| Commit message (Collapse) | Author | Age | Files | Lines |
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dri3 allows us to send handle of a texture directly to X
so this patch allows a state tracker to directly send its
texture to X to be used as back buffer and avoids extra
copying
v2: use clip width/height to display a portion of the surface
v3: remove redundant variables, fix wrapping, rename variables
handle vaapi path
v3.1: we need clip_width/height for every frame so we don't need
to maintain it for each buffer instead use a global variable
v4: In case of single gpu we can cache the buffers as applications
use constant number of buffer and we can avoid calls to present
extension for every frame
Reviewed and Suggested-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
Tested-by: Andy Furniss <[email protected]>
Signed-off-by: Nayan Deshmukh <[email protected]>
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The same we do in the OpenGL driver (comment copied from there).
This is required to ensure that we execute the fragment shader stage when
side-effects (such as image or ssbo stores) are present but there are no
color writes.
I found this while writing a test to check rendering to a framebuffer
without attachments where the fragment shader does not produce any
color outputs but writes to an image via imageStore(). Without this patch
the fragment shader does not execute and the image is not written,
which is not correct.
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes crash in dEQP-VK.ubo.random.all_shared_buffer.48 due to a
fragment shader code bigger than 128 kB.
This patch increases the allocation size limit to 1 MB.
v2:
- Increase it to 1 MB (Jason)
- Increase device->instruction_block_pool allocation size in
anv_device.c (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Address loading can often end up as shl + shr + shl combinations. The
latter two are equal shifts, which get converted into an and mask.
However if the previous shl is more than the mask is trying to remove
(in terms of low bits), we can just remove the and entirely. This
reduces some large shaders by as many as 3% of instructions (out of 2K).
total instructions in shared programs : 6495509 -> 6491076 (-0.07%)
total gprs used in shared programs : 954621 -> 954623 (0.00%)
local gpr inst bytes
helped 0 0 1014 1014
hurt 0 2 0 0
Signed-off-by: Ilia Mirkin <[email protected]>
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We don't need to support all the color buffers for advanced blend, just
cb0. For Fermi, we use the special binding slots so that we don't
overlap with user textures, while Kepler+ gets a dedicated position for
the fb handle in the driver constbuf.
This logic is only triggered when a FBFETCH is actually present so it
should be a no-op most of the time.
Signed-off-by: Ilia Mirkin <[email protected]>
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This implements support for emitting FBFETCH ops, using the existing
lowering pass for advanced blend logic, and disabling hw blend when
advanced blending is enabled.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is so that we can differentiate between flushing any framebuffer
reading caches from regular sampler caches.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The extension spec is not currently published, so it's a bit premature
to require it for BlendBarrier usage.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is just prep work for layered clears, it doesn't change
anything.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Pretty straightforward. Also deleted the big comment block as it
is a pretty standard pattern for filling in arrays.
Also removed the error message on non-existent devices, as getting
7 errors printed to the console each time you enumerate the
devices is pretty confusing.
v2: Add constant for number of DRM devices.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This had been updated in one place but not the other.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Just noticed this while in the area.
v2: one replacement was incorrect.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We only need one per samples (maybe not even that), reduce
all the unneeded ones.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The existing lowering is in place to lower that to RCP + MUL, or fancier
things down the line if necessary.
Signed-off-by: Ilia Mirkin <[email protected]>
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Double-precision division, to allow more precision than a DRCP + DMUL
sequence.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Vedran Miletić <[email protected]>
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This may fix GPU hangs on Gen8. I don't know if it does though.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Everything is in place and the test results look solid.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[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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v2: add u_bit_consecutive64
Reviewed-by: Nicolai Hähnle <[email protected]>
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Renaming data sources was added in
e8bb97ce30051b999a4a69c9b27884daeb8d71e6
It was possible to use a new name longer than
the name array in hud_graph of 128. This
patch truncates the name to fit the array.
CC: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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It should be close to the GPU load, but it can be much lower if something
is stalling shader execution (e.g. CP DMA).
Reviewed-by: Nicolai Hähnle <[email protected]>
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The next patch will add SPI_BUSY monitoring.
Reviewed-by: Nicolai Hähnle <[email protected]>
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so that the graphs are independent from FPS.
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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If begin_frame is called before setting intra_matrix and
non_intra_matrix it leads to segmentation faults when
vl_mpeg12_decoder.c is used.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92634
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Christian König <[email protected]>
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In commit 7428e6f86ab5 we switched the barrier SEND message's
destination type to UW to avoid problems in SIMD16 compute shaders.
Tessellation control shaders also use barriers, and in vec4 mode, we
were emitting them in align16 mode. The simulator warns that only UD,
D, F, and DF are valid destination types - UW is technically illegal.
So, switch to align1 mode. Either mode should work fine.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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We were using impl->num_blocks, but that isn't guaranteed to be
up-to-date until after the block_index metadata is required. If we were
unlucky, this could lead to overwriting memory.
Noticed by inspection.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: rework entry point iteration (Jason)
cleanup unused imports
v3: don't drop header installation (Emil)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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v2: rework entry point iteration (Jason)
cleanup unused imports
v3: don't drop header installation (Emil)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off: Lionel Landwerlin <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Each physical device may have different extensions than one another.
Furthermore, depending on the software stack, some extensions may not be
accessible.
If an extension is conditional, it can be registered only when
necessary.
v2: removed unused function and fixed indentation
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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All extension arrays are global, but only one of them refers to instance
extensions.
The device extension array refers to extensions that are common across
all physical devices. This disctinction will be more imporant once we
have dynamic extension support for devices.
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Queues are independent execution streams. The vulkan spec provides no
ordering guarantees for different queues.
By using a single context for all queues, we are forcing all commands
into an unecessary FIFO ordering.
This change is a preparation step to allow our-of-ordering scheduling of
certain work tasks.
v2: Fix a rebase error with radv_QueueSubmit() and trace_bo
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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shader-db results BDW:
total instructions in shared programs: 13060410 -> 13060313 (-0.00%)
instructions in affected programs: 24533 -> 24436 (-0.40%)
helped: 88
HURT: 0
total cycles in shared programs: 256585692 -> 256586698 (0.00%)
cycles in affected programs: 647290 -> 648296 (0.16%)
helped: 35
HURT: 30
Reviewed-by: Matt Turner <[email protected]>
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This fixes glxgears rendering, which had surprisingly been broken since
late October! Specifically, commit 91d61fbf7cb61a44adcaae51ee08ad0dd6b.
glxgears uses glShadeModel(GL_FLAT) when drawing the main portion of the
gears, then uses glShadeModel(GL_SMOOTH) for drawing the Gouraud-shaded
inner portion of the gears. This results in the same fragment program
having two different state-dependent interpolation maps: one where
gl_Color is flat, and another where it's smooth.
The problem is that there's only one gen4_fragment_program, so it can't
store both. Each FS compile would trash the last one. But, the FS
compiles are cached, so the first one would store FLAT, and the second
would see a matching program in the cache and never bother to compile
one with SMOOTH. (Clearing the program cache on every draw made it
render correctly.)
Instead, move it to brw_wm_prog_data, where we can keep a copy for
every specialization of the program. The only downside is bloating
the structure a bit, but we can tighten that up a bit if we need to.
This also lets us kill gen4_fragment_program entirely!
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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VK_ICD_WSI_PLATFORM_MAX is used, but a duplicate from wsi_common.h .
Acked-by: Jason Ekstrand <[email protected]>
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The Vulkan rules for point size are a bit whacky. If you only have a
vertex shader and you use points, then you must write PointSize in your
vertex shader. If you have a geometry or tessellation shader, then it's
dependent on the shaderTessellationAndGeometryPointSize device feature.
From the Vulkan 1.0.38 specification:
"shaderTessellationAndGeometryPointSize indicates whether the
PointSize built-in decoration is available in the tessellation
control, tessellation evaluation, and geometry shader stages. If this
feature is not enabled, members decorated with the PointSize built-in
decoration must not be read from or written to and all points written
from a tessellation or geometry shader will have a size of 1.0. This
also indicates whether shader modules can declare the
TessellationPointSize capability for tessellation control and
evaluation shaders, or if the shader modules can declare the
GeometryPointSize capability for geometry shaders. An implementation
supporting this feature must also support one or both of the
tessellationShader or geometryShader features."
In other words, if the feature is disbled (the client can disable
features!) then they don't write PointSize and we provide a 1.0 default
but if the feature is enabled, they do write PointSize and we use the
one they wrote in the shader. There are at least two valid ways we can
implement this:
1) Track whether or not shaderTessellationAndGeometryPointSize is
enabled and set the 3DSTATE_SF bits based on that and what stages
are enabled, ignoring the shader source.
2) Just look at the last geometry stage VUE map and see if they wrote
PointSize and set the 3DSTATE_SF accordingly.
The second solution is the easiest and the most robust against invalid
usage of the Vulkan API, so we choose to go with that one.
This fixes all of the dEQP-VK.tessellation.primitive_discard.*point_mode
tests. The tests are also broken because they unconditionally enable
shaderTessellationAndGeometryPointSize if it's supported by the
implementation and then don't write PointSize in the evaluation shader.
However, since this is the "robust against invalid API usage" solution,
the tests happily pass. :-)
Reviewed-by: Kenneth Graunke <[email protected]>
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This lets us delete a helper from genX_pipeline.c
Reviewed-by: Lionel Landwerlin <[email protected]>
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This patch reverts 57bab6708f2bbc1ab8a3d202e9a467963596d462, which was
causing issues with ILK and earlier VS programs.
1. brw_nir.c: Revert "i965/vec4/nir: vec4 also needs to remap vs attributes"
Do not perform a remap in vec4 backend. Rather, do it later when
setup attributes
2. brw_vec4.cpp: This fixes mapping ATTRx to proper GRFn.
Suggested-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99391
[[email protected]: merge Juan's two patches from bugzilla]
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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When multiple shader stages exist in the same SPIR-V module, we compile
all entry points and their inputs/outputs, then dead code eliminate the
ones not related to the specific entry point later.
nir_lower_wpos_center was being run prior to eliminating those random
other variables, which made it trip up, thinking it found gl_FragCoord
when it actually found something else like gl_PerVertex[3].
Fixes dEQP-VK.spirv_assembly.instruction.graphics.module.same_module.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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According to the "Gather4 R32G32_FLOAT Bug" internal documentation
page, the R32G32_UINT and R32G32_SINT formats are affected by the
same bug as R32G32_FLOAT. Applying the same workarounds should be
viable - apparently the R32G32_FLOAT_LD format shouldn't corrupt
integer data which is NaN or other sketchy floating point values.
One irritating caveat is that, because it's a FLOAT format, the
alpha channel or any set to SCS_ONE return 0x3f8 (1.0) rather than
integer 1. So we need shader code to whack those channels to 1.
Fixes GL45-CTS.texture_gather.plain-gather-int-cube-rg on Haswell.
v2: Fix swizzle component zeroing (caught by Jordan Justen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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