| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This is a relatively minimal change to adjust all the gallium interfaces
to use bool instead of boolean. I tried to avoid making unrelated
changes inside of drivers to flip boolean -> bool to reduce the risk of
regressions (the compiler will much more easily allow "dirty" values
inside a char-based boolean than a C99 _Bool).
This has been build-tested on amd64 with:
Gallium drivers: nouveau r300 r600 radeonsi freedreno swrast etnaviv v3d
vc4 i915 svga virgl swr panfrost iris lima kmsro
Gallium st: mesa xa xvmc xvmc vdpau va
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Acked-by: Alyssa Rosenzweig <[email protected]>
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The comment even justifies the wrongness wrongly.
We should be translating to pipe values properly here or else
fragment maps to tess ctrl.
Fixes: 3d7611e9a6c ("st/nir: use NIR for asm programs")
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Even if we don't directly support typed reads on a format, we can often
translate them to a reasonable matching format. Advertise those too.
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st_extensions.c sets const->MaxImageSamples (GL_MAX_IMAGE_SAMPLES) by
looping over [16, 15, .. 1x] MSAA modes, and RGBA/BGRA/ARGB/ABGR 8888
color formats, calling pipe->is_format_supported() for each, with
the usage set to PIPE_BIND_SHADER_IMAGE. If any are supported, it
selects that number of samples.
We were checking if sample_count <= 1, which meant that we were getting
a value of 1x MSAA, rather than the expected 0x (feature doesn't exist).
But, only on Icelake because Gen11 adds support for typed read messages
for R8G8B8A8_UNORM. The lack of typed read messages for these formats
was tricking the check on Gen9 to say no correctly. This caused some
Icelake conformance failures, because we don't implement this feature.
Just check for sample_count == 0 instead.
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Glamor in xorg-server 1.20 cannot expose 16bpp pixmaps when running in
the usual 24bpp mode. This meant our 565 pbuffer configs would
ultimately fail to create a backing pixmap, leading to crashes.
To hack around this, make a 16bpp pixmap and try and export it.
If it works, expose the configs. Otherwise, just skip them.
This also disables them on DRI2. These configs were only added to pass
conformance requirements, and I doubt anybody cares about testing out
565 pbuffer visuals on DRI2-only drivers.
v2: Don't leak the fds (caught by Eric Anholt)
v3: Don't free(fds), it's not malloc'd
Fixes: dacb11a585f ("egl: Add a 565 pbuffer-only EGL config under X11.")
Reviewed-by: Eric Anholt <[email protected]>
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In commit dacb11a585face5ca179c34cfc588a71a425c1e0, Eric found the first
matching 565 pbuffer config, and stopped. Our double-buffered configs
come first in the list, so we added that, making a pbuffer-only config
that claimed to be double buffered. This doesn't make sense, since
pixmaps/pbuffers are fundamentally not double buffered.
When using that config, every call to eglCreatePbufferSurface would fail
with EGL_BAD_MATCH. The call chain looks like this:
- eglCreatePbufferSurface
- dri3_create_pbuffer_surface
- dri3_create_surface
- dri2_get_dri_config
which eventually does:
const bool double_buffer = surface_type == EGL_WINDOW_BIT;
and then fails to find a matching config, because it ends up looking
for a single-buffered config - and there aren't any.
To fix this, make the 565 pbuffer config single-buffered. This fixes
at least 51 dEQP-EGL.* tests.
Fixes: dacb11a585f ("egl: Add a 565 pbuffer-only EGL config under X11.")
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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pbuffer configs cause a million of these warnings to trigger, but
when using pixmaps or buffers, there is only one surface, so this
warning doesn't make much sense. Retain it for window surfaces for now.
Fixes: dacb11a585f ("egl: Add a 565 pbuffer-only EGL config under X11.")
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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pbuffers are internally single-buffered. Marek fixed DrawBuffers to
handle this case, but we need to fix ReadBuffers too. Otherwise,
pretty much every conformance test fails because glReadPixels breaks.
v2: Refactor the switch into a helper (suggested by Eric Anholt)
Fixes: 35294f2eca8 ("mesa: fix pbuffers because internally they are front buffers")
Acked-by: Eric Engestrom <[email protected]> (v1)
Reviewed-by: Eric Anholt <[email protected]>
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Check the assertion after error checking.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111194
Fixes: 9dd1f7cec01 ("mesa: pass gl_texture_object as arg to not depend on state")
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Normally, we haven't worried too much about stack sizes as Linux tends
to be fairly friendly towards large stacks. However, when running DXVK
apps under wine, we're suddenly subject to Windows' more stringent stack
limitations and can run out of space more easily. In particular, some
of the shaders in Elite Dangerous: Horizons have quite a few registers
and the arrays in split_virtual_grfs are large enough to blow a 1 MiB
stack leading to crashes during shader compilation.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108662
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: [email protected]
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color_buffers[] is currently hard coded to 3 for android which fails
in droid_window_dequeue_buffer when ANativeWindow creates color_buffers
>3 while querying buffer age during dEQP partial_update tests on chromeOS.
The patch removes static color_buffers[], queries for MIN_UNDEQUEUED_BUFFERS,
sets native window buffer count and allocates the correct number of
color_buffers as per android.
Fixes dEQP-EGL.functional.partial_update* tests on chromebooks with
enabling EGL_KHR_partial_update.
v2: update comment instead of removing (Eric Engestrom)
v3: change static array to dynamic allocated color_buffers
querying MIN_UNDEQUEUED_BUFFERS (Chia-I Wu [email protected])
Fixes: 2acc69da8ce "EGL/Android: Add EGL_EXT_buffer_age extension"
Signed-off-by: Nataraj Deshpande <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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anv vkpipeline-db results for SKL:
total instructions in shared programs: 3622461 -> 3611281 (-0.31%)
instructions in affected programs: 396452 -> 385272 (-2.82%)
helped: 2062
HURT: 1
total cycles in shared programs: 1458144669 -> 1458105320 (<.01%)
cycles in affected programs: 4171830 -> 4132481 (-0.94%)
helped: 1874
HURT: 180
total loops in shared programs: 2437 -> 2437 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total spills in shared programs: 8745 -> 8748 (0.03%)
spills in affected programs: 8 -> 11 (37.50%)
helped: 1
HURT: 1
total fills in shared programs: 23392 -> 23395 (0.01%)
fills in affected programs: 8 -> 11 (37.50%)
helped: 1
HURT: 1
LOST: 0
GAINED: 1
No changes to shader-db on i965 or iris. The glsl compiler already
does a similar optimization.
Improvement suggested by Daniel Schürmann.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Memory corruption (for both legitimate and illegitimate reasons) causes
this to hang pantrace.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Route this info through so we can track how we're doing on register
spilling.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This was disabled to permit regression-free RA work. Now that the spill
code is in place, we can reenable, with some caveats about efficacy.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Pipe through the number of bytes of spilled memory used from the
compiler into the main driver, where it will be used to allocate the
Thread Local Storage buffer.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Indirect linear writes were not being marked as initialized, causing the
back blit to be dropped, breaking the listed tests.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We've fixed some shader tests.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Fixes promoted uniform loads to registers.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We just use the pointers of the midgard_block*, which is crude, but it
gets the point across and will help debug successor related issues.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Now that we run RA in a loop, before each iteration after a failed
allocation we choose a spill node and spill it to Thread Local Storage
using st_int4/ld_int4 instructions (for spills and fills respectively).
This allows us to compile complex shaders that normally would not fit
within the 16 work register limits, although it comes at a fairly steep
performance penalty.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Helps scan the MIR for uses of an index.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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If we write to an index before reading it, the old copy we're checking
liveness for isn't live in this block, even if it does get read later.
Fixes abnormally high register pressure in shaders with loops.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Midgard bundles contain a tag, as well as a copy of the tag of the next
bundle to facilitate prefetch. Do some simple static analysis to detect
certain tag errors (particularly on shaders without branching).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Rather than rewriting an index away across the whole block, we expose
finer (per-instruction) granularity for rewrites.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It doesn't make any sense to look at it.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These are used to load/store from Thread Local Storage, which is memory
allocated per-thread (corresponding to ctx->scratchpad in the command
stream) and used for register spilling.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It was a crazy idea that didn't pan out. We're better served by a good
copyprop pass. It's also unused now.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Rather than creating either a load or a uniform register read with a
fixed beginning offset, we always create a load and then promote to a
uniform register later. This will allow us to promote in a register
pressure aware manner.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This will allow us to insert instructions as a result of register
allocation, permitting spilling to be implemented. As a side effect,
with the assert commented out this would fix a bunch of glamor crashes
(due to RA failures) so MATE becomes useable.
Ideally we'll have scheduling or RA actually sorted out before the
branch point but if not this gives us a one-line out to get X working...
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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What we have is equivalent to the default callback; let's use that.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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depth_stencil_attachment and/or ds_resolve attachment can be NULL.
This fixes crashes with
dEQP-VK.renderpass.suballocation.unused_clear_attachments.*
Cc: 19.1 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Some leaks detected with GL_KHR_debug on i965.
CC: Timothy Arceri <[email protected]>
Signed-off-by: Sergii Romantsov <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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GFX10 isn't affected.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This field doesn't exist.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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RadeonSI only uses Z32_FLOAT_CLAMP for upgraded depth textures
on GFX10 and RADV doesn't promotes Z16 or Z24.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This late optimization pass is only affected by nir_opt_if() and handles all cases
in a single pass. It's enough to call it once after the optimization loop.
No changes on vkpipeline-db.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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