| Commit message (Collapse) | Author | Age | Files | Lines |
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Tested-by: Tom Stellard <[email protected]>
CC: 10.5 <[email protected]>
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reentrancy issues.
Refactor ::trigger and ::abort to split out the operations that access
concurrently modified data members and require locking from the
recursive and possibly re-entrant part of these methods. This will
avoid some deadlock situations when locking is implemented.
Tested-by: Tom Stellard <[email protected]>
CC: 10.5 <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Undefine coordinate components not applicable to the target.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Undefine coordinate components not applicable to the target.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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stride == 0 implies that the register has one channel per vector
component.
Reviewed-by: Matt Turner <[email protected]>
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Regression from commit 41868bb6824c6106a55c8442006c1e2215abf567.
Fixes a bunch of ARB_shader_image_load_store tests.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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This fixes bugs with special cases where we have arrays of
structures containing samplers or arrays of samplers.
I've verified that patch results in calculating same index value as
returned by _mesa_get_sampler_uniform_value for IR. Patch makes
following ES3 conformance test pass:
ES3-CTS.shaders.struct.uniform.sampler_array_fragment
v2: remove unnecessary comment (Topi)
simplify changes and the overall code (Jason)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90114
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Previously whenever a primitive is drawn the driver would call
_mesa_check_conditional_render which blocks waiting for the result of
the query to determine whether to render. On Gen7+ there is a bit in
the 3DPRIMITIVE command which can be used to disable the primitive
based on the value of a state bit. This state bit can be set based on
whether two registers have different values using the MI_PREDICATE
command. We can load these two registers with the pixel count values
stored in the query begin and end to implement conditional rendering
without stalling.
Unfortunately these two source registers were not in the whitelist of
available registers in the kernel driver until v3.19. This patch uses
the command parser version from intel_screen to detect whether to
attempt to set the predicate data registers.
The predicate enable bit is currently only used for drawing 3D
primitives. For blits, clears, bitmaps, copypixels and drawpixels it
still causes a stall. For most of these it would probably just work to
call the new brw_check_conditional_render function instead of
_mesa_check_conditional_render because they already work in terms of
rendering primitives. However it's a bit trickier for blits because it
can use the BLT ring or the blorp codepath. I think these operations
are less useful for conditional rendering than rendering primitives so
it might be best to leave it for a later patch.
v2: Use the command parser version to detect whether we can write to
the predicate data registers instead of trying to execute a
register load command.
v3: Simple rebase
v4: Changes suggested by Kenneth Graunke: Split the
load_64bit_register function out to a separate patch so it can be
a shared public function. Avoid calling
_mesa_check_conditional_render if we've already determined that
there's no query object. Some styling fixes.
Reviewed-by: Kenneth Graunke <[email protected]>
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Adds brw_load_register_mem64 which is similar to brw_load_register_mem
except that it queues two GEN7_MI_LOAD_REGISTER_MEM commands in order
to load both halves of a 64-bit register. The function is implemented
by splitting the 32-bit version into an internal helper function which
takes a size.
This will later be used to set the 64-bit predicate source registers.
Reviewed-by: Kenneth Graunke <[email protected]>
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In order to detect whether the predicate source registers can be used
in a later patch we will need to know the version number for the
command parser. This patch just adds a member to intel_screen and does
an ioctl to get the version.
Reviewed-by: Kenneth Graunke <[email protected]>
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Those extensions were enabled for ages already.
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 8ee1a1c08b168d7583b806a2f8a2dc2ae28be62a)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit d88fb4050561a62fa824bec59ffedf2a826c2083)
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i2b has to work for all integers, not just 1. INEG would not necessarily
result with all bits set, which is something that other operations can
rely on by e.g. using AND (or INEG for b2i).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Cc: [email protected]
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It was possible for some events never to get triggered if one thread
was creating events and another threads was waiting for them.
This patch consolidates soft_event::wait() and hard_event::wait()
into event::wait() so that hard_event objects will now wait for
all their dependencies to be submitted before flushing the command
queue.
v2:
- Rename variables
- Use mutable varibales so we can keep event::wait() const
- Open code signalled() call so mutex can be atted to signalled
without deadlocking.
CC: 10.5 <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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This fixes a potential crash where on a sequence like this:
Thread 0: Check if queue is not empty.
Thread 1: Remove item from queue, making it empty.
Thread 0: Do something assuming queue is not empty.
CC: 10.5 <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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No backend wires this up to anything, and the extension spec has been
marked obsolete for 4+ years.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Enables to use dri config for swrast, like vblank_mode.
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>.
Signed-off-by: Axel Davy <[email protected]>
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This function is always used with EGL_WINDOW_BIT. Pixmaps are forbidden
for Wayland, and PBuffers are unimplemented.
Reviewed-by: Daniel Stone <[email protected]>.
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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When the server gpu and requested gpu are different:
. They likely don't support the same tiling modes
. They likely do not have fast access to the same locations
Thus we do:
. render to a tiled buffer we do not share with the server
. Copy the content at every swap to a buffer with no tiling
that we share with the server.
This is similar to the glx dri3 DRI_PRIME implementation.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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It is possible the server advertises a render-node.
In that case no authentication is needed,
and Gem names are forbidden.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
v2: do not check for __DRI_IMAGE_DRIVER, but instead
do not advertise __DRI_DRI2_LOADER when on a render-node.
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Checks blitImage is implemented.
Initially having the __DRIimageExtension extension
at version 9 at least meant blitImage was supported.
However some implementation do advertise version >= 9
without implementing it.
CC: 10.5 <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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EGL_SOFTWARE is not supported anywhere in the code,
whereas LIBGL_ALWAYS_SOFTWARE is.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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the wl_registry and the wl_queue allocated weren't destroyed.
CC: 10.5 <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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The opt_sampler_eot optimisation seems to break when the last
instruction is SHADER_OPCODE_TG4. A bunch of Piglit tests end up doing
this so it causes a lot of regressions. I can't find any documentation
or known workarounds to indicate that this is expected behaviour, but
considering that this is probably a pretty unlikely situation in a
real use case we might as well disable it in order to avoid the
regressions. In total this fixes 451 tests.
Reviewed-by: Ben Widawsky <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This was really the original purpose, for enabling the path for
ES3.1 tests without the extension being set. Set also fallthrough
comment for Coverity (caught by Matt).
v2: .. and test the right way, not wrong one (Ilia Mirkin)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The return type for GL_VERTEX_BINDING_STRIDE is missing,
this cause glGetIntegeri_v to fail.
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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This avoids future addition to PIPE_PRIM_ from causing regressions
on r600g.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Our lower if/else pass was missed when converting NIR to use linked
lists rather than hashsets to track use/def sets.
Signed-off-by: Rob Clark <[email protected]>
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Commit 44673512a84 enabled support for saturating fmul. However
experimentally this does not seem to work on the older chips. Restrict
the feature to G200 (NVA0) and later.
Reported-by: Pierre Moreau <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90350
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
Reviewed-by: Tobias Klausmann <[email protected]>
Cc: [email protected]
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Since we update num_vtxelts here, we could otherwise end up with stale
instancing information in the upper bits which wouldn't otherwise get
reset. (Also we run the risk of the previous draw having set the first
element as instanced.)
This appears as one of the causes for the test pointed out in fdo#90363
to fail on nvc0.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90363
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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See identical commit for nv50. Destroying the current context and then
creating a new one or switching to another existing context would cause
the "current" state to not be properly initialized, so we save it off in
the screen.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Normally this is kept in nv50_context, and on switching the active
context, the state is copied from the previous context. However when the
last context is destroyed, this is lost, and a new context might later
be created. When the currently-active context is destroyed, save its
state in the screen, and restore it when setting the current context.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90363
Reported-by: Matteo Bruni <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Matteo Bruni <[email protected]>
Cc: [email protected]
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s/agressive/aggressive/g
Trivial.
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Shader-db results on Broadwell:
total instructions in shared programs: 7152330 -> 7137006 (-0.21%)
instructions in affected programs: 1330548 -> 1315224 (-1.15%)
helped: 5797
HURT: 76
GAINED: 0
LOST: 8
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Previously, this case was being handled in match_expression prior to
calling match_value. However, there is really no good reason for this
given that match_value has all of the information it needs. Also, they
weren't being handled properly in the commutative case and putting it in
match_value gives us that for free.
Reviewed-by: Connor Abbott <[email protected]>
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This commit switches us from the current setup of using hash sets for
use/def sets to using linked lists. Doing so should save us quite a bit of
memory because we aren't carrying around 3 hash sets per register and 2 per
SSA value. It should also save us CPU time because adding/removing things
from use/def sets is 4 pointer manipulations instead of a hash lookup.
Running shader-db 50 times with USE_NIR=0, NIR, and NIR + use/def lists:
GLSL IR Only: 586.4 +/- 1.653833
NIR with hash sets: 675.4 +/- 2.502108
NIR + use/def lists: 641.2 +/- 1.557043
I also ran a memory usage experiment with Ken's patch to delete GLSL IR and
keep NIR. This patch cuts an aditional 42.9 MiB of ralloc'd memory over
and above what we gained by deleting the GLSL IR on the same dota trace.
On the code complexity side of things, some things are now much easier and
others are a bit harder. One of the operations we perform constantly in
optimization passes is to replace one source with another. Due to the fact
that an instruction can use the same SSA value multiple times, we had to
iterate through the sources of the instruction and determine if the use we
were replacing was the only one before removing it from the set of uses.
With this patch, uses are per-source not per-instruction so we can just
remove it safely. On the other hand, trying to iterate over all of the
instructions that use a given value is more difficult. Fortunately, the
two places we do that are the ffma peephole where it doesn't matter and GCM
where we already gracefully handle duplicates visits to an instruction.
Another aspect here is that using linked lists in this way can be tricky to
get right. With sets, things were quite forgiving and the worst that
happened if you didn't properly remove a use was that it would get caught
in the validator. With linked lists, it can lead to linked list corruption
which can be harder to track. However, we do just as much validation of
the linked lists as we did of the sets so the validator should still catch
these problems. While working on this series, the vast majority of the
bugs I had to fix were caught by assertions. I don't think the lists are
going to be that much worse than the sets.
Reviewed-by: Connor Abbott <[email protected]>
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Acked-by: Connor Abbott <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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v2: Don't use C99 when iterating over the list
Acked-by: Connor Abbott <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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v2: Use LIST_ENTRY instead of container_of in iterators
Acked-by: Connor Abbott <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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