With EXT_shader_object, it became possible to compile shaders
independently and then use them together later, so we cannot rely on the
lack of task shader data to decide that no task shader will be used. The
flag VK_SHADER_CREATE_NO_TASK_SHADER_BIT_EXT exists for that purpose,
but it doesn't really make any difference for us. Always assume that if
the mesh shader is reading the task payload, it's going to be used with
one, as otherwise the application is doing it wrong.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/13983
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37648>
Sometimes the compute shader workgroup size requires a larger SIMD width
than the minimum in order to fit in the available threads. In that case
we'll skip the SIMD8 shader, and need to try SIMD16 regardless of how
the register pressure estimate looks.
Fixes: 3af4e63061 ("brw: Skip compilation of larger SIMDs when pressure is too high")
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37649>
This allows us to skip the entire backend compilation process for
large SIMD widths when register pressure is high enough that we'd
likely decide to prefer a smaller one in the end anyway. The hope
is to make the same decisions as before, but with less CPU overhead.
We are making mostly the same decisions as before:
| API / Platform | Total Shaders | Changed | % Identical
--------------------------------------------------
| VK / Arc A770 | 905,525 | 1,157 | 99.872% |
| VK / Arc B580 | 788,127 | 53 | 99.993% |
| VK / Panther | 786,333 | 13 | 99.998% |
| GL / Arc A770 | 308,618 | 269 | 99.913% |
| GL / Arc B580 | 264,066 | 13 | 99.995% |
| GL / Panther | 273,212 | 0 | 100.000% |
Improves compile times on my i7-12700K:
| Game | Arc B580 | Arc A770 |
---------------------------------------------------
| Assassins Creed: Odyssey | -13.47% | -10.98% |
| Borderlands 3 (DX12) | -10.05% | -11.31% |
| Dark Souls 3 | -21.06% | -21.08% |
| Oblivion Remastered | -11.10% | -9.82% |
| Phasmophobia | -32.73% | -31.00% |
| Red Dead Redemption 2 | -20.10% | -14.38% |
| Total War: Warhammer III | -10.11% | -14.44% |
| Wolfenstein Youngblood | -15.91% | -13.47% |
| Shadow of the Tomb Raider | -30.23% | -25.86% |
It seems to have nearly no effect on compile times on Xe3 unfortunately,
as only 1,014 shaders in fossil-db even fail SIMD32 compilation in the
first place, and we want to let most of the "might succeed" cases
through to the backend for throughput analysis.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36750>
This tries to calculate an underestimate (lower bound) for the register
pressure at various SIMD widths, by counting live values in the NIR
shader. This fundamentally won't be accurate, but it can give us an
idea of whether it's even worth trying a certain SIMD-width compile.
Doing this at the NIR level means we:
- Can use SSA structure rather than fuzzy liveness intervals
- Can avoid the backend scheduler aggressively trying to hide latency,
presenting an overinflated view of the register pressure
- Have divergence information on-hand, making it easier to "scale up"
- Can skip cloning and optimizing NIR for compute shader SIMD widths
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36750>
We were doing a lot of NIR work repeatedly for each SIMD variant of
compute and mesh shaders. Instead, do it once before cloning, and
just do one final optimization loop and out-of-SSA for each.
fossil-db results on Arc B580:
Totals:
Instrs: 233771096 -> 233794024 (+0.01%); split: -0.01%, +0.02%
Subgroup size: 15922768 -> 15922736 (-0.00%); split: +0.00%, -0.00%
Send messages: 12095619 -> 12098234 (+0.02%); split: -0.00%, +0.02%
Loop count: 137562 -> 137523 (-0.03%)
Cycle count: 32600323744 -> 32667411252 (+0.21%); split: -0.06%, +0.27%
Spill count: 540908 -> 542027 (+0.21%); split: -0.07%, +0.28%
Fill count: 700938 -> 698983 (-0.28%); split: -0.73%, +0.45%
Scratch Memory Size: 37266432 -> 37304320 (+0.10%); split: -0.10%, +0.20%
Max live registers: 72691728 -> 72692987 (+0.00%); split: -0.00%, +0.00%
Non SSA regs after NIR: 67690309 -> 67688352 (-0.00%); split: -0.01%, +0.00%
Totals from 3576 (0.45% of 789301) affected shaders:
Instrs: 6932956 -> 6955884 (+0.33%); split: -0.41%, +0.74%
Subgroup size: 88816 -> 88784 (-0.04%); split: +0.09%, -0.13%
Send messages: 329168 -> 331783 (+0.79%); split: -0.02%, +0.81%
Loop count: 8753 -> 8714 (-0.45%)
Cycle count: 15153678820 -> 15220766328 (+0.44%); split: -0.14%, +0.58%
Spill count: 213751 -> 214870 (+0.52%); split: -0.18%, +0.71%
Fill count: 282616 -> 280661 (-0.69%); split: -1.82%, +1.13%
Scratch Memory Size: 13056000 -> 13093888 (+0.29%); split: -0.27%, +0.56%
Max live registers: 834757 -> 836016 (+0.15%); split: -0.11%, +0.26%
Non SSA regs after NIR: 995033 -> 993076 (-0.20%); split: -0.48%, +0.28%
Looking at a few of the shaders with substantial instruction count
increases, it appears that it is largely due to more loops being
unrolled, which is probably actually a good thing.
The compile time impact of this patch appears to be negligable.
However, doing postprocessing before SIMD cloning allows us to
examine the postprocessed SSA-form NIR for improvements in an
upcoming patch.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36750>
brw_postprocess_nir contains a lot of stuff these days. The first part
does a bunch of lowering and cleanup optimizations in SSA form. The
second part does some post-optimization lowering and the out-of-SSA
conversion.
We may want to do additional work before the post-optimization/post-SSA
phase. Splitting this allows us to insert such tasks in the "middle".
For convenience, brw_postprocess_nir() becomes a wrapper which invokes
both parts, so callers can continue working as they did until they have
a reason to do otherwise.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36750>
This allows us to lower known subgroup size cases earlier, giving us
some earlier optimization opportunities. We would need to know the
actual SIMD width to handle certain cases, but we can just pass 0 here,
which will lead to get_subgroup_size returning 0 - the same as leaving
this unset. We can come back to that later during the per-SIMD-width
postprocessing.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36750>
float_controls2 may have marked these as needing to preserve NaN or
other values. If so, our newly contracted ffma needs to as well.
Fixes dEQP-VK.spirv_assembly.instruction.compute.float_controls2.*.input_args.mat_det_testedWithout_NotNan*
when nir_opt_algebraic is run after this pass.
Cc: mesa-stable
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36750>
If the (NIR) destination is a register (i.e., not an SSA value), the
destination of the BRW instruction will not be is_scalar. This occurs in
some shaders in Final Fantasy XVI (and
finalfantasytype0_1.rdc.2826e29da3722a83.1.foz).
If the destination is not is_scalar, revert most of this code to the
state previous to f3593df877. This means
- Allocate a SIMD1 register and UNDEF it.
- Emit a SIMD1 MOV_RELOC_IMM to that register.
- Emit an additional MOV to expand the SIMD1 result.
Closes: #12520
Fixes: f3593df877 ("brw/nir: Treat load_reloc_const_intel as convergent")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37384>
Customers suggested that Xe KMD should change all possible interfaces
visible to users to canonical address, with that we need some changes
to keep the decode of devcoredump working.
A old version of the tool will not be able to decode secondary batch
buffers when parsing a new version of the file but the new version of
this tool will be able to parse both versions of devcoredump file.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37570>
This reduces duplication: we only need to distinguish between Windows
and Unix in one place.
The previous code was inconsistent about using either the `platforms`
option, or the `host_machine`. Following the logic described in
commit 94379377 "lavapipe: build "Windows" check should use the host machine, not the `platforms` option.",
I've assumed that checking the host machine is the more-correct version
and used that.
Signed-off-by: Simon McVittie <smcv@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37576>
This consistently uses `NAME.dll` on Windows, `libNAME.dylib` on Darwin
derivatives such as macOS, and `libNAME.so` on Linux, *BSD and so on.
It's also consistent about using the local variable name `icd_file_name`
for this name in every Vulkan driver, which was already the case in many
but not all drivers.
Some of these drivers probably don't make sense (or don't work) on
Windows and/or macOS, but if this is kept consistent for all drivers,
it should avoid the need for driver-specific commits like
commit 611e9f29e "lavapipe: fix icd generation for windows",
commit 951f3287 "lavapipe: set empty dll prefix",
commit 13e7a39f "lavapipe: fixes for macOS support",
commit 7008e655 "radv: Update JSON generator if Windows" and so on,
each time a driver is found to be relevant on more platforms than
previously believed.
Signed-off-by: Simon McVittie <smcv@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37576>
os_get_option() is a wrapper for getenv() that checks properties in
Android. It should be a no-op for other OS but will allow full use of
env vars in Android.
The environment variable names are automatically renamed by
os_get_option() and the order of precedence thus becomes:
1. getenv (non-Android)
2. debug.mesa.* (Android)
3. vendor.mesa.* (Android)
4. mesa.* (Android, as a fallback for older versions)
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37587>
The debug archive files are regular tar files, so can be
inspected by tar, and also used direct by file managers and editors.
However a few common tasks are worth having already set up in the
repository.
This tool adds convenience to some of those tasks, including
- Print last version of a shader representation;
- Print a `git-log`-like view of the changes of a shader;
- Comparing two shaders, e.g. SIMD8 and SIMD16 shaders in
Intel;
- Comparing two specific versions of any shaders.
See the "manual" inside the commit for more details.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29146>
Instead of dumping multiple files with the optimizer passes, write a single
archive file with all the contents. The actual file is created
by the drivers, so later commits will actually enable the feature in
anv and iris.
This removes the use of INTEL_DEBUG=optimizer (and the corresponding
enum value) in brw. That environment variable is still used by ELK --
which currently doesn't support mda.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29146>