| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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We don't wanna use unflushed fences when we have multiple contexts.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This will be used as a counter for whether fence_finish needs to flush
the IB.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The following patches will use this.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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On gl{Push,Pop}Attrib(GL_CLIENT_VERTEX_ARRAY_BIT) take
care that gl_vertex_array_object::VertexAttribBufferMask
matches the bound buffer object in the
gl_vertex_array_object::VertexBinding array.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Fredrik Höglund <[email protected]>
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According to the IVB PRM Vol2 P1, this bit must be set if a pixel shader
contains a discard instruction.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97207
Cc: "12.0" <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Both the rgb9e5 and r11g11b10 formats are defined based on how they are
packed into a 32-bit integer. It makes sense that the functions that
manipulate them take an explicitly sized type.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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There are a number of reasons for this refactor. First, format_rgb9e5.h is
not something that a user would expect to define such a generic union.
Second, defining it requires checking for endianness which is ugly. Third,
90% of what we were doing with the union was float <-> uint32_t bitcasts
and the remaining 10% can be done with a sinmple left-shift by 23.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The rgb9e5 format is a packed format defined in terms of slicing up a
single 32-bit value. The bitfields are far more confusing than simple
shifts and require that we check the endianness.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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It's used from both mesa main and gallium.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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It's used from both mesa main and gallium.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Acked-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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When an argument for a structure constructor or initializer doesn't
match the expected type, only Section 4.1.10 “Implicit Conversions”
are allowed to try to match that expected type.
From page 32 (page 38 of the PDF) of the GLSL 1.20 spec:
" The arguments to the constructor will be used to set the structure's
fields, in order, using one argument per field. Each argument must
be the same type as the field it sets, or be a type that can be
converted to the field's type according to Section 4.1.10 “Implicit
Conversions.”"
From page 35 (page 41 of the PDF) of the GLSL 4.20 spec:
" In all cases, the innermost initializer (i.e., not a list of
initializers enclosed in curly braces) applied to an object must
have the same type as the object being initialized or be a type that
can be converted to the object's type according to section 4.1.10
"Implicit Conversions". In the latter case, an implicit conversion
will be done on the initializer before the assignment is done."
v2: Remove also the now redundant constant conversion, the
constant_record_constructor helper and the replacement code
(Timothy).
Fixes GL44-CTS.shading_language_420pack.initializer_list_negative
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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v2: Refactor also the conversion to constant and replacement code
(Timothy).
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Implicit conversions were added in the GLSL 1.20 spec version.
v2: Join the checks for GLSL 1.10 and ESSL (Timothy).
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Previously, for every input, we moved the dispatch mask to the flag
register, then emitted two predicated PLN instructions, one with
centroid barycentric coordinates (for normal pixels), and one with
pixel barycentric coordinates (for unlit helper pixels).
Instead, we can simply emit a set of predicated MOVs at the top of
the program which copy the pixel barycentric coordinates over the
centroid ones for unlit helper pixel channels. Then, we can just
use normal PLNs.
On Sandybridge:
total instructions in shared programs: 7538470 -> 7534500 (-0.05%)
instructions in affected programs: 101268 -> 97298 (-3.92%)
helped: 705
HURT: 9 (all of which are SIMD16 programs)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Test is now in SetupPipeline.
Signed-off-by: Tim Rowley <[email protected]>
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Significant performance increase (up to 2x) on high geometry workloads.
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Add support for 0 pitch in fetch.
Add support for USCALE/SSCALE for 32bit integer fetches.
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Sync now uses a callback to ensure that it's called by the last
thread moving past a DC. This will help with the new counter
handling.
Signed-off-by: Tim Rowley <[email protected]>
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Avoid nested declarations of the same name within a single function.
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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By allocating and initializing the matrices at context creation, the OS
couldn't even overcommit the pages. This saves about 63k (out of 946k) of
maximum memory size according to massif on simulated vc4
glsl-algebraic-add-add-1. It also means we could potentially relax the
maximum stack sizes, but that should be a separate commit.
v2: Drop redundant Top update, explain why the stack is small at init
time.
Reviewed-by: Brian Paul <[email protected]>
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It's only used for rarely-used deprecated GL features
(feedback/rasterpos), so we can skip the memory allocation and
initialization for it most of the time.
Saves about 659k (out of 1605k) of maximum memory size according to massif
on simulated vc4 glsl-algebraic-add-add-1
Reviewed-by: Brian Paul <[email protected]>
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This works out to be a wash in terms of memory usage: We use more memory
to store the separate ALU instructions, but we optimize out a lot of code
as well. The main result, though, is that we do more of our work at link
time rather than draw time.
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We don't want to bake the whole array into the FS key, because of the
hashing overhead. But we can keep a set of the arrays seen, and use a
pointer to the copy in as the array's proxy.
Between this and the previous patch, gl-1.0-blend-func now passes on
hardware, where previously it was filling the 256MB CMA area with shaders
and OOMing.
Drops 712 shaders from shader-db.
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The compiled_fs_id is a proxy for the vc4->prog.fs->input_slots[], but
only the VS dereferences it.
Drops 754 shaders from shader-db.
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It's a pretty big block, and I was about to make it bigger.
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I found a shader in Tales of Maj'Eyal that contains:
if ssa_21 {
block block_1:
/* preds: block_0 */
...instructions that prevent the select peephole...
vec1 32 ssa_23 = imov ssa_4
vec1 32 ssa_24 = imov ssa_4.y
vec1 32 ssa_25 = imov ssa_4.z
/* succs: block_3 */
} else {
block block_2:
/* preds: block_0 */
vec1 32 ssa_26 = imov ssa_4
vec1 32 ssa_27 = imov ssa_4.y
vec1 32 ssa_28 = imov ssa_4.z
/* succs: block_3 */
}
block block_3:
/* preds: block_1 block_2 */
vec1 32 ssa_29 = phi block_1: ssa_23, block_2: ssa_26
vec1 32 ssa_30 = phi block_1: ssa_24, block_2: ssa_27
vec1 32 ssa_31 = phi block_1: ssa_25, block_2: ssa_28
Here, copy propagation will bail because phis cannot perform swizzles,
and CSE won't do anything because there is no dominance relationship
between the imovs. By making nir_opt_remove_phis handle identical moves,
we can eliminate the phis and rewrite everything to use ssa_4 directly,
so all the moves become dead and get eliminated.
I don't think we need to check "exact" - just the alu sources.
Presumably phi sources should match in their exactness.
On Broadwell:
total instructions in shared programs: 11639872 -> 11638535 (-0.01%)
instructions in affected programs: 134222 -> 132885 (-1.00%)
helped: 338
HURT: 0
v2: Fix return value to be NULL, not false (caught by Iago).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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