| Commit message (Collapse) | Author | Age | Files | Lines |
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This extension is a combination of AMD_vertex_shader_viewport_index and
AMD_vertex_shader_layer, making it rather trivial to implement.
For gallium I *think* this needs a new cap because of the addition of
support in tessellation evaluation shaders, and since I don't have any
hardware to test it on, I've left that for someone else to wire up.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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(derived from commit 3b6bda665a5a890f2c98e19d2939d7de92b8cb4c)
v2: fix the tabs(Leo)
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Nishanth Peethambaran <[email protected]>
Signed-off-by: Indrajit Das <[email protected]>
Signed-off-by: Leo Liu <[email protected]>
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Transforming this :
0x00c77084: 0x11000001: MI_LOAD_REGISTER_IMM
0x00c77088: 0x0000b020 : Dword 1
Register Offset: 0x0000b020
0x00c7708c: 0x00880038 : Dword 2
Data DWord: 8912952
Into this:
0x007880f0: 0x11000001: MI_LOAD_REGISTER_IMM
0x007880f4: 0x0000b020 : Dword 1
Register Offset: 0x0000b020
0x007880f8: 0x00080040 : Dword 2
Data DWord: 524352
register L3CNTLREG2 (0xb020) : 0x80040
SLM Enable: 0
URB Allocation: 32
URB Low Bandwidth: 0
RO Allocation: 32
RO Low Bandwidth: 0
DC Allocation: 0
DC Low Bandwidth: 0
v2: Drop unused arguments (Sirisha)
Print out register name
Signed-off-by: Lionel Landwerlin <[email protected]>
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so that the texture is rendered to back buffer before calling
flush_frontbuffer and can be copied to a different buffer in
the function
v2: change comment style
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Acked-by: Christian König <[email protected]>
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so that the texture is rendered to back buffer before calling
flush_frontbuffer and can be copied to a different buffer in
the function
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Acked-by: Christian König <[email protected]>
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In case of prime when rendering is done on GPU other then the
server GPU, use a seprate linear buffer for each back buffer
which will be displayed using present extension.
v2: Use a seprate linear buffer for each back buffer (Michel)
v3: Change variable names and fix coding style (Leo and Emil)
v4: Use PIPE_BIND_SAMPLER_VIEW for back buffer in case when
a seprate linear buffer is used (Michel)
v4.1: remove empty line
v4.2: destroy the context and handle the case when
create_context fails (Emil)
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
Acked-by: Michel Dänzer <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Christian König <[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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Switch all RDTSC_START/STOP macros to use AR_BEGIN/END macros.
Signed-off-by: Tim Rowley <[email protected]>
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Fixes ESEXT-CTS.draw_elements_base_vertex_tests.AEP_shader_stages and
ESEXT-CTS.texture_cube_map_array.texture_size_tesselation_con_sh.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Same thing as nvc0_stage_set_sampler_views_range().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This function was quite similar to nvc0_stage_set_sampler_views()
and I don't see any reasons to not remove it.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This helps shaders in UE4 demos, especially with Elemental
(+1% perf). This optimization reduces spilling usage in one
shader which explains the little gain.
GF100/GK104:
total instructions in shared programs :2838551 -> 2838045 (-0.02%)
total gprs used in shared programs :396706 -> 396684 (-0.01%)
total local used in shared programs :34432 -> 34416 (-0.05%)
local gpr inst bytes
helped 1 19 112 112
hurt 0 0 0 0
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This should emit src0 instead of src1.
Found by inspection.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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A couple of forward-declarations were causing warnings in clang:
'value' defined as a class here but previously declared as a struct
[-Wmismatched-tags]
Signed-off-by: Martina Kollarova <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Given robust access, we should just be returning zeroes if the user gives
us a base pointer that's too big, which is what was happens on a release
build. This was caught by a webgl conformance test for out-of-bounds
draws on servo.
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes the following piglit test (for softpipe):
/spec/glsl-1.10/execution/fs-loop-return
Signed-off-by: Lars Hamre <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This patch relaxes the restriction of compressed formats for texture
upload buffer. For now, 3D texture with compressed format
is still not supported in the texture upload buffer path.
As Brian noted, ETQW does many texture updates with glCompressedTexSubImage.
This patch greatly improves the performance of the ETQW trace.
Tested with ETQW, MTT piglit, glretrace, conform, viewperf
v2: Per Brian's suggestion, removed the subregion boundary check.
Reviewed-by: Brian Paul <[email protected]>
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This reduces the number of times we flush in some situations (the
arbocclude demo is one trivial example).
Tested with Piglit, ETQW, Sauerbraten, arbocclude.
Reviewed-by: Charmaine Lee <[email protected]>
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Since commit 99d8fe20abe1f we don't have to flush the command buffer when
we end a query.
Tested with Piglit, Sauerbraten, arbocclude, ETQW (noticably faster now).
Reviewed-by: José Fonseca <[email protected]>
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With this patch, when running with vgpu10, instead of mapping directly to the
guest backed memory for texture update, we'll use the texture upload buffer
and use the transfer from buffer command to update the host side texture memory.
This optimization yields about 20% performance improvement with
Lightsmark2008 and about 40% with Tropics.
Tested with Lightsmark2008, Tropics, Heaven, MTT piglit, glretrace, conform.
Reviewed-by: Brian Paul <[email protected]>
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Split the functions into separate functions for dma and direct map to make
the code more readable.
Tested with MTT piglit, glretrace, viewperf, conform, various OpenGL apps
Reviewed-by: Brian Paul <[email protected]>
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Also add the corresponding dump function to dump the TransferFromBuffer command.
Reviewed-by: Brian Paul <[email protected]>
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With this patch, single sample surface will be created as non-multisamples
surface.
Tested with piglit, glretrace.
Reviewed-by: Brian Paul <[email protected]>
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This patch fixes a memory leak with sampler state when piglit
is run with HW version 11. Sampler state clean up was incorrectly skipped
in svga_cleanup_sampler_state() for vgpu9.
Tested with piglit.
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Left over test code spotted by Sinclair.
Tested with piglit, Google Earth, Lightsmark, Heaven4, glretraces, etc.
Reviewed-by: Sinclair Yeh <[email protected]>
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Use SVGA3D_QUERYTYPE_MAX instead of SVGA_QUERY_MAX for
svga query type check.
Tested with various OpenGL apps with GALLIUM_HUD set.
Reviewed-by: Brian Paul <[email protected]>
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Replace the num-resources-mapped hud with
num-textures-mapped and num-buffers-mapped, so we can
differentiate the map counts for these two different resources.
Reviewed-by: Brian Paul <[email protected]>
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This will make it easier to add new hud types.
Reviewed-by: Brian Paul <[email protected]>
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Some OpenGL apps, like Cinebench R15, have many glDrawElements(GL_QUADS)
calls. Since we don't directly support quads we have to convert these
calls into GL_TRIANGLES which involves generating a new index buffer.
This patch saves the new/translated index buffer in the hope that it
can be reused for a later draw call.
Cinebench R15 increases by about 20% with this change.
The NobelClinician Viewer app also hits this code.
Tested with full piglit run.
Reviewed-by: Charmaine Lee <[email protected]>
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If a consecutive sequence of drawing commands references the same
vertex/index buffers, there should be no need to rebind the surfaces
for the second and subsequent drawing commands.
Apps that use multiple display lists benefit from this since the vertex
data for several display lists is often stored in one buffer.
In the case of the legacy E&S Glaze demo, this reduces the size of our
command buffers from 91KB to 44KB. One WSI Fusion trace shows a 33%
reduction in command buffer sizes.
Tested with full piglit run.
Reviewed-by: Charmaine Lee <[email protected]>
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Previously, every time we put shader constants into the default constant
buffer we called u_upload_alloc(), which mapped the buffer, and
u_upload_unmap(). We had to unmap the buffer before calling
svga_buffer_handle() to get the winsys handle for the buffer. But we
really only need to do that the first time we reference the const buffer.
Now we try to keep the upload manager's buffer mapped until we fill it or
flush the command buffer.
v2: add additional comment on the buffer unmapping code in
svga_context_flush(), per Charmaine.
Reviewed-by: Charmaine Lee <[email protected]>
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When we migrate a buffer from sw/malloc storage to a hardware buffer,
don't memcpy the whole buffer, just copy the part we've written to.
Reviewed-by: Charmaine Lee <[email protected]>
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PredCopyRegion support copy between same type of textures.
Instead of comparing src and dst pipe texture type, compare svga texture
type which can avoid some software fallback.
for example, it avoids a software blit with the Redway3D Aston demo.
Tested piglit tests on VGPU9 and VGPU10 on GL/DX11Renderer, Redway3D Aston demo
v2: some nit pick suggested by Charmaine.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This function returns svga texture type for corresponding pipe texture.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Offset was wrong, it's at bit 8, not 4. Also, uses subr instead
of sub when src2 has neg. Similar to GK110 now.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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The comment for the commutative flags was wrong because OP_MUL is
before OP_MAD. While we are at it add missing opcodes, and fix
the comment about the short forms.
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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This needs to be above the switch on API, as that can return true
(valid to render) before this error check even had a chance to run.
Fixes ESEXT-CTS.draw_elements_base_vertex_tests.invalid_mapped_bos,
which worked before commit 72f1566f90c434c7752d8405193eec68d6743246.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Fixes four ES32-CTS.context_flags.* tests.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This patch switches non-TGSI compute shaders over to using the HSA
ABI described here:
https://github.com/RadeonOpenCompute/ROCm-Docs/blob/master/AMDGPU-ABI.md
The HSA ABI provides a much cleaner interface for compute shaders and allows
us to share more code in the compiler with the HSA stack.
The main changes in this patch are:
- We now pass the scratch buffer resource into the shader via user sgprs
rather than using relocations.
- Grid/Block sizes are now passed to the shader via the dispatch packet
rather than at the beginning of the kernel arguments.
Typically for HSA, the CP firmware will create the dispatch packet and set
up the user sgprs automatically. However, in Mesa we let the driver do
this work. The main reason for this is that I haven't researched how to
get the CP to do all these things, and I'm not sure if it is supported
for all GPUs.
v2:
- Add comments explaining why we are setting certain bits of the scratch
resource descriptor.
v3:
- Use amdgcn-mesa-mesa3d triple instead of amdgcn--mesa3d.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes 8 fs-interpolateat* piglit crashes on radeonsi, because it can't
handle non-input operands in interpolateAt*.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes 66 CTS tests on st/mesa.
Cc: 12.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fix getting the size of a struct arg. vec3 types still work ok.
Only buit-in args need to have power of two alignment, getTypeAllocSize
reports the correct size in all cases.
Acked-by: Francisco Jerez <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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The gallium interface defines these like DX10. Note that OpenGL ignores
these options if MSAA is disabled or the dest buffer doesn't support
MSAA.
Reviewed-by: Roland Scheidegger <[email protected]>
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The old comment was a copy and paste mistake. Indent another comment.
Reviewed-by: Roland Scheidegger <[email protected]>
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