mir_estimate_pressure often underestimates the register pressure,
letting too many registers be used for uniforms, causing RA to fail.
Mitigate this by demoting some uniforms back to explicit loads to free
up work registers if register allocation fails.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7616>
We now have NIR opt_large_constants support in place, so we can flip the
switch and get better optimization before lowering to a constant buffer,
but also avoid having constant data mixed in with the shader's uniforms,
which should lower CPU overhead on affected shaders.
Only a few shaders are affected (<.01% impact across shader-db), but for
those the impact is pretty big:
instructions in affected programs: 748 -> 639 (-14.57%)
nops in affected programs: 364 -> 284 (-21.98%)
non-nops in affected programs: 384 -> 355 (-7.55%)
mov in affected programs: 47 -> 27 (-42.55%)
cov in affected programs: 9 -> 6 (-33.33%)
dwords in affected programs: 932 -> 836 (-10.30%)
full in affected programs: 13 -> 14 (7.69%)
constlen in affected programs: 140 -> 64 (-54.29%)
(ss) in affected programs: 14 -> 15 (7.14%)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5810>
Right now if the shader indirects on some large constant array, we see NIR
load_consts (usually from the const file) of its contents into general
registers, then indirection on the GPRs. This often results in register
allocation failures, as it's easy to go beyond the ~256 dwords of
registers per invocation.
By moving the large constants to a UBO, we can load an arbitrary number of
them. They also can be theoretically moved to the constant reg file (~2k
dwords), though you're unlikely to hit this path without an indirect load
on your large constant, and we don't yet let UBO indirect loads get moved
to constant regs.
This possibly won't work out right if we have 16-bit load_constants, but
without other MRs in flight we won't see 16-bit temps to be lowered to
this.
This allows 2 kerbal-space-program shaders to compile that previously
would fail, and fixes the new dEQP-VK and -GLES2 tests I wrote that
dynamically index a 40-element temporary array of float/vec2/vec3/vec4
with constant element initializers.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2789
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5810>
If you're loading a 32b word from the const file and doing a cov.u32u16
split to two 16bit values, we can't turn that into a reference of a 16-bit
float value directly from the constbuf, because the
CONSTANT_DEMOTION_ENABLE results in a f2f16 operation on the 32-bit value
that we didn't want.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5810>
cffdump looks at the following 4 instructions to decide if the shader has
*really* ended, so if we pack data after that (such as turnip's next
stage's shader), it might decode instructions that aren't really part of
the shader.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5810>
It's supposed to be ralloced -- there's not even a shader variant destroy
function for freeing, just ralloc_free() on the ir3_shader_variant or the
parent ir3_shader when you're done!
Fixes: f97acb4bb4 ("freedreno/ir3: disk-cache support")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5810>
Missing a copy of the pipe_sampler_state into the etna_sampler_state object
lead to the texture_use_int_filter() to always see a max_anisotropy of 0, so
the INT filter wasn't disabled when necessary. Also state emission should
never change the state objects, as this might also lead to stale information
being kept around the in the state object.
Fixes: 89a41dae77 (etnaviv: do not use int filter when
anisotropic filtering is used)
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7638>
Screen is shared among contexts, other context might be already using
vtbl while another initializes it again.
==45872== Possible data race during write of size 8 at 0x5DDAE78 by thread #549
==45872== Locks held: 1, at address 0x5D1B6F8
==45872== at 0x6D66D91: gen9_init_state (iris_state.c:7816)
==45872== by 0x6BA0A31: iris_create_context (iris_context.c:342)
==45872== by 0x621F390: st_api_create_context (st_manager.c:917)
==45872== by 0x620E6F9: dri_create_context (dri_context.c:163)
==45872== by 0x6A40DB1: driCreateContextAttribs (dri_util.c:480)
==45872== by 0x540B963: dri2_create_context (egl_dri2.c:1583)
==45872== by 0x53FB84E: eglCreateContext (eglapi.c:821)
==45872==
==45872== This conflicts with a previous read of size 8 by thread #544
==45872== Locks held: 1, at address 0x5F6E0E0
==45872== at 0x6CB779E: blorp_alloc_binding_table (iris_blorp.c:167)
==45872== by 0x6CAEF70: blorp_emit_surface_states (blorp_genX_exec.h:1540)
==45872== by 0x6CB67F9: blorp_exec (blorp_genX_exec.h:2016)
==45872== by 0x6CB7AFE: iris_blorp_exec (iris_blorp.c:307)
==45872== by 0x70F5916: try_blorp_blit (blorp_blit.c:2145)
==45872== by 0x70F5FCA: do_blorp_blit (blorp_blit.c:2273)
==45872== by 0x70F778F: blorp_copy (blorp_blit.c:2803)
==45872== by 0x6BB9EB6: iris_copy_region (iris_blit.c:725)
v2: move as genX(init_screen_state) (Lionel)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7544>
All other functions calling _eglLookupImage hold the display lock.
==16659== Possible data race during write of size 8 at 0x5D1BCF0 by thread #2668
==16659== Locks held: 1, at address 0x5D1B6F8
==16659== at 0x5405DDF: _eglLinkResource (egldisplay.c:454)
==16659== by 0x53F9189: _eglLinkImage (eglimage.h:138)
==16659== by 0x53FE2CA: _eglCreateImageCommon (eglapi.c:1740)
==16659== by 0x53FE39A: eglCreateImageKHR (eglapi.c:1751)
==16659==
==16659== This conflicts with a previous read of size 8 by thread #2664
==16659== Locks held: 1, at address 0x5308D00
==16659== at 0x5405C06: _eglCheckResource (egldisplay.c:387)
==16659== by 0x5408C92: _eglLookupImage (eglimage.h:162)
==16659== by 0x5409E96: dri2_lookup_egl_image (egl_dri2.c:688)
==16659== by 0x6210AAF: dri2_lookup_egl_image (dri_helpers.c:250)
==16659== by 0x6212843: dri_get_egl_image (dri_screen.c:470)
==16659== by 0x625F7CC: st_get_egl_image (st_cb_eglimage.c:152)
==16659== by 0x625FE7D: st_egl_image_target_texture_2d (st_cb_eglimage.c:354)
==16659== by 0x6501C05: egl_image_target_texture (teximage.c:3446)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7544>
In applications using clip planes, set_clip_state is expected to be
implemented in the backend. If it is not defined, it may cause the
application to segfault.
glClipPlane it is not part of GLES 2, so it is not trivial to reverse
engineer if something needs to be done in lima.
Other drivers just define a placeholder implementation for
set_clip_state, so for now let's just define one for lima too.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7088>
By default we are using 32bit output type for texture operations,
16bit for shadow.
With this commit we also use the precision info from the sampler (that
is assigned if SPIR-V uses RelaxedPrecision decorator), in order to
use 16bit.
This is a first step as only take into account the precision of the
deref_vars used on the texture operation.
But the decoration can be also applied to other cases, like the result
of the operation. That means that there are ways to infer that the
texture operation can operate at relaxed precision. Those cases would
be handled on following patches.
v2:
* Add directly the return_size on the descriptor_map, instead of
shadow/relaxed_precision.
* Check relaxed precision for images too (Iago)
* Handle the return size for the default sampler
v3:
* Handle different output size for the case of not having a sampler.
* Comment fixes (Iago)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545>
Now that the v3d compiler has support for separated texture and
sampler indices, we can stop to combine them. Again, that's what
Vulkan allows after all.
As we are doing this we can't use anymore the texture format (coming
from the texture) to chose the return size (that is a sampling
parameter). We default for 32, and just go to 16 for shadow. We plan
to use SPIR-V RelaxedPrecision to use in more cases 16 bit. We would
do that on following patches.
v2 (from Iago feedback):
* Fix typos/bad grammar on comments.
* Move tex/sampler number assert to before the loop that fills
tex/sampler info.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545>
So far the v3d compiler has them combined, as for OpenGL both are the
same. This change is intended to fit the v3d compiler better with
Vulkan, where they are separate concepts.
Note that NIR has them separate for a long time, both on nir_variable
and on some NIR lowerings.
v2: (from Iago feedback)
* Use key->num_tex/sampler_used to iterate through the array
* Fill up num_samplers_used on v3d, assert that is the same that
num_tex_used if possible.
v3: (Iago)
* Assert num_tex/samplers_used is smaller that tex/sampler array size.
v4: Update assert mentioned on v3 to use <= instead of < (detected by CI)
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
squash! broadcom/compiler: separate texture/sampler info from v3d_key
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545>