When both fadd and fmul instructions have at least one operand that is a
constant and it is only used once, the total number of instructions can
be reduced from 3 (1 ffma + 2 load_const) to 2 (1 fmul + 1 fadd); because
the constants will be progagated as immediate operands of fmul and fadd.
This patch detects these situations and prevents fusing fmul+fadd into ffma.
Shader-db results on i965 Haswell:
total instructions in shared programs: 6235835 -> 6225895 (-0.16%)
instructions in affected programs: 1124094 -> 1114154 (-0.88%)
total loops in shared programs: 1979 -> 1979 (0.00%)
helped: 7612
HURT: 843
GAINED: 4
LOST: 0
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Because the next patch will add an optimization that is specific to i965,
we want to move this loweing pass to that driver altogether.
This is safe because i965 is the only consumer.
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
We've assumed that we could lower per-component vector access from
vec[i] = scalar
to
vec = ir_triop_vector_insert(vec, scalar, i)
but with SSBOs (and compute shader SLM and tesselation outputs) this is
no longer valid. If a vector is "externally visible", multiple threads
can write independent components simultaneously. With lowering to
ir_triop_vector_insert, each thread read the entire vector, changes one
component, then writes out the entire vector. This is racy.
Instead of generating a ir_binop_vector_extract when we see v[i], we
generate ir_dereference_array. We then add a lowering pass to lower the
ir_dereference_array to ir_binop_vector_extract for rvalues and for to
vector_insert for lvalues in a separate lowering pass.
The resulting IR is the same as before, but we now have a window between
ast->ir conversion and the lowering pass where v[i] appears in the IR as
an array deref. This lets us run lowering passes that lower the vector
access to I/O (eg for SSBO load/store) before we lower the per-component
access to full vector writes.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
All GLSL IR consumers run this lowering pass so we can move it to the
linker. This moves the pass up quite a bit, but that's the point: it
needs to run before we throw away information about per-component vector
access.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
We always pass in shader->ir and we already pass in the shader, so just
drop the exec_list. Most passes either take just a exec_list or a
shader, so this seems more consistent.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
There is a bug in some versions of the i915 kernel driver where it will
return immediately if the timeout is negative (it's supposed to wait
indefinitely). We've worked around this in mesa for a few months but never
implemented the work-around in the Vulkan driver.
I rediscovered this bug again while working on Ivy Bridge becasuse the
drive in my Ivy Bridge currently has Fedora 21 installed which has one of
the offending kernels.
Its only user now returns a nir_ssa_def *, and we'll need this since the
builder returns a nir_ssa_def *.
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
A long time ago, before NIR was even merged to master, glsl_to_nir used
registers and these sources were actually register sources. But nowadays
everything in glsl_to_nir is an SSA value, so stop pretending that by
evaluating an rvalue we can get an arbitrary nir_src. Most importantly,
we need this since the builder takes nir_ssa_def * sources directly.
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Ideally we should have a _mesa_cleanup_buffer_object function in
src/mesa/bufferobj.c so that the destruction logic resided in a single
place.
Reviewed-by: Brian Paul <brianp@vmware.com>
These tessellation shader related fields need plumbing through NIR.
v2: Use uint32_t instead of uint64_t to match the source type of
GLbitfield (caught by Iago Toral).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Since X has undefined contents in new pixmaps, it will allocate new
textures for an FBO and draw to them without an explicit clear. For
VC4, it's much faster to emit a clear than the load of the actual
undefined memory contents, so just do that instead.
I'm not sure what the caller does is appropriate (just have a NULL sampler
at this slot), but it fixes the immediate crash.
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
I was afraid our callers weren't prepared for this, but it looks like
at least for resource creation, mesa/st throws an error appropriately.
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
Shared variables are stored in a common pool accessible by all threads
in a compute shader local work group.
These variables are similar to OpenCL's local/__local variables.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
v2:
* Move shared parsing under storage qualifiers (tarceri)
* Fail to compile if shared is used in non-compute shader (tarceri)
* Use separate shared_storage bit for shared variables (tarceri)
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Qualifiers on member variables are redundent all we need to do
if check if it matches the stream associated with the block and
throw an error if its not.
Reviewed-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Cc: Emil Velikov <emil.l.velikov@gmail.com>
Alignment units, i and j, match the compressed format block
width and height respectively.
v2: Don't assert against HALIGN* and VALIGN* enums (Chad)
Reviewed-by: Chad Versace <chad.versace@intel.com>
A non-compressed texture is a 1x1x1 block. Compressed
textures could have values which vary in different
dimensions WxHxD.
Reviewed-by: Chad Versace <chad.versace@intel.com>
cpp (chars-per-pixel) is an integer that fails to give useful data
about most compressed formats. Instead, rename it to "bs" which
stands for block size (in bytes).
v2: Rename vk_format_for_bs to vk_format_for_size (Chad)
Use "block size" instead of "bs" in error message (Chad)
Reviewed-by: Chad Versace <chad.versace@intel.com>
The stw_st_framebuffer_present_locked() function was getting called
twice per SwapBuffers. First, when st_context_iface::flush() was
called from DrvSwapBuffers() because the ST_FLUSH_FRONT flag was
given. Second, by stw_st_swap_framebuffer_locked() which does the
actual SwapBuffers.
Two code changes:
1. Pass ST_FLUSH_END_OF_FRAME, instead of ST_FLUSH_FRONT.
2. Move the implementation of stw_flush_current_locked() into
DrvSwapBuffers() since it's not called anywhere else.
Not much change in perf for benchmarks like Lightsmark, but some simple
Mesa demos are measurably faster.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
And put 8-bit/channel formats before 5/6/5 formats.
The ChoosePixelFormat() function seems to be finicky about format
selection. Putting the MSAA formats after the non-MSAA formats
means most apps get a low-numbered format. Now we generally get
the same pixel format regardless of whether using vgpu9 or 10.
VMware bug 1455030
Reviewed-by: José Fonseca <jfonseca@vmware.com>
This will allow dec/enc/transcode without X
v2: use env override even with X,
use loader_open_device instead of open
v3: clean up
Signed-off-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>