Re: [Mesa-dev] Status of radeonsi NIR

2018-04-04 Thread Benedikt Schemmer
RX460 4GB

Am 04.04.2018 um 15:59 schrieb Timothy Arceri:
> On 04/04/18 22:53, Benedikt Schemmer wrote:
>> Hi Timothy,
>>
>> another game that is behaving strangly is Metro 2033 Redux, also crashes
>> earlier with apitrace attached. This time TGSI and NIR crash at about
>> the same time (press any key to continue screen)
>> Without apitrace TGSI works fine, NIR crashes like above.
> 
> Strange. This game works fine for me on NIR, what card did you say you
> were testing on?
> 
>>
>> ==> metronir <==
>> 2059446 glDisableVertexAttribArray(index = 8)
>> 2059447 glDisableVertexAttribArray(index = 9)
>> 2059448 glDisableVertexAttribArray(index = 10)
>> 2059449 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer
>> = 3)
>> 2059450 glBufferData(target = GL_UNIFORM_BUFFER, size = 352, data =
>> blob(352), usage = GL_DYNAMIC_DRAW)
>> 2059451 glDrawElementsBaseVertex(mode = GL_TRIANGLES, count = 720, type
>> = GL_UNSIGNED_SHORT, indices = 0x176a6, basevertex = 15823)
>> 2059452 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer
>> = 3)
>> 2059453 glBufferData(target = GL_UNIFORM_BUFFER, size = 352, data =
>> blob(352), usage = GL_DYNAMIC_DRAW)
>> 2059454 glDrawElementsBaseVertex(mode = GL_TRIANGLES, count = 711, type
>> = GL_UNSIGNED_SHORT, indices = 0x17c46, basevertex = 16303)
>> 2059455 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer
>> = 3)
>>
>> ==> metrotgsi <==
>> 1744537 glEnableVertexAttribArray(index = 4)
>> 1744538 glVertexAttribIPointer(index = 4, size = 4, type = GL_SHORT,
>> stride = 32, pointer = 0x18)
>> 1744539 glVertexAttribDivisor(index = 4, divisor = 0)
>> 1744540 glDisableVertexAttribArray(index = 5)
>> 1744541 glDisableVertexAttribArray(index = 6)
>> 1744542 glDisableVertexAttribArray(index = 7)
>> 1744543 glDisableVertexAttribArray(index = 8)
>> 1744544 glDisableVertexAttribArray(index = 9)
>> 1744545 glDisableVertexAttribArray(index = 10)
>> 1744546 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer
>> = 3)
>>
>> ==> metrotgsi2 <==
>> 2141178 glVertexAttribDivisor(index = 1, divisor = 0)
>> 2141179 glEnableVertexAttribArray(index = 2)
>> 2141180 glVertexAttribPointer(index = 2, size = 4, type =
>> GL_UNSIGNED_BYTE, normalized = GL_TRUE, stride = 32, pointer = 0x10)
>> 2141181 glVertexAttribDivisor(index = 2, divisor = 0)
>> 2141182 glEnableVertexAttribArray(index = 3)
>> 2141183 glVertexAttribPointer(index = 3, size = 4, type =
>> GL_UNSIGNED_BYTE, normalized = GL_TRUE, stride = 32, pointer = 0x14)
>> 2141184 glVertexAttribDivisor(index = 3, divisor = 0)
>> 2141185 glEnableVertexAttribArray(index = 4)
>> 2141186 glVertexAttribIPointer(index = 4, size = 4, type = GL_SHORT,
>> stride = 32, pointer = 0x18)
>> 2141187 glVertexAttribDivisor(index = 4, divisor = 0) // incomplete
>>
>>
>> Am 04.04.2018 um 14:06 schrieb Timothy Arceri:
>>> On 04/04/18 21:51, Benedikt Schemmer wrote:
 Hi Timothy,

 thanks for looking into this.

 Dead Island still crashes for me with NIR.
>>>
>>> Just to make sure, are you building a 32bit version of Mesa? If not you
>>> might be running your system Mesa. If you are definitely building Mesa
>>> 32bit then I'll take a closer look tomorrow.
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Re: [Mesa-dev] Status of radeonsi NIR

2018-04-04 Thread Timothy Arceri

On 04/04/18 22:53, Benedikt Schemmer wrote:

Hi Timothy,

another game that is behaving strangly is Metro 2033 Redux, also crashes
earlier with apitrace attached. This time TGSI and NIR crash at about
the same time (press any key to continue screen)
Without apitrace TGSI works fine, NIR crashes like above.


Strange. This game works fine for me on NIR, what card did you say you 
were testing on?




==> metronir <==
2059446 glDisableVertexAttribArray(index = 8)
2059447 glDisableVertexAttribArray(index = 9)
2059448 glDisableVertexAttribArray(index = 10)
2059449 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)
2059450 glBufferData(target = GL_UNIFORM_BUFFER, size = 352, data =
blob(352), usage = GL_DYNAMIC_DRAW)
2059451 glDrawElementsBaseVertex(mode = GL_TRIANGLES, count = 720, type
= GL_UNSIGNED_SHORT, indices = 0x176a6, basevertex = 15823)
2059452 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)
2059453 glBufferData(target = GL_UNIFORM_BUFFER, size = 352, data =
blob(352), usage = GL_DYNAMIC_DRAW)
2059454 glDrawElementsBaseVertex(mode = GL_TRIANGLES, count = 711, type
= GL_UNSIGNED_SHORT, indices = 0x17c46, basevertex = 16303)
2059455 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)

==> metrotgsi <==
1744537 glEnableVertexAttribArray(index = 4)
1744538 glVertexAttribIPointer(index = 4, size = 4, type = GL_SHORT,
stride = 32, pointer = 0x18)
1744539 glVertexAttribDivisor(index = 4, divisor = 0)
1744540 glDisableVertexAttribArray(index = 5)
1744541 glDisableVertexAttribArray(index = 6)
1744542 glDisableVertexAttribArray(index = 7)
1744543 glDisableVertexAttribArray(index = 8)
1744544 glDisableVertexAttribArray(index = 9)
1744545 glDisableVertexAttribArray(index = 10)
1744546 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)

==> metrotgsi2 <==
2141178 glVertexAttribDivisor(index = 1, divisor = 0)
2141179 glEnableVertexAttribArray(index = 2)
2141180 glVertexAttribPointer(index = 2, size = 4, type =
GL_UNSIGNED_BYTE, normalized = GL_TRUE, stride = 32, pointer = 0x10)
2141181 glVertexAttribDivisor(index = 2, divisor = 0)
2141182 glEnableVertexAttribArray(index = 3)
2141183 glVertexAttribPointer(index = 3, size = 4, type =
GL_UNSIGNED_BYTE, normalized = GL_TRUE, stride = 32, pointer = 0x14)
2141184 glVertexAttribDivisor(index = 3, divisor = 0)
2141185 glEnableVertexAttribArray(index = 4)
2141186 glVertexAttribIPointer(index = 4, size = 4, type = GL_SHORT,
stride = 32, pointer = 0x18)
2141187 glVertexAttribDivisor(index = 4, divisor = 0) // incomplete


Am 04.04.2018 um 14:06 schrieb Timothy Arceri:

On 04/04/18 21:51, Benedikt Schemmer wrote:

Hi Timothy,

thanks for looking into this.

Dead Island still crashes for me with NIR.


Just to make sure, are you building a 32bit version of Mesa? If not you
might be running your system Mesa. If you are definitely building Mesa
32bit then I'll take a closer look tomorrow.

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Re: [Mesa-dev] Status of radeonsi NIR

2018-04-04 Thread Benedikt Schemmer
Just for baseline:
I have no problem running and creating apitraces from
Bioshock Infinite or TombRaider, I think both 32-bit
CAT Interstellar which is 64-bit

using this command
R600_DEBUG=nir apitrace trace --output=/home/nano/bio2 %command%

and building either the 64 or 32 bit version of apitrace

Am 04.04.2018 um 14:06 schrieb Timothy Arceri:
> On 04/04/18 21:51, Benedikt Schemmer wrote:
>> Hi Timothy,
>>
>> thanks for looking into this.
>>
>> Dead Island still crashes for me with NIR.
> 
> Just to make sure, are you building a 32bit version of Mesa? If not you
> might be running your system Mesa. If you are definitely building Mesa
> 32bit then I'll take a closer look tomorrow.
R600_DEBUG=nir apitrace trace --output=/home/nano/bio2 %command%
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Re: [Mesa-dev] Status of radeonsi NIR

2018-04-04 Thread Benedikt Schemmer
Hi Timothy,

another game that is behaving strangly is Metro 2033 Redux, also crashes
earlier with apitrace attached. This time TGSI and NIR crash at about
the same time (press any key to continue screen)
Without apitrace TGSI works fine, NIR crashes like above.

==> metronir <==
2059446 glDisableVertexAttribArray(index = 8)
2059447 glDisableVertexAttribArray(index = 9)
2059448 glDisableVertexAttribArray(index = 10)
2059449 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)
2059450 glBufferData(target = GL_UNIFORM_BUFFER, size = 352, data =
blob(352), usage = GL_DYNAMIC_DRAW)
2059451 glDrawElementsBaseVertex(mode = GL_TRIANGLES, count = 720, type
= GL_UNSIGNED_SHORT, indices = 0x176a6, basevertex = 15823)
2059452 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)
2059453 glBufferData(target = GL_UNIFORM_BUFFER, size = 352, data =
blob(352), usage = GL_DYNAMIC_DRAW)
2059454 glDrawElementsBaseVertex(mode = GL_TRIANGLES, count = 711, type
= GL_UNSIGNED_SHORT, indices = 0x17c46, basevertex = 16303)
2059455 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)

==> metrotgsi <==
1744537 glEnableVertexAttribArray(index = 4)
1744538 glVertexAttribIPointer(index = 4, size = 4, type = GL_SHORT,
stride = 32, pointer = 0x18)
1744539 glVertexAttribDivisor(index = 4, divisor = 0)
1744540 glDisableVertexAttribArray(index = 5)
1744541 glDisableVertexAttribArray(index = 6)
1744542 glDisableVertexAttribArray(index = 7)
1744543 glDisableVertexAttribArray(index = 8)
1744544 glDisableVertexAttribArray(index = 9)
1744545 glDisableVertexAttribArray(index = 10)
1744546 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)

==> metrotgsi2 <==
2141178 glVertexAttribDivisor(index = 1, divisor = 0)
2141179 glEnableVertexAttribArray(index = 2)
2141180 glVertexAttribPointer(index = 2, size = 4, type =
GL_UNSIGNED_BYTE, normalized = GL_TRUE, stride = 32, pointer = 0x10)
2141181 glVertexAttribDivisor(index = 2, divisor = 0)
2141182 glEnableVertexAttribArray(index = 3)
2141183 glVertexAttribPointer(index = 3, size = 4, type =
GL_UNSIGNED_BYTE, normalized = GL_TRUE, stride = 32, pointer = 0x14)
2141184 glVertexAttribDivisor(index = 3, divisor = 0)
2141185 glEnableVertexAttribArray(index = 4)
2141186 glVertexAttribIPointer(index = 4, size = 4, type = GL_SHORT,
stride = 32, pointer = 0x18)
2141187 glVertexAttribDivisor(index = 4, divisor = 0) // incomplete


Am 04.04.2018 um 14:06 schrieb Timothy Arceri:
> On 04/04/18 21:51, Benedikt Schemmer wrote:
>> Hi Timothy,
>>
>> thanks for looking into this.
>>
>> Dead Island still crashes for me with NIR.
> 
> Just to make sure, are you building a 32bit version of Mesa? If not you
> might be running your system Mesa. If you are definitely building Mesa
> 32bit then I'll take a closer look tomorrow.
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Re: [Mesa-dev] Status of radeonsi NIR

2018-04-04 Thread Benedikt Schemmer
No I dont.

32-bit is a problem, because Ubuntu wants to literally deinstall itself
before letting me do that (some dependency nonsense).

So I only build 64-bit myself.

For 32-bit & backup 64-bit I use the oibaf ppa which I updated this morning.

I wouldnt spend to much time right now, because mesa git feels a bit
broken. If I switch to stable versions like 17.3.8 most problems
disappear (but so does NIR I guess ;)


Am 04.04.2018 um 14:06 schrieb Timothy Arceri:
> On 04/04/18 21:51, Benedikt Schemmer wrote:
>> Hi Timothy,
>>
>> thanks for looking into this.
>>
>> Dead Island still crashes for me with NIR.
> 
> Just to make sure, are you building a 32bit version of Mesa? If not you
> might be running your system Mesa. If you are definitely building Mesa
> 32bit then I'll take a closer look tomorrow.
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Re: [Mesa-dev] Status of radeonsi NIR

2018-04-04 Thread Timothy Arceri

On 04/04/18 21:51, Benedikt Schemmer wrote:

Hi Timothy,

thanks for looking into this.

Dead Island still crashes for me with NIR.


Just to make sure, are you building a 32bit version of Mesa? If not you 
might be running your system Mesa. If you are definitely building Mesa 
32bit then I'll take a closer look tomorrow.

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Re: [Mesa-dev] Status of radeonsi NIR

2018-04-04 Thread Benedikt Schemmer
Hi Timothy,

thanks for looking into this.

Dead Island still crashes for me with NIR.

However when I attach apitrace it behaves even more strangely, both TGSI
and NIR crash. TGSI gets a little further. Without apitrace I can play
the game with TGSI and it reproducibly crashes during shader compilation
(Loading Resort screen) with NIR.

Dont spend too much time on this though I think it might be related to
changes in mesa itself (memory leaks?) not necessarily NIR.

I used
apitrace trace --output=/home/nano/deadbeaf5  %command%
in the launch options of steam, otherwise I dont even get this far or
apitrace disattaches itself from the process and no trace is output

tails
==> nircrash <==
186658 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0,
yoffset = 0, width = 1280, height = 720, format = GL_RED, type =
GL_UNSIGNED_BYTE, pixels = blob(921600))
186659 glGenerateMipmap(target = GL_TEXTURE_2D)
186660 glXMakeCurrent(dpy = 0xcb62580, drawable = 0, ctx = NULL) = True
186661 glXMakeCurrent(dpy = 0xcb62580, drawable = 39845908, ctx =
0xce13840) = True
186662 glBindTexture(target = GL_TEXTURE_2D, texture = 129)
186663 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0,
yoffset = 0, width = 640, height = 360, format = GL_RED, type =
GL_UNSIGNED_BYTE, pixels = blob(230400))
186664 glGenerateMipmap(target = GL_TEXTURE_2D)
186665 glXMakeCurrent(dpy = 0xcb62580, drawable = 0, ctx = NULL) = True
18 glXMakeCurrent(dpy = 0xcb62580, drawable = 39845908, ctx =
0xce13840) = True
186667 glBindTexture(target = GL_TEXTURE_2D, texture = 130)

==> nircrash2 <==
167095 glEnable(cap = GL_FRAMEBUFFER_SRGB)
167096 glClearColor(red = 0, green = 0, blue = 0, alpha = 1)
167097 glClear(mask = GL_COLOR_BUFFER_BIT)
167098 glClearColor(red = 0, green = 0, blue = 0, alpha = 0)
167099 glBindTexture(target = GL_TEXTURE_2D, texture = 128)
167100 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0,
yoffset = 0, width = 1280, height = 720, format = GL_RED, type =
GL_UNSIGNED_BYTE, pixels = blob(921600))
167101 glGenerateMipmap(target = GL_TEXTURE_2D)
167102 glXMakeCurrent(dpy = 0xcc99820, drawable = 0, ctx = NULL) = True
167103 glXMakeCurrent(dpy = 0xcc99820, drawable = 39845908, ctx =
0xcf4bd50) = True
167104 glBindTexture(target = GL_TEXTURE_2D, texture = 129)

==> nircrash3 <==
156903 glEnable(cap = GL_FRAMEBUFFER_SRGB)
156904 glClearColor(red = 0, green = 0, blue = 0, alpha = 1)
156905 glClear(mask = GL_COLOR_BUFFER_BIT)
156906 glClearColor(red = 0, green = 0, blue = 0, alpha = 0)
156907 glBindTexture(target = GL_TEXTURE_2D, texture = 128)
156908 glTexSubImage2D(target = GL_TEXTURE_2D, level = 0, xoffset = 0,
yoffset = 0, width = 1280, height = 720, format = GL_RED, type =
GL_UNSIGNED_BYTE, pixels = blob(921600))
156909 glGenerateMipmap(target = GL_TEXTURE_2D)
156910 glXMakeCurrent(dpy = 0xc97f820, drawable = 0, ctx = NULL) = True
156911 glXMakeCurrent(dpy = 0xc97f820, drawable = 39845908, ctx =
0xcc57650) = True
156912 glBindTexture(target = GL_TEXTURE_2D, texture = 129)

==> tgsicrash <==
256272 glXMakeCurrent(dpy = 0xc6d26d0, drawable = 39845908, ctx =
0xc974890) = True
256273 glEnable(cap = GL_CULL_FACE)
256274 glFrontFace(mode = GL_CW)
256275 glDepthMask(flag = GL_FALSE)
256276 glXMakeCurrent(dpy = 0xc6d26d0, drawable = 0, ctx = NULL) = True
256277 glXMakeCurrent(dpy = 0xc6d26d0, drawable = 39845908, ctx =
0xc974890) = True
256278 glXMakeCurrent(dpy = 0xc6d26d0, drawable = 0, ctx = NULL) = True
256279 glXMakeCurrent(dpy = 0xc6d26d0, drawable = 39845908, ctx =
0xc974890) = True
256280 glXSwapIntervalMESA(interval = 0) = 0
256281 glXMakeCurrent(dpy = 0xc6d26d0, drawable = 0, ctx = NULL) = True

==> tgsicrash2 <==
294167 glXMakeCurrent(dpy = 0xcbbc820, drawable = 39845908, ctx =
0xce69b30) = True
294168 glEnable(cap = GL_CULL_FACE)
294169 glFrontFace(mode = GL_CW)
294170 glDepthMask(flag = GL_FALSE)
294171 glXMakeCurrent(dpy = 0xcbbc820, drawable = 0, ctx = NULL) = True
294172 glXMakeCurrent(dpy = 0xcbbc820, drawable = 39845908, ctx =
0xce69b30) = True
294173 glXMakeCurrent(dpy = 0xcbbc820, drawable = 0, ctx = NULL) = True
294174 glXMakeCurrent(dpy = 0xcbbc820, drawable = 39845908, ctx =
0xce69b30) = True
294175 glXSwapIntervalMESA(interval = 0) = 0
294176 glXMakeCurrent(dpy = 0xcbbc820, drawable = 0, ctx = NULL) = True



Am 04.04.2018 um 06:05 schrieb Timothy Arceri:
> On 31/03/18 02:44, Benedikt Schemmer wrote:
>> Hi all,
>>
>> I did some more testing with NIR and wanted to share the results.
>> https://github.com/bendat78/mymesa/tree/mymesa2/testresults
>>
>> Overall it seems nir could be better than tgsi, but there are some
>> shaders with significant regressions and I think that introduces
>> framerate drops that are quite noticable in some games (Total War:
>> WARHAMMER benchmark for example).
> 
> I ran the benchmark for this game and there was no real difference
> between the two backends. Can you try again with current master.
> 
>>
>> See the run* directory for comparisons of tgsi vs 

Re: [Mesa-dev] Status of radeonsi NIR

2018-04-03 Thread Timothy Arceri

On 31/03/18 02:44, Benedikt Schemmer wrote:

Hi all,

I did some more testing with NIR and wanted to share the results.
https://github.com/bendat78/mymesa/tree/mymesa2/testresults

Overall it seems nir could be better than tgsi, but there are some
shaders with significant regressions and I think that introduces
framerate drops that are quite noticable in some games (Total War:
WARHAMMER benchmark for example).


I ran the benchmark for this game and there was no real difference 
between the two backends. Can you try again with current master.




See the run* directory for comparisons of tgsi vs nir for different
versions of llvm and tgsi or nir vs different llvm backends (also
includes complete shader db output (around 50k shaders)).

NIR gets better with every version increase of llvm, which optimizes for
code size (why not speed ?).

I found no serious regressions so far, however I think that NIR is
responsible for some crashes that happen in Metro 2033 Redux (beginning
before actual game) and Dead Island classic (ingame) so probably related
to compilation issues.


I also could not reproduce either of these. If you are still having 
these problems can you create and apitrace [1]?


Thanks for testing.

[1] https://github.com/apitrace/apitrace/wiki/Steam



Cheers,
Benedikt


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Re: [Mesa-dev] Status of radeonsi NIR

2018-03-30 Thread Benedikt Schemmer
Hi all,

I did some more testing with NIR and wanted to share the results.
https://github.com/bendat78/mymesa/tree/mymesa2/testresults

Overall it seems nir could be better than tgsi, but there are some
shaders with significant regressions and I think that introduces
framerate drops that are quite noticable in some games (Total War:
WARHAMMER benchmark for example).

See the run* directory for comparisons of tgsi vs nir for different
versions of llvm and tgsi or nir vs different llvm backends (also
includes complete shader db output (around 50k shaders)).

NIR gets better with every version increase of llvm, which optimizes for
code size (why not speed ?).

I found no serious regressions so far, however I think that NIR is
responsible for some crashes that happen in Metro 2033 Redux (beginning
before actual game) and Dead Island classic (ingame) so probably related
to compilation issues.

Cheers,
Benedikt
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Re: [Mesa-dev] Status of radeonsi NIR

2018-03-07 Thread Benedikt Schemmer
Hi Timothy,

actually I am a subscriber to the list, dont know why this happens from
time to time

Benchmarkwise: NIR is now on par with TGSI, I put up some new HUD
screenshots and benchmarks

You might actually be too conservative: TGSI shows 2 spills, NIR 0


For now only two things stand out: some crashes during shader generation
in Deus Ex, Dying Light and Dead Island (Original) (see nir test) and
TressFX not working correctly in Tomb Raider.



Am 07.03.2018 um 05:16 schrieb Timothy Arceri:
> On 06/03/18 23:49, Benedikt Schemmer wrote:
>> Hi Timothy,
>>
>> I put some additional benchmark results and data on github for you:
>
> Thanks!
>
>>
>> https://github.com/bendat78/mymesa/tree/mymesa2/testresults
>>
>> I use a resolution of 1920x1080 for bioshock but also custom settings
>> with all options enabled
>
> Ok I'll try some different combos and see if I can find any
> performance regressions with nir.
>
>>
>> I also wrote another email for the list, but it hasnt appeared yet.
>
> If you are not subscribed to the list you will need to wait until
> someone approves it (which doesn't always happen as people are busy),
> it's usually just easier to subscribe to the list and filter the
> emails into a folder.
>
>>
>> A log of my testing can be found in the "nir test" file
>>
>>
>>
>> Am 06.03.2018 um 07:38 schrieb Timothy Arceri:
>>> On 05/03/18 03:43, Benedikt Schemmer wrote:
 Hi all,
 I thought I'd do some testing on my machine to see if there are any
 problems with nir (enabled with R600_DEBUG=nir)

 Tested on Ubuntu 17.10 with mesa git of today
 (oibaf for 32 bit, mine with LLVM5.0 on 64 bit because I cant
 figure out how to build 32bit drivers on ubuntu :( )
 Xeon 1260l and 8GB DDR3-10600 with RX460 4GB

 works means no obvious visual artifacts etc.
 I didn't have time to do detailed benchmarking.

 ---

 Alien Isolation - works

 Bioshock Infinite - works, nonir Overall avg 45.58, min 9.81, max
 104.49; nir avg 31.47 min 8.35 max 94.19
>>>
>>> Hi,
>>>
>>> Do you recall what resolution / settings you used?
>>>
>>> With a quick test I'm seeing pretty good results on Ultra.
>>>
>>> 3840 x 2160 - Ultra on RX 580: (tgsi) 90.89, (nir) 107.22
>>>
>>>

 CAT Interstellar (UE4) - works

 Dead Island Definitive - works

 Dead Island Riptide Definitive - works

 Deus Ex: Mankind Divided - works, nonir low 8.3 avg 24.2 high 37.6;
 nir low 1 avg 22.8 high 35.8
 but shader generation crashes two times: once around half the
 loader bar with complete system freeze and then again around the
 end but only exiting the applicationand this is reproducible by
 deleting the shader cache

 Mad Max[vulcan beta] - works
 benchmark 1
 nonir 43/45/47
 nir 10/46/50
 benchmark 2
 nonir 14/37/41
 nir 24/36/40
 benchmark 3
 nonir 8/43/61
 nir 5/41/61
 benchmark 4
 nonir 9/49/78
 nir 4/47/74

 Tomb Raider - TressFX doesn't work: hair flickering and is riddled
 with small green block artifacts, smoothing is missing; speed is
 the same 28.6 ish

 Hitman GO (Unity) - works

 Unity of Command (PyGame, SDL) - works

 Talos Principle Benchmark nir 64.7 nonir 67


 I have more games if there are any usual suspects that are likely
 to cause problems.

 Cheers,
 Benedikt
>>

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Re: [Mesa-dev] Status of radeonsi NIR

2018-03-05 Thread Timothy Arceri

On 05/03/18 03:43, Benedikt Schemmer wrote:

Hi all,
I thought I'd do some testing on my machine to see if there are any 
problems with nir (enabled with R600_DEBUG=nir)


Tested on Ubuntu 17.10 with mesa git of today
(oibaf for 32 bit, mine with LLVM5.0 on 64 bit because I cant figure out 
how to build 32bit drivers on ubuntu :( )

Xeon 1260l and 8GB DDR3-10600 with RX460 4GB

works means no obvious visual artifacts etc.
I didn't have time to do detailed benchmarking.

---

Alien Isolation - works

Bioshock Infinite - works, nonir Overall avg 45.58, min 9.81, max 
104.49; nir avg 31.47 min 8.35 max 94.19


Hi,

Do you recall what resolution / settings you used?

With a quick test I'm seeing pretty good results on Ultra.

3840 x 2160 - Ultra on RX 580: (tgsi) 90.89, (nir) 107.22




CAT Interstellar (UE4) - works

Dead Island Definitive - works

Dead Island Riptide Definitive - works

Deus Ex: Mankind Divided - works, nonir low 8.3 avg 24.2 high 37.6; nir 
low 1 avg 22.8 high 35.8
but shader generation crashes two times: once around half the loader bar 
with complete system freeze and then again around the end but only 
exiting the applicationand this is reproducible by deleting the shader 
cache


Mad Max[vulcan beta] - works
benchmark 1
nonir 43/45/47
nir 10/46/50
benchmark 2
nonir 14/37/41
nir 24/36/40
benchmark 3
nonir 8/43/61
nir 5/41/61
benchmark 4
nonir 9/49/78
nir 4/47/74

Tomb Raider - TressFX doesn't work: hair flickering and is riddled with 
small green block artifacts, smoothing is missing; speed is the same 
28.6 ish


Hitman GO (Unity) - works

Unity of Command (PyGame, SDL) - works

Talos Principle Benchmark nir 64.7 nonir 67


I have more games if there are any usual suspects that are likely to 
cause problems.


Cheers,
Benedikt

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Re: [Mesa-dev] Status of radeonsi NIR

2018-03-04 Thread Timothy Arceri

On 05/03/18 03:43, Benedikt Schemmer wrote:

Hi all,
I thought I'd do some testing on my machine to see if there are any 
problems with nir (enabled with R600_DEBUG=nir)


Hi Benedikt,

Thanks for the results. Everything looks pretty much around where I 
expected it to be performance wise and seems like regressions aren't too 
bad which is good.


Bioshock Infinite has the most noticeable perf regression in your 
results and this seems to match the shader-db results. From what I can 
tell NIR loop enrolling is a little more relaxed than GLSL IR loop 
unrolling was and we end up doing a bunch of spilling in this games 
shaders, it will be interesting to see if we can improve spilling or if 
we need to be a little more conservative with loop unrolling.


Anyway thanks again for doing some testing,
Tim



Tested on Ubuntu 17.10 with mesa git of today
(oibaf for 32 bit, mine with LLVM5.0 on 64 bit because I cant figure out 
how to build 32bit drivers on ubuntu :( )

Xeon 1260l and 8GB DDR3-10600 with RX460 4GB

works means no obvious visual artifacts etc.
I didn't have time to do detailed benchmarking.

---

Alien Isolation - works

Bioshock Infinite - works, nonir Overall avg 45.58, min 9.81, max 
104.49; nir avg 31.47 min 8.35 max 94.19


CAT Interstellar (UE4) - works

Dead Island Definitive - works

Dead Island Riptide Definitive - works

Deus Ex: Mankind Divided - works, nonir low 8.3 avg 24.2 high 37.6; nir 
low 1 avg 22.8 high 35.8
but shader generation crashes two times: once around half the loader bar 
with complete system freeze and then again around the end but only 
exiting the applicationand this is reproducible by deleting the shader 
cache


Mad Max[vulcan beta] - works
benchmark 1
nonir 43/45/47
nir 10/46/50
benchmark 2
nonir 14/37/41
nir 24/36/40
benchmark 3
nonir 8/43/61
nir 5/41/61
benchmark 4
nonir 9/49/78
nir 4/47/74

Tomb Raider - TressFX doesn't work: hair flickering and is riddled with 
small green block artifacts, smoothing is missing; speed is the same 
28.6 ish


Hitman GO (Unity) - works

Unity of Command (PyGame, SDL) - works

Talos Principle Benchmark nir 64.7 nonir 67


I have more games if there are any usual suspects that are likely to 
cause problems.


Cheers,
Benedikt

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Re: [Mesa-dev] Status of radeonsi NIR

2018-03-04 Thread Benedikt Schemmer

Hi all,
I thought I'd do some testing on my machine to see if there are any 
problems with nir (enabled with R600_DEBUG=nir)


Tested on Ubuntu 17.10 with mesa git of today
(oibaf for 32 bit, mine with LLVM5.0 on 64 bit because I cant figure out 
how to build 32bit drivers on ubuntu :( )

Xeon 1260l and 8GB DDR3-10600 with RX460 4GB

works means no obvious visual artifacts etc.
I didn't have time to do detailed benchmarking.

---

Alien Isolation - works

Bioshock Infinite - works, nonir Overall avg 45.58, min 9.81, max 
104.49; nir avg 31.47 min 8.35 max 94.19


CAT Interstellar (UE4) - works

Dead Island Definitive - works

Dead Island Riptide Definitive - works

Deus Ex: Mankind Divided - works, nonir low 8.3 avg 24.2 high 37.6; nir 
low 1 avg 22.8 high 35.8
but shader generation crashes two times: once around half the loader bar 
with complete system freeze and then again around the end but only 
exiting the applicationand this is reproducible by deleting the shader cache


Mad Max[vulcan beta] - works
benchmark 1
nonir 43/45/47
nir 10/46/50
benchmark 2
nonir 14/37/41
nir 24/36/40
benchmark 3
nonir 8/43/61
nir 5/41/61
benchmark 4
nonir 9/49/78
nir 4/47/74

Tomb Raider - TressFX doesn't work: hair flickering and is riddled with 
small green block artifacts, smoothing is missing; speed is the same 
28.6 ish


Hitman GO (Unity) - works

Unity of Command (PyGame, SDL) - works

Talos Principle Benchmark nir 64.7 nonir 67


I have more games if there are any usual suspects that are likely to 
cause problems.


Cheers,
Benedikt
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Re: [Mesa-dev] Status of radeonsi NIR

2018-02-28 Thread Jason Ekstrand
On Wed, Feb 28, 2018 at 2:53 AM, Timothy Arceri 
wrote:

> Hi all,
>
> I thought I'd provide a quick status overview of the radeonsi NIR backend.
> I'll attempt to list all outstanding tasks (that I'm aware of) so if you
> are interested in working on one of those just give me a heads up so we
> don't overlap.
>
> Also feel free to reply with any feedback on performance and regression
> results for games (see below). Although try to avoid games like DoW3 that
> make use of bindless textures until the missing support lands.
>
> --
> Test Suites / Conformance:
> --
>
> We are starting to look really good here. I don't have recent CTS results
> bug it was similar low number of regressions.
>
> Piglit results for TGSI on Polaris:
>
>skip: 1555, pass: 24313, warn: 13, fail: 167, crash: 1
>
> Piglit results for NIR on Polaris:
>
>skip: 1555, pass: 24252, warn: 15, fail: 215, crash: 12
>
> Summary of these 61 regressions:
>
> arb_texture_multisample texelfetch bug(s)?
>Number of failures: 39
>Cause of failures: Unknown. Probably all the same bug, thus
>   far I have been unable to spot the issue. Feel free to
>   debug this :P
>Status: Not started
>Tests:
>   arb_texture_multisample
>
> Missing bindless texture support
>Number of failures: 7
>Cause of failures: Mostly known
>Status: In progress
>Tests:
>   arb_bindless_texture
>
> Bug in sampler lowering
>Number of failures: 1
>Cause of failures:
>   nir_lower_samplers_as_deref() only works when
>   a struct only contains samplers and is therefor no longer used
>   after lowering. If however the struct also contains ordinary
>   variables then we need to update its glsl_type after lowering
>   to remove the sampler members.
>Status: Not started
>Tests:
>   ./bin/shader_runner tests/spec/arb_arrays_of_array
> s/execution/sampler/vs-struct-nonconst-non-opaque-members.shader_test
> -auto -fbo
>
> arb_enhanced_layouts component offsets bugs
>Number of failures: 6
>Cause of failures: Incorrect component offsets
>Status: Not started
>Tests:  arb_enhanced_layouts/execution/component-layout
>
> Missing NIR/NIR->LLVM support for frexp opcode
>Number of failures: 1
>Cause of failures: missing frexp opcode
>Status: Not started
>Tests:
> ./bin/shader_runner tests/spec/arb_gpu_shader_fp64
> /execution/built-in-functions/fs-frexp-dvec4.shader_test -auto -fbo
>
> arb_tessellation_shader doubles bugs:
>Number of failures: 3
>Cause of failures: possibly dual slot varying related.
>Status: Not started
>Tests:
>   arb_tessellation_shader
>
> Bug with explicit location for doubles
>Number of failures: 1
>Cause of failures: incorrect location offset?
>Status: Not started
>Tests:
>   ./bin/shader_runner tests/spec/arb_gpu_shader_fp64
> /execution/explicit-location-gs-fs-vs.shader_test -auto -fbo
>
> Shared atomics bug
>Number of failures: 1
>Cause of failures: Unknown
>Status: Not started
>Tests:
>   ./bin/shader_runner tests/spec/arb_compute_shader/
> execution/shared-atomics.shader_test -auto -fbo
>
> Non optimal variable indexing:
>Number of failures: 1
>Cause of failures: Excessive spilling. Optimisations to the
>   nir -> llvm path should resolve the issue (see the missing
>   optimisations section below).
>Status: Not started
>Tests:
> ./bin/shader_runner tests/spec/glsl-1.50/execution
> /variable-indexing/gs-input-array-vec3-index-rd.shader_test -auto -fbo
>
> gs max input components bug
>   Number of failures: 1
>Cause of failures: Possibly related to the issue above.
>Status: Not started
>Tests:
>   ./bin/shader_runner tests/spec/glsl-1.50/execution
> /geometry/max-input-components.shader_test -auto -fbo
>
>
> --
> Missing optimisations:
> --
>
> - There are a number of TODOS in si_shader_nir.c that need to be
>   finished off.
>
> - Optimal variable indexing (see Non optimal variable indexing in
>   the piglit failures above). Need to implement something in nir -> llvm
>   like si_llvm_emit_fetch() does for TGSI. This will benefit both
>   radeonsi and radv.
>
> - Fast path when user data SGPRs point to constant buffer 0 directly.
>   See si_shader.c:fetch_constant()
>
> - Need to double check NIR is not lowering anything we can handle
>   natively.
>
> - There are likely more improvements we can do for the NIR shader cache.
>   For one we should probably create a driver function so that we can
>   call all NIR opts/lowering from the st at link time to avoid variants
>   having to call these for a second time.
>

I'm not sure how familiar you are with the current Intel compiler structure
(you're far more familiar than most radeonsi developers!), but I've been
very happy with our approach.  It goes something like