Fixes
dEQP-GLES2.functional.texture.mipmap.cube.basic.linear_nearest
when run with a GLES2 version.
We wire up seamless cube maps for GLES3+ only, working around an obscure
mesa/st limitation. See 6148e3aae7 ("mesa: Fix
ctx->Texture.CubeMapSeamless") for the full context.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20365>
The hash table needs a key pointer with at least the lifetime of the
hash entry, which the key pointer we get does not have (since it is
stack-allocated by agx_build_meta). Copy it into the shader struct
itself and use that for the hash table.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20365>
It seems triangle merging is incompatible with calculating derivatives
along primitive edges correctly. Take the appropriate NIR shader info
flags in the compiler and pass them down as a flag to the driver, so it
can set the disable triangle merging flag (formerly called "lines or
points").
TODO: Is this what macOS does when you set a sample mask there (which
apparently fixes the same bug on the Darwinia Metal backend)? Do we
also need to set this when sample masks are used?
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Fixes Darwinia and dEQP2 projected tests.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20365>
There are a lot of optimizations in opt_algebraic that match ('ine', a,
0), but there are almost none that match i2b. Instead of adding a huge
pile of additional patterns (including variations that include both ine
and i2b), always lower i2b to a != 0.
At this point in the series, it should be impossible for anything to
generate i2b, so there /should not/ be any changes.
The failing test on d3d12 is a pre-existing bug that is triggered by
this change. I talked to Jesse about it, and, after some analysis, he
suggested just adding it to the list of known failures.
v2: Don't rematerialize i2b instructions in dxil_nir_lower_x2b.
v3: Don't rematerialize i2b instructions in zink_nir_algebraic.py.
v4: Fix zink-on-TGL CI failures by calling nir_opt_algebraic after
nir_lower_doubles makes progress. The latter can generate b2i
instructions, but nir_lower_int64 can't handle them (anymore).
v5: Add back most of the hunk at line 2125 of nir_opt_algebraic.py. I
had accidentally removed the f2b(bf2(x)) optimization.
v6: Just eliminate the i2b instruction.
v7: Remove missed i2b32 in midgard_compile.c. Remove (now unused)
emit_alu_i2orf2_b1 function from sfn_instr_alu.cpp. Previously this
function was still used. 🤷
No shader-db changes on any Intel platform.
All Intel platforms had similar results. (Ice Lake shown)
Instructions in all programs: 141165875 -> 141165873 (-0.0%)
Instructions helped: 2
Cycles in all programs: 9098956382 -> 9098956350 (-0.0%)
Cycles helped: 2
The two Vulkan shaders are helped because of the "new" (('b2i32',
('ine', ('ubfe', a, b, 1), 0)), ('ubfe', a, b, 1)) algebraic pattern.
Acked-by: Jesse Natalie <jenatali@microsoft.com> [earlier version]
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Tested-by: Daniel Schürmann <daniel@schuermann.dev> [earlier version]
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15121>
Now we support all the vertex formats! This means we don't hit u_vbuf for format
translation, which helps performance in lots of applications. By doing the
lowering in NIR, the vertex fetch code itself can be optimized by NIR (e.g.
nir_opt_algebraic) which can improve generated code quality.
In my first implementation of this, I had a big switch statement mapping format
enums to interchange formats and post-processing code. This ends up being really
unwieldly, the combinatorics of bit packing + conversion + swizzles is
enormous and for performance we want to support everything (no u_vbuf
fallbacks). To keep the combinatorics in check, we rely on parsing the
util_format_description to separate out the issues of bit packing, conversion,
and swizzling, allowing us to handle bizarro formats like B10G10R10A2_SNORM with
no special casing.
In an effort to support everything in one shot, this handles all the formats
needed for the extensions EXT_vertex_array_bgra, ARB_vertex_type_2_10_10_10_rev,
and ARB_vertex_type_10f_11f_11f_rev.
Passes dEQP-GLES3.functional.vertex_arrays.*
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19996>
Although the metadata is possibly one byte per 8x4 block, the
logical block size for compression/allocation is a 16x16 block,
so align to that. Also align the initial dimensions to that size,
and change the minification to a simple DIV_ROUND_UP.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20031>
The main buffer is twiddled as before, but there's now also an auxiliary
compression buffer that we need to reserve space for.
With compression, the main buffer is aligned less. The macOS logic seems to be
to align to the page size only if the texture is both 3D and mipmapped, *and*
the layer stride is greater than the page size.
That's gated on compression being enabled. Page alignment seems to be needed for
uncompressed twiddled cube maps.
Signed-off-by: Asahi Lina <lina@asahilina.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19999>
Better occupancy, which is especially important when the background shader
does memory access (for reloads). On my 4K monitor, glmark2 -bdesktop fullscreen
from 95fps to 133fps.
At default settings, glmark2 -bterrain from 63fps to 71fps.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19997>
UBSan complains otherwise:
../src/asahi/compiler/agx_pack.c:701:21: runtime error: left shift of 1 by 31 places cannot be represented in type 'int'
../src/asahi/compiler/agx_pack.c:534:18: runtime error: left shift of 8 by 28 places cannot be represented in type 'int'
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19971>
r5 and r6 are always getting lowered. Will prevent a regression with VBO
lowering on a shader which has stride=0 and hence gets the vertex ID read
optimized out with NIR:
dEQP-GLES2.functional.draw.random.50
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19971>
Massive performance gains, some fps before/after numbers from glmark2:
[shading] 1486 -> 2391
[refract] 87 -> 127
[terrain] 32 -> 56
...and it's basically for free with enough copy/paste, so thank you to Boris
Brezillon for an excellent Asahi patch, the LRU cache seems to work great on M1
:-p
There are a few minor changes I made from panfrost, notably adjusting the
constants to account for 16KiB pages and switching from pthread_mutex to
simple_mtx to be less weird in Mesa.
For context on the design, the following commits evolved it in Panfrost and
their commit messages may be useful... The logic in this module is the product
of years of mistakes and correcting course :-)
f06809cdca ("panfrost: Evict the BO cache when allocation fails")
77d0498913 ("panfrost: Fix major flaw in BO cache")
ee82f9f07e ("panfrost: Try to evict unused BOs from the cache")
2225383af8 ("panfrost: Make sure the BO is 'ready' when picked from the cache")
9af4aeaaf7 ("panfrost: Don't return imported/exported BOs to the cache")
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19971>