1. 02 Mar, 2019 1 commit
  2. 01 Mar, 2019 3 commits
    • Ian Romanick's avatar
      run: Add Ice Lake as a platform · 0220a63b
      Ian Romanick authored
      PCI ID directly from Mesa's include/pci_ids/i965_pci_ids.h.
      Acked-by: Jason Ekstrand jason@jlekstrand.net
    • Ian Romanick's avatar
      report.py: Gather and log some statistics about the helped / hurt data · 1cba7ba9
      Ian Romanick authored
      A previous method that I tried was treating the helped and hurt data
      as samples from separate populations, and these were compared using a
      T-test.  Since we're applying a common change to "both" sample sets, I
      don't think this is a valid analysis.
      Instead, I think it is more valid to look at the entire change set as a
      sample of a single population and compare the mean of that sample to
      zero.  Only the changed samples are examined because the vast majority
      of the sample in unaffected.  If the mean of the entire sample was used,
      the mean confidence interval would always include zero.  It would be
      more valid, I believe, include shaders that were affected but had no
      change in instruction or cycle count.  I don't know of a way to
      determine this using the existing shader-db infrastructure.
      These two different methods communicate two different things.  The first
      tries to determine whether the shaders hurt are affected more or less
      than the shaders helped.  This doesn't capture any information about the
      number of shaders affected.  There might be 1,000 shaders helped and 3
      hurt, and the conclusion could still be negative.  The second methods
      trieds to determine whether the sample set is overall helped or hurt.
      This allows the magnitued of hurt (or help) to be overwhelmed by the
      number of helped (or hurt) shaders.  There could be 1,000 shaders helped
      by 1 instruction and 3 shaders hurt by 50 instructions, and the
      conclusion would be positive.
      Comparing the declared result with the mean and median, I feel like the
      second method matches my intuitive interpretation of the data.  Here is
      a result of the T-test:
          total cycles in shared programs: 559379982 -> 559342256 (<.01%)
          cycles in affected programs: 10791218 -> 10753492 (-0.35%)
          helped: 1952
          HURT: 908
          helped stats (abs) min: 1 max: 5762 x̄: 37.71 x̃: 16
          helped stats (rel) min: <.01% max: 28.57% x̄: 3.54% x̃: 2.09%
          HURT stats (abs)   min: 1 max: 573 x̄: 39.51 x̃: 10
          HURT stats (rel)   min: <.01% max: 27.78% x̄: 1.93% x̃: 0.66%
          abs t: -0.34, p: 73.70%
          rel t: 9.88, p: <.01%
          Inconclusive result (cannot disprove both null hypothoses).
      And here is the result of the mean confidence interval tests on the
      same data:
          total cycles in shared programs: 559378112 -> 559340386 (<.01%)
          cycles in affected programs: 10791218 -> 10753492 (-0.35%)
          helped: 1952
          HURT: 908
          helped stats (abs) min: 1 max: 5762 x̄: 37.71 x̃: 16
          helped stats (rel) min: <.01% max: 28.57% x̄: 3.54% x̃: 2.09%
          HURT stats (abs)   min: 1 max: 573 x̄: 39.51 x̃: 10
          HURT stats (rel)   min: <.01% max: 27.78% x̄: 1.93% x̃: 0.66%
          95% mean confidence interval for cycles value: -18.27 -8.11
          95% mean confidence interval for cycles %-change: -1.98% -1.63%
          Cycles are helped.
      Since the confidence interval is calculated based on the sample mean and
      the sample standard deviation, it can include values out side the sample
      minimum and maximum.  This can lead to unexpected conclusions.  In this
      case all of the affected shaders were helped, but the result is
          total instructions in shared programs: 7886959 -> 7886925 (<.01%)
          instructions in affected programs: 1340 -> 1306 (-2.54%)
          helped: 4
          HURT: 0
          helped stats (abs) min: 2 max: 15 x̄: 8.50 x̃: 8
          helped stats (rel) min: 0.63% max: 4.30% x̄: 2.45% x̃: 2.43%
          95% mean confidence interval for instructions value: -20.44 3.44
          95% mean confidence interval for instructions %-change: -5.78% 0.89%
          Inconclusive result (value mean confidence interval includes 0).
      v2: Don't log statistics for spill or fills.  Simplify T-test logging.
      v3: Use confidence interval instead.
      Acked-by: Jason Ekstrand jason@jlekstrand.net
    • Jason Ekstrand's avatar
      markdownify the README · b83f1c26
      Jason Ekstrand authored
      Reviewed-by: Jordan Justen's avatarJordan Justen <jordan.l.justen@intel.com>
  3. 10 Oct, 2018 1 commit
    • Eric Engestrom's avatar
      run: simplify filename handling · cf466df6
      Eric Engestrom authored
      Compiler wasn't happy about strncpy() depending on the source's length and not
      the target's, but this whole thing can be simplified by simply using asprintf()
      (which is already used in this file, so no #include necessary).
      run.c: In function ‘main._omp_fn.0’:
      run.c:964:21: warning: ‘strncpy’ specified bound depends on the length of the source argument [-Wstringop-overflow=]
                           strncpy(out_filename, current_shader_name,
                                   strlen(current_shader_name) + 1);
      Signed-off-by: Eric Engestrom's avatarEric Engestrom <eric.engestrom@intel.com>
      Reviewed-by: Lionel Landwerlin's avatarLionel Landwerlin <lionel.g.landwerlin@intel.com>
  4. 27 Jul, 2018 1 commit
    • Kenneth Graunke's avatar
      intel_stub: Claim to support I915_PARAM_HAS_CONTEXT_ISOLATION. · 8d986c8c
      Kenneth Graunke authored
      Modern kernels support I915_PARAM_HAS_CONTEXT_ISOLATION, which allows
      us to whack certain context registers with impunity.  One of those is
      INSTPM/CS_DEBUG_MODE2, which controls whether Constant Buffer 0 is
      relative to dynamic state base address, or a general GPU address.
      If it's relative (the default), we can only push 3 ranges of UBOs.
      If it's absolute, we can push 4.  So this affects our shader output.
      Follow the behavior of modern kernels and allow us to push all 4 ranges.
      Tested-by: default avatarIan Romanick <ian.d.romanick@intel.com>
  5. 20 Jul, 2018 1 commit
    • Timothy Arceri's avatar
      shader-db: simplify and improve SSO handling · 372703f3
      Timothy Arceri authored
      This does two things:
      1. Allows cross shader optimisations to be preformed on SSO
         programs that contain more than one stage (seems like I
         don't have any of these in my shader-db collection).
      2. Allows us to write compilation errors to stderr. With this
         change I discovered a Deus Ex: MD shader was failing to
         compile (I've reported it to Feral).
      Reviewed-by: Kenneth Graunke's avatarKenneth Graunke <kenneth@whitecape.org>
  6. 18 Jun, 2018 1 commit
    • Dongwon Kim's avatar
      run: handling binding of attribute variable name (v2) · 109520ba
      Dongwon Kim authored
      Optional binding of variables can be processed before linking shader
      objects for creating shader program. It is activated by adding lines
      with a keyword "BindAttribLoc" followed by name and index as,
      "BindAttribLoc name_str1 <index1>"
      For example,
      BindAttrbLoc vertex 1
      BindAttrbLoc coord 2
      BindAttrbLoc col 3
      This makes the shader-db run
      glBindAttribLocation(p, 1, "vertex");
      glBindAttribLocation(p, 2, "coord");
      glBindAttribLocation(p, 3, "col");
      before glLinkProgram() to include these binding info in binary shader
      v2: get_shaders returns its own head of list for binding variables
          instead of using a global head to support parallel processing of
          multiple shader_tests
      Signed-off-by: default avatarDongwon Kim <dongwon.kim@intel.com>
  7. 08 Jun, 2018 2 commits
  8. 23 May, 2018 1 commit
    • Dongwon Kim's avatar
      run: shader program file created via GetProgramBinary (v5) · 9f6dc480
      Dongwon Kim authored
      With option '-b', shader-db now generates a shader program binary file
      using GetProgramBinary(). This shader program binary can be loaded via
      ProgramBinary() to be executed by an application later.
      v2: 1. define MAX_LOG_LEN and use it as the size of gl log
          2. define MAX_PROG_SIZE and use it as the max size of extracted
          3. out_file is now pointer allocated by strdup for the file name
      v3: 1. automatically using original shader test file's name +  ".bin"
             as a filename for program binary - better way to cover the case
             with batch compilation of many shader test files in the same
          2. remove --out=<file name> since it is now unnecessary (due to v3-1.)
             to provide custom file name. Instead, option, "--bin", which is
             basically a flag that enables getting program binary as a file.
          3. Now it tries to get the length of binary by reading program's
             GL_PROGRAM_BINARY_LENGTH_OES parameter
      v4: 1. '--bin' -> '-b'
          2. stop generating binary program when failing to retrieve the binary
          3. error checking after malloc for binary program
          4. changed some of variable names
          5. several consecutive fprintfs are consolidated
          6. removed MAX_LOG_LEN and MAX_PROG_SIZE
      v5: bug fix: +1 to the length of the output file to cover '\0'
      Signed-off-by: default avatarDongwon Kim <dongwon.kim@intel.com>
  9. 20 May, 2018 2 commits
  10. 04 Apr, 2018 2 commits
  11. 06 Mar, 2018 7 commits
  12. 01 Mar, 2018 1 commit
  13. 14 Feb, 2018 1 commit
  14. 31 Jan, 2018 3 commits
  15. 27 Nov, 2017 1 commit
  16. 12 Nov, 2017 1 commit
  17. 04 Nov, 2017 3 commits
  18. 13 Sep, 2017 1 commit
  19. 26 Aug, 2017 3 commits
  20. 17 Aug, 2017 1 commit
  21. 25 Jun, 2017 1 commit
    • Kenneth Graunke's avatar
      Drop Orbital Explorer shader. · 4262876d
      Kenneth Graunke authored
      The upstream version of Orbital Explorer doesn't run on Mesa drivers,
      as it (unnecessarily) requests a compatibility profile on non-Apple
      OSes, and suffers from GLEW bugs.  I sent a pull request two years ago
      to port it to libepoxy and get it running on Mesa drivers, but it was
      never accepted.
      The author eventually emailed me and said that he considers it a
      "finished experiment" and said the rendering method (geometry shader
      based approach) is inefficient, and he intends to fully rewrite it
      Since this is not representative of typical geometry shaders, and
      the project is effectively dead, we may as well remove it.
      Reviewed-by: chadversary's avatarChad Versace <chadversary@chromium.org>
  22. 20 May, 2017 1 commit
  23. 15 May, 2017 1 commit