If two instructions in a single bundle both write to a spilt
destination, then we need to reuse the fill and spill instructions,
otherwise the value will be overwritten.
This and the rest of this set of Midgard bug fixes were found from a
vertex shader in Firefox WebRender that is used when a video is
clipped, for example by setting the border-radius CSS property.
CC: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16382>
Check the bytemask against 0xFFFF rather than 0xF so that the fill is
skipped for a .xyzw write rather than a .x write.
Set the mask on the store to 0xF when doing a read so that all
components are written back.
Fixes: 31d26ebf1b ("pan/mdg: Fill from TLS before spilling non-SSA nodes")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16382>
If a value is written in a vector CSEL but then written again by other
instructions, it still needs full alignment, so set min_alignment
using MAX2 to avoid ever reducing it.
Fixes: 1798f6bfc3 ("pan/midgard: Fix masks/alignment for 64-bit loads")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16382>
Required to avoid tiler heap out-of-memory condition on Valhall on tests
including:
dEQP-GLES31.functional.draw_indirect.compute_interop.large.drawelements_combined_grid_1200x1200_drawcount_8
This test passes on Bifrost without the fix because varyings are only allocated
from the tiler heap on Valhall.
Minimal perf or memory usage impacted is expected, as even old versions of
panfrost.ko support growable memory.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16330>
For some days, the CI was bypassing LAVA and bare-metal jobs due to an
issue in the init-stage2.sh script. After the fix the neverball trace on
panfrost-t860 is producing a different image, due to a bugfix in
Mesa itself driver. This commit updates the neverball trace on that
device.
Signed-off-by: Guilherme Gallo <guilherme.gallo@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16325>
Valhall introduces hardware-allocated varyings. Instead of allocating varying
descriptors on the CPU with a slot based interface, the driver just tells the
hardware how many bytes to allocate per vertex and loads/stores with byte
offsets. This is much nicer!
However, this requires us to rework our linking code to account for separable
shaders. With separable shaders, we can't rely on driver_location matching
between stages, and unlike on Midgard, we can't resolve the differences with
curated command stream descriptors. However, we *can* rely on slots matching. So
we should "just" determine the byte offsets based on the slot, and then
separable shaders work.
For GLES, it really is that easy.
For desktop GL, it's not -- desktop GL brings unpredictable extra varyings like
COL1 and TEX2. Allocating space for all of these unconditionally would hamper
performance. To cope, we key fragment shaders to the set of non-GLES varyings
written by the linked vertex shader. Then we may define an efficient ABI, where
only apps only pay for what they use.
Fixes various tests in dEQP-GLES31.functional.separate_shader.random.* on
Valhall.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16310>
Packed TLS has cache-locality benefits on Valhall, compared to Bifrost's flat
TLS. Valhall does support flat TLS, but requires extra arithmetic in the shader
for correct results. At least until we get to generic pointers (and maybe even
then), we can use packed TLS. So just use packed TLS always for proper spilling.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16314>
The set of blend shaders is closed. They are completely internal. As such, we
know that the registers we reserve for them suffice, and we don't permit
register spilling. Refusing to support spilling in blend shaders simplifies a
number of parts of the compiler. Add a check that we don't try to spill anyway,
which will silently fail.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16314>
BIFROST_MESA_DEBUG=spill now restricts the register file to 1/4 its usual size,
useful for testing register spilling (e.g. running CTS) as well as debugging
spilling on small shaders.
Note blend shaders are exempt, as we don't allow blend shaders to spill.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16314>
This is deterministic, unlike a set. Note we need the extra dereferencing to
keep the macro safe, simple, and standards compliant:
1. Nesting two for-loops would cause break/continue to fail.
2. Declaring variables outside the loop would pollute the namespace.
3. Declaring an anonymous struct is not conformant and doesn't compile in clang.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16279>