>
There are a couple minor things that can be improved:
1. Eliminate (or reduce) the dynamic allocation of the
threaded_compile_job.
2. For apps like shader-db, improve the case where nr_threads=0. Right
now this adds thread switching and mutex overhead.
3. Other performance improvements? iris_uncompiled_shader::variants has
some special properties that make it ripe for replacement with a
lockless list. Without gathering some data, it's hard to guess what
impact that could have.
v2: Fix whitespace and formatting issues. Noticed by Ken.
s/threaded_compile_job/iris_threaded_compile_job/g. Suggested by Ken.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11229>
I tried to find a way to break this into some smaller commits, but
everything is very intertwined. :(
When searching the variants list in the iris_uncompiled_shader, add the
new variant if it is not found. This will be necessary for threaded
shader compilation. This conceptually simple change had a bunch of
fallout.
Much of this was at least conceptually borrowed from radeonsi.
- Other threads might find a variant in the list before the variant has
been compiled. To accomdate this, add a fence. Each thread will wait
on the fence in the variant when searching the list.
- A variant in the list may fail compilation. To accomodate this, add a
flag. All paths will examine iris_compiled_shader::compilation_failed
before trying to use the variant.
- The race condition between multiple threads trying to create the same
variant at the same time is handled *before* both thread spend the
effort to compile the shader. The means that iris_upload_shader
cannot change shaders on the caller, so it does not need to return
anything.
v2: Change "found" parameter of find_or_add_variant to "added." This
inverts the values returned, and it probably makes uses of the returned
value more easily understood. Always set the value in the called
function. Suggested by Ken.
v3: Move shader->compilation_failed check to avoid shader != NULL test.
Rearrange some logic and add a comment in iris_update_compiled_tcs.
Suggested by Ken. Don't call find_or_add_variant in
iris_create_shader_state. See
https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11229#note_1000843
for more details. Noticed by Ken.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11229>
The added assertion in iris_create_shader_variant helped catch a bug in
the next commit.
v2: Drop (unnecessary) initialization of shader->assembly.res when
moving to iris_create_shader_variant. Suggested by Ken.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11229>
I tried /just/ ref counting the uncompiled shaders, but that is not
sufficient. At the very least, it's a problem for blorp shaders that
only have variants (and no uncompiled shader).
This is in prepartion for using the live shader cache.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11229>