| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Timothy Arceri <[email protected]>
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for later use
Reviewed-by: Timothy Arceri <[email protected]>
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for HUD integration in following commits. This valuable profiling data
will allow us to see on the HUD how well glthread is able to utilize
parallelism. This is better than benchmarking, because you can see
exactly what's happening and you don't have to be CPU-bound.
u_threaded_context has the same counters.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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This mirrors exactly how u_threaded_context works.
If you understand this, you also understand u_threaded_context.
Reviewed-by: Timothy Arceri <[email protected]>
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we are switching to util_queue.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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v2: Don't pass layout to image view usage mask.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Fixes: 0628580eff6 "radv: Specify semantics of HTILE layout helpers."
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These entry points are used by Alien Isolation and caused
synchronization with glthread. The async marshalling implementation
is similar to glBuffer(Sub)Data. However unlike Buffer(Sub)Data
we don't need to worry about EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD,
as this isn't applicable to these DSA variants.
Results in an approximately 6x drop in glthread synchronizations and a
~30% FPS jump in Alien Isolation (Medium preset, Athlon 860K, RX 480).
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes:
dEQP-VK.pipeline.framebuffer_attachment.no_attachments
dEQP-VK.pipeline.framebuffer_attachment.no_attachments_ms
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This reorders things as we need something from the fs for the vs key.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Noticed in passing.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Just noticed in passing.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes: b7d9677d ("nv50/ir: constant fold OP_SPLIT")
Cc: [email protected]
Signed-off-by: Pierre Moreau <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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It's not needed. The hw doesn't fetch ahead over page boundaries.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This trivially adds support for the image offset query, which is needed
for the zwp_linux_dmabuf based EGL platform wayland implementation.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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This prevents glViewport() and friends to always flush and
trigger _NEW_VIEWPORT.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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No need to explain why calling a driver callback is needed.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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If lp_setup_bind_framebuffer() is never called, then setup fb x1/y1 was not
correctly initialized. This can happen if there's never a fb set - both
cso and llvmpipe would consider setting this with no cbufs and no zsbuf a
redundant change and therefore it would never get set.
We rely on this setup fb rect being initialized correctly for the tri intersect
tests, throwing away tris which don't intersect. Not initializing it meant
we'd then say it intersected, and we'd try to bin that despite that we have
no actual tiles to bin it to, leading to assertion failures (pretty harmless
since tile 0/0 always exists nevertheless as tiles are statically allocated,
albeit that should change at some point).
(Note probably not an issue with gl state tracker)
Reviewed-by: Jose Fonseca <[email protected]>
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This commit replaces the complex and confusing set of disable flags with
two fairly straightforward fields which describe the intended auxiliary
surface usage and whether or not the miptree supports fast clears.
Right now, supports_fast_clear can be entirely derived from aux_usage
but that will not always be the case.
This commit makes functional changes. One of these changes is that it
re-enables multisampled fast-clears which were accidentally disabled in
cec30a666930ddb8476a9452a89364a24979ff62 around a year ago. Fixing this
improves the SynMark v7 DeferredAA test by around ~3% on some gen9
hardware. This commit also gets us closer to enabling CCS_E for
window-system buffers which are Y-tiled.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Starting with Sky Lake, we can clear to arbitrary floats or integers.
Unfortunately, the hardware isn't particularly smart when it comes
sampling from that clear color. If the clear color is out of range for
the surface format, it will happily return whatever we put in the
surface state packet unmodified. In order to avoid returning bogus
values for surfaces with a limited range, we need to do some clamping.
Cc: "17.1" <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This function is only used on gen4-5 which don't support HiZ.
Reviewed-by: Chad Versace <[email protected]>
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While we're here, we also make the two support checks static since there
are no users outside intel_mipmap_tree.c.
Reviewed-by: Chad Versace <[email protected]>
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We never fast-clear more than the base slice (LOD 0, layer 0) anyway, so
layered rendering without a resolve is always perfectly safe. Should
this ever change in the future, we'll have to put some sort of resolve
back in but we can cross that bridge when we come to it.
Reviewed-by: Chad Versace <[email protected]>
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For PartialResolveDisableInVC field recommendation is to
always set this to 0 and that's the default value of the bit.
So, we have nothing left to write to CACHE_MODE_1.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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With below optimizations gone in gen10+ we have nothing left out to
write to CACHE_MODE_1:
Float Blend Optimization Enable: This bit have been removed in gen10+
Partial Resolve Disable in VC: Recommendation is to always set this
field to 0 in gen10+ and that's the default value of the bit.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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This fixes the long-standing problem with black transitions in The Wicher 2.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98238
Signed-off-by: Marek Olšák <[email protected]>
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Do KILL at the end of shaders so as not to break WQM.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100070
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This needs to be passed to gallium drivers.
No game fix is planned at this time.
The addition of glsl_correct_derivatives_after_discard is
generally a good thing for mesa compatibility with the broader GL
driver ecosystem.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100070
Reviewed-by: Nicolai Hähnle <[email protected]>
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dri_init_options_get_screen_flags will return the flags for create_screen().
Reviewed-by: Nicolai Hähnle <[email protected]>
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for drirc options
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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We use the bounding box (triangle extents) to figure out if 32bit rasterization
could potentially overflow. However, we used the bounding box which already got
rounded up to 0 for negative coords for this, which is incorrect, leading to
overflows and hence bogus rendering in some of our private use.
It might be possible to simplify this somehow (we're now using 3 different
boxes for binning) but I don't quite see how.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This is pretty useful for debugging rasterization issues, so turn it on
based on DEBUG (the actual existence of the fields is also conditionalized
on DEBUG, lines fill it out the same too).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This reverts commit c9040dc9e75c81024f88f3f1bab821ad2bc73db3.
People have reported it causes corruption on VI, and I see GPU hangs
on GFX9.
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I don't think this is actually required, if the viewport
values are different from the ones stored in the context, we
already flush and trigger _NEW_VIEWPORT in
set_viewport_no_notify().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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I don't think this is actually required, if the depth range
values are different from the ones stored in the context, we
already flush and trigger _NEW_VIEWPORT in
set_depth_range_no_notify().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This looks like useless because gl_context::Texture::CurrentUnit
is not used by _mesa_update_texture_state() and friends.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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While are at it, add a 'context' parameter for consistency.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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