Found by inspection. This doesn't help much now but we'll see this
pattern with images if you load UNORM and then store UNORM.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15166916 -> 15166910 (<.01%)
instructions in affected programs: 761 -> 755 (-0.79%)
helped: 6
HURT: 0
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This adds the "(a << N) >> M" family of mask or sign-extensions. Not a
huge win right now but this pattern will soon be generated by NIR format
lowering code.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15166918 -> 15166916 (<.01%)
instructions in affected programs: 36 -> 34 (-5.56%)
helped: 2
HURT: 0
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
If it's not the right bit-size, it may not actually be the correct
extraction. For now, we'll only worry about 32-bit versions.
Fixes: 905ff86198 "nir: Recognize open-coded extract_u16"
Fixes: 76289fbfa8 "nir: Recognize open-coded extract_u8"
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This adds support for unrolling the classic
do {
// ...
} while (false)
that is used to wrap multi-line macros. GLSL IR also wraps switch
statements in a loop like this.
shader-db results IVB:
total loops in shared programs: 2515 -> 2512 (-0.12%)
loops in affected programs: 33 -> 30 (-9.09%)
helped: 3
HURT: 0
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Now that SSA values can be derefs and they have special rules, we have
to be a bit more careful about our LCSSA phis. In particular, we need
to clean up in case LCSSA ended up creating a phi node for a deref.
This avoids validation issues with some CTS tests with the following
patch, but its possible this we could also see the same problem with
the existing unrolling passes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
In order to be sure loop_terminator_list is an accurate
representation of all the jumps in the loop we need to be sure we
didn't encounter any other complex behaviour such as continues,
nested breaks, etc during analysis.
This will be used in the following patch.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This will help later patches with unrolling loops that end with a
break i.e. loops the always exit on their first interation.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This extension provides new GLSL built-in function
beginFragmentShaderOrderingIntel() that guarantees
(taking wording of GL_INTEL_fragment_shader_ordering
extension) that any memory transactions issued by
shader invocations from previous primitives mapped to
same xy window coordinates (and same sample when
per-sample shading is active), complete and are visible
to the shader invocation that called
beginFragmentShaderOrderingINTEL().
One advantage of INTEL_fragment_shader_ordering over
ARB_fragment_shader_interlock is that it provides a
function that operates as a memory barrie (instead
of a defining a critcial section) that can be called
under arbitary control flow from any function (in
contrast the begin/end of ARB_fragment_shader_interlock
may only be called once, from main(), under no control
flow.
Signed-off-by: Kevin Rogovin <kevin.rogovin@intel.com>
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
>From Section 4.3.4 (Inputs) of the GLSL 1.50 spec:
"Only the input variables that are actually read need to be written
by the previous stage; it is allowed to have superfluous
declarations of input variables."
Fixes:
* interstage-multiple-shader-objects.shader_test
v2:
Update comment in ir.h since the usage of "used" field
has been extended.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101247
Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This reverts commit ae7898dfdb.
Turns out the python scripts are _not_ fully python 3 compatible.
As Ilia reported using get_xmlpool.py with LANG=C produces some weird
output - see the link for details.
Even though the issue was spotted with the autoconf build, it exposes a
genuine problem with the script (and lack of lang handling of the meson
build.)
https://lists.freedesktop.org/archives/mesa-dev/2018-August/203508.html
because the closed driver exposes it.
It's equivalent to ARB_gpu_shader_int64.
In this patch, I did everything the same as we do for ARB_gpu_shader_int64.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This peephole optimization looks for a series of load/store_deref or
copy_deref instructions that copy an array from one variable to another
and turns it into a copy_deref that copies the entire array. The
pattern it looks for is extremely specific but it's good enough to pick
up on the input array copies in DXVK and should also be able to pick up
the sequence generated by spirv_to_nir for a OpLoad of a large composite
followed by OpStore. It can always be improved later if needed.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This pass looks for variables with vector or array-of-vector types and
narrows the type to only the components used.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This pass looks for array variables where at least one level of the
array is never indirected and splits it into multiple smaller variables.
This pass doesn't really do much now because nir_lower_vars_to_ssa can
already see through arrays of arrays and can detect indirects on just
one level or even see that arr[i][0][5] does not alias arr[i][1][j].
This pass exists to help other passes more easily see through arrays of
arrays. If a back-end does implement arrays using scratch or indirects
on registers, having more smaller arrays is likely to have better memory
efficiency.
v2 (Jason Ekstrand):
- Better comments and naming (some from Caio)
- Rework to use one hash map instead of two
v2.1 (Jason Ekstrand):
- Fix a couple of bugs that were added in the rework including one
which basically prevented it from running
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This pass doesn't really do much now because nir_lower_vars_to_ssa can
already see through structures and considers them to be "split". This
pass exists to help other passes more easily see through structure
variables. If a back-end does implement arrays using scratch or
indirects on registers, having more smaller arrays is likely to have
better memory efficiency.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Pretty much all of the scripts are python2+3 compatible.
Check and allow using python3, while adjusting the PYTHON2 refs.
Note:
- python3.4 is used as it's the earliest supported version
- python3 chosen prior to python2
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
Just like the rest of the tree - these should be run either as part of
the build system check target, or at the very least with an explicitly
versioned python executable.
Fixes: db8cd8e367 ("glcpp/tests: Convert shell scripts to a python script")
Fixes: 97c28cb082 ("glsl/tests: Convert optimization-test.sh to pure python")
Fixes: 3b52d29227 ("glsl/tests: reimplement warnings-test in python")
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Since there's no particular reason for the index to be 0, choose an
index that is not used by other block. This is convenient when we
store "per-block" data in an array AND look for the successors
data (e.g. any kind of backwards data-flow analysis).
v2: Add a note about end_block's index. (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Deref paths may share the same deref instructions in their chains,
e.g.
ssa_100 = deref_var A
ssa_101 = deref_struct "array_field" of ssa_100
ssa_102 = deref_array "[1]" of ssa_101
ssa_103 = deref_struct "field_a" of ssa_102
ssa_104 = deref_struct "field_a" of ssa_103
when comparing the two last deref instructions, their paths will share
a common sequence ssa_100, ssa_101, ssa_102. This patch skips to next
iteration if the deref instructions are the same. Path[0] (the var)
is still handled specially, so in the case above, only ssa_101 and
ssa_102 will be skipped.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We are testing the behaviour of a tool, for different input files, each
one using a different newline sequence. ('\n' on UNIX, '\r\n' on
Windows, …)
Unfortunately, when opening a file in text mode, Python 3 will by
default enable the "universal newlines" mode, which means it replaces
all the known newline sequences by '\n'.
This (usually useful) behaviour breaks the tests, which are specifically
trying to handle files with newline sequences different from '\n'.
Disabling the universal newlines mode fixes the tests.
However, to keep the script compatible with both Python 2 and 3, we must
use the io.open() function instead of the open() builtin, as the latter
only knows about the `newline` argument on Python 3.
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Python 3 does not automatically convert from bytes to unicode strings
like Python 2 used to do.
This commit makes sure we pass unicode strings to difflib.unified_diff,
so that the script works on both Python 2 and 3.
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
v2: - explicitly decode the output of subprocesses
- handle bytes and string types consistently rather than relying on
python 2's coercion for bytes and ignoring them in python 3
v3: - explicitly set encode as well as decode
- python 2.7 and 3.x `bytes` instead of defining an alias
Reviewed-by: Mathieu Bridon <bochecha@daitauha.fr>
The main purpose for having NV_fragment_shader_interlock
extension is because that extension is also for GLES31 while
the ARB extension is for GL only.
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
Only used, when asserts are enabled.
Fixes an unused-variable warning with gcc-8:
../../../src/compiler/nir/nir_opt_if.c: In function 'opt_peel_loop_initial_if':
../../../src/compiler/nir/nir_opt_if.c:109:15: warning: unused variable 'prev_block' [-Wunused-variable]
nir_block *prev_block =
^~~~~~~~~~
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The innermost check was added to stop us from unrolling multiple
loops in a single pass, and to stop outer loops from unrolling.
When we successfully unroll a loop we need to run the analysis
pass again before deciding if we want to go ahead an unroll a
second loop.
However the logic was flawed because it never tried to unroll any
nested loops other than the first innermost loop it found.
If this innermost loop is not unrolled we end up skipping all
other nested loops.
This unrolls a loop in a Deus Ex: MD shader on ultra settings and
also unrolls a loop in a shader from the game Prey when running
on DXVK.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Used internally in freedreno/ir3 for the vec2 value that hw passes to
shader to use as coordinate for bary.f (varying fetch) instruction.
This is not the same as SYSTEM_VALUE_FRAG_COORD.
Signed-off-by: Rob Clark <robdclark@gmail.com>
After commit "nir: Use derefs in nir_lower_samplers"
(75286c2d08) assumes one deref for both
the texture and the sampler. However there are cases (on OpenGL, using
ARB_gl_spirv) where SPIR-V is not providing a sampler, like for
texture query levels ops. Although we could make spirv_to_nir to
provide a sampler deref for those cases, it is not really needed, and
wrong from the Vulkan point of view.
This patch fixes the following (borrowed) tests run on SPIR-V mode:
arb_compute_shader/execution/basic-texelFetch.shader_test
arb_gpu_shader5/execution/sampler_array_indexing/fs-simple-texture-size.shader_test
arb_texture_query_levels/execution/fs-baselevel.shader_test
arb_texture_query_levels/execution/fs-maxlevel.shader_test
arb_texture_query_levels/execution/fs-miptree.shader_test
arb_texture_query_levels/execution/fs-nomips.shader_test
arb_texture_query_levels/execution/vs-baselevel.shader_test
arb_texture_query_levels/execution/vs-maxlevel.shader_test
arb_texture_query_levels/execution/vs-miptree.shader_test
arb_texture_query_levels/execution/vs-nomips.shader_test
glsl-1.30/execution/fs-textureSize-compare.shader_test
v2: merge lower_tex_src_to_offset and calc_sampler_offsets together,
update texture/sampler index and texture_array_size directly on
lower_tex_src_to_offset (Jason)
v3: clarify one comment (Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
So they are not exposed through the introspection API.
It is worth to note that the number of hidden uniforms of GLSL linking
vs SPIR-V linking would be somewhat different due the differen order
of the nir lowerings/optimizations.
For example: gl_FbWposYTransform. This is introduced as part of
nir_lower_wpos_ytransform. On GLSL that is executed after the IR-based
linking. So that means that on GLSL the UniformStorage will not
include this uniform. With the SPIR-V linking, that uniform is already
present, but marked as hidden. So it will be included on the
UniformStorage, but as hidden.
One alternative would create a special how_declared for that case, but
seemed an overkill. Using hidden should be ok as far as it is used
properly.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Equivalent to the already existing how_declared at GLSL IR. The only
difference is that we are not adding all the declaration_type
available on GLSL, only the one that we will use on the short term. We
would add more mode if needed on the future.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
GLSL has gl_VertexID which is supposed to be non-zero-based.
SPIR-V has both VertexIndex and VertexId builtins whose meanings are
defined by the APIs.
Vulkan defines VertexIndex as being non-zero-based. In Vulkan VertexId
and InstanceId have no meaning and are pretty much just reserved for
OpenGL at this point.
GL_ARB_spirv removes VertexIndex and defines VertexId to be the same
as gl_VertexId (which is also non-zero-based).
Previously in Mesa it was treating VertexIndex as non-zero-based and
VertexId as zero-based, so it was breaking for GL. This behaviour was
apparently based on Khronos bug 14255. However that bug doesn’t seem
to have made a final decision for VertexId.
Assuming there really is no other definition for VertexId for Vulkan
it seems better to just make them both have the same value.
v2: update comment and commit descriptions, based on Jason Ekstrand
explanation of the meaning/rationale behind all those builtins
(Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>