| Commit message (Collapse) | Author | Age | Files | Lines |
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It is legal to load a shader from a NULL address, particularly when the
TILER job is used strictly for effects on the Z/S buffer with 0x0 color
mask. Don't crash the decoder in this case.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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When backside stenciling is disabled, backfacing primitives just do the
same thing as frontfacing primitives.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This commit cleans up API between the core of the rasterizer and swr.
Some formatting changes are also done.
Reviewed-by: Alok Hota <[email protected]>
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Treat gl_PointCoord as a system value and
add the necessary bits for correct codegen.
Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This adds an option to treat gl_PointCoord as a system value.
Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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gl_PointCoord handling needs some special bits set in lima/ppir code
generation. Treating gl_PointCoord as a system value makes it easier
to distinguish from a regular varying.
Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When writing the scheduler, we forgot that you can't read the complex
unit in certain sources because it gets overwritten to 0 or 1. Fixing
this turned out to be possible without giving up and reducing
GPIR_VALUE_REG_NUM to 10, although it was difficult in a way I didn't
expect. There can be at most 4 next-max nodes that can't have moves
scheduled in the complex slot, so it actually isn't a problem for
getting the number of next-max nodes at 5 or lower. However, it is a
problem for stores. If a given node is a next-max node whose move cannot
go in the complex slot *and* is used by a store that we decide to
schedule, we have to reserve one of the non-complex slots for a move
instead of all the slots, or we can wind up in a situation where only
the complex slot is free and we fail the move. This means that we have
to add another term to the reservation logic, for stores whose children
cannot be in the complex slot.
Acked-by: Qiang Yu <[email protected]>
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Now, we do scheduling at the same time as value register allocation. The
ready list now acts similarly to the array of registers in
value_regalloc, keeping us from running out of slots. Before this, the
value register allocator wasn't aware of the scheduling constraints of
the actual machine, which meant that it sometimes chose the wrong false
dependencies to insert. Now, we assign value registers at the same time
as we actually schedule instructions, making its choices reflect reality
much better. It was also conservative in some cases where the new scheme
doesn't have to be. For example, in something like:
1 = ld_att
2 = ld_uni
3 = add 1, 2
It's possible that one of 1 and 2 can't be scheduled in the same
instruction as 3, meaning that a move needs to be inserted, so the value
register allocator needs to assume that this sequence requires two
registers. But when actually scheduling, we could discover that 1, 2,
and 3 can all be scheduled together, so that they only require one
register. The new scheduler speculatively inserts the instruction under
consideration, as well as all of its child load instructions, and then
counts the number of live value registers after all is said and done.
This lets us be more aggressive with scheduling when we're close to the
limit.
With the new scheduler, the kmscube vertex shader is now scheduled in 40
instructions, versus 66 before.
Acked-by: Qiang Yu <[email protected]>
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Reviewed-by: Qiang Yu <[email protected]>
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Reviewed-by: Qiang Yu <[email protected]>
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I used this to test things without needing to have a device handy.
Acked-by: Qiang Yu <[email protected]>
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The location is unused for shader_temp and function_temp variables, and
due to the way we nir_lower_io_to_temproraries demotes shader_out
variables to shader_temp variables, it happened to equal
VARYING_SLOT_POS for the gl_Position temporary, which made this pass
fail with the offline compiler due to this coming before vars_to_ssa.
Reviewed-by: Qiang Yu <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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And do not emit VGT_GS_MODE which is unnecessary on GFX10.
Signed-off-by: Samuel Pitoiset <[email protected]>
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With NGG, empty waves may still be required to export data.
This fixes dEQP-VK.ycbcr.format.*_unorm.geometry_*.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Found by inspection.
Cc: <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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v2:
- Drop the writemask from the per-sample color intrinsic (Eric)
Reviewed-by: Eric Anholt <[email protected]>
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v2:
- Move handling of output intrinsics to ntq_emit_intrinsic() (Eric).
Reviewed-by: Eric Anholt <[email protected]>
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For per-sample color writes we need the output intrinsic to pack the
sample index, which is not provided with regular store_output intrinsics
unless we figured out a way to encode it into the base or the offset.
v2:
- Drop the writemask (Eric)
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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We want to split the tlb specifier setup from the color writes, because when
we implement per-sample color writes we want to do the latter for all the
samples, but the former only once.
Reviewed-by: Eric Anholt <[email protected]>
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We will soon be adding per-sample color writes which means additional
complexity and more indentation (we will need another loop to emit
the writes for each individual sample), so this will help keeping
things simple and a bit more readable.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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anv_format is supposed to have a pointer back to the associated
VkFormat, we were missed this for depth/stencil formats.
This doesn't fix anything afaict, but will be needed for future
changes.
Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: 465de47bad70 ("anv: associate vulkan formats with aspects")
Acked-by: Jason Ekstrand <[email protected]>
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I can find no evidence that removing this is a good idea.
Fixes: 9b116173b6a ("radv: do not emit VGT_FLUSH on GFX10")
Reviewed-by: Samuel Pitoiset <[email protected]>
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unorm and snorm require that the border color values are clamped, so when
picking the sampler view copy/clamp the border color from the sampler and
use these adjusted values.
Fixes:
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_compressed_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_snorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_srgb_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_unorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_compressed_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_snorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_srgb_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_unorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_unorm_depth
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_unorm_depth_uint_stencil_sample_depth
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The value of -0.5f is not small enough to produce negative coordinates,
so lower the minimum clamp value to -1.0f. This fixes a number of tests
from
dEQP-GLES31.functional.texture.border_clamp.*
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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when mirroring the texture corrdinates the indices must be mirrored as
well and the half pixel shift must be applied in reverse.
Fixes a number of tests from:
dEQP-GLES31.functional.texture.gather.offset.*
dEQP-GLES31.functional.texture.gather.offsets.*
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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At this point all the draw caches are flushed to the old attached textures,
so the read caches of these textures will need to be updated too.
Fixes:
dEQP-GLES3.functional.fbo.color.repeated_clear.sample.tex2d.*
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This fixes a rendering glitch observed in SDL testscale test, where alpha
blending samples with value (1.0, 1.0, 1.0, 0.0) whitens the target instead
of having no effect.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Update to etna_viv commit a16a418.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Newer GPUs use the half float ALPHA_COLOR_EXT register.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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We need to check rgb_func/alpha_func when determining if blend or separate
alpha is required.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Dividing the fui result by 65535 is obviously wrong, and from testing, on
GC7000L at least there is no division by 65535.
Fixes dEQP-GLES2.functional.polygon_offset.fixed16_displacement_with_units
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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This fixes the memory use regression from bug 111107.
Fixes: 726a31df705 ("radv: Add the concept of radv shader binaries.")
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111107
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This is ported from AMDVLK, it's probably not requires unless
we want to use "real time queues", but it might be nice to just have
in place.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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this shouldn't matter, but it's good to be correct.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Rob Clark thinks this was likely a workaround for our const buffer
update bugs, and now that it's passing tests, we should be able to
drop it.
renderdoc-traces results:
traces/android/clashofclans.rdc: +6.1% +/- 1.1%
traces/android/candycrush.rdc: +5.2% +/- 1.6%
Reviewed-by: Rob Clark <[email protected]>
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Now that the bin vs render constlen is fixed, we can skip these waits.
Improves webgl aquarium performance at 10k fish from 27fps to 33.
Some highlights from renderdoc-traces:
traces/android/minecraft.rdc: +17.1% +/- 3.4%
traces/glmark2/ideas-speed=duration.rdc: +11.6% +/- 2.4%
traces/android/candycrush.rdc: +5.4% +/- 1.1%
traces/android/clashofclans.rdc: +4.4% +/- 1.3%
Reviewed-by: Rob Clark <[email protected]>
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We actually could go up to vs->constlen in the binning shader on a6xx,
but for sanity let's make sure that we're always under constlen. This
would have caught the bug fixed in 572c76fd8826 ("freedreno: Clamp UBO
uploads to the constlen decided by the shader.")
Reviewed-by: Rob Clark <[email protected]>
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Fixes constlen overflow in
dEQP-GLES31.functional.shaders.builtin_var.compute.num_work_groups and
dEQP-GLES31.functional.image_load_store.buffer.image_size.readonly_32
and probably others.
Reviewed-by: Rob Clark <[email protected]>
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We already skip the upload if it's unused, due to the constlen >
offset check.
Reviewed-by: Rob Clark <[email protected]>
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The set of meta data was removed by commit 8083464. It broke lots of
dEQP tests when running with pbuffer surface type.
Fixes: 80834640137 ("virgl: remove dead code")
Signed-off-by: Lepton Wu <[email protected]>
Reviewed-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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After reset, if valid does not contain the relevant bit the descriptor
can be != NULL but still not be valid.
CC: <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Spec says :
"timestampComputeAndGraphics specifies support for timestamps on all
graphics and compute queues. If this limit is set to VK_TRUE, all
queues that advertise the VK_QUEUE_GRAPHICS_BIT or
VK_QUEUE_COMPUTE_BIT in the VkQueueFamilyProperties::queueFlags
support VkQueueFamilyProperties::timestampValidBits of at least 36."
On gen7+ this should be true (we only have 32bits of timestamp on
gen6 and below).
Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: 802f00219addb3 ("anv/device: Update features and limits")
Reported-by: Timothy Strelchun <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Until now we only supported fast clear colors on the first miplevel and
layer. The main reason for it is that we can't have different fast clear
values at different levels/layers, since the surface state only supports
one clear value.
We can, however, enable it if we make sure we only use the same value
for all levels/layers, and if one of them changes, we resolve all the
others. We already do that for depth fast clears so hopefully it will be
fine for color fast clears too.
v2: Add check for partial clear too (Ken).
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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We want to use this in the transfer code and possibly for fast clears.
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