| Commit message (Collapse) | Author | Age | Files | Lines |
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Enables to use dri config for swrast, like vblank_mode.
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>.
Signed-off-by: Axel Davy <[email protected]>
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This function is always used with EGL_WINDOW_BIT. Pixmaps are forbidden
for Wayland, and PBuffers are unimplemented.
Reviewed-by: Daniel Stone <[email protected]>.
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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When the server gpu and requested gpu are different:
. They likely don't support the same tiling modes
. They likely do not have fast access to the same locations
Thus we do:
. render to a tiled buffer we do not share with the server
. Copy the content at every swap to a buffer with no tiling
that we share with the server.
This is similar to the glx dri3 DRI_PRIME implementation.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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It is possible the server advertises a render-node.
In that case no authentication is needed,
and Gem names are forbidden.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
v2: do not check for __DRI_IMAGE_DRIVER, but instead
do not advertise __DRI_DRI2_LOADER when on a render-node.
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Checks blitImage is implemented.
Initially having the __DRIimageExtension extension
at version 9 at least meant blitImage was supported.
However some implementation do advertise version >= 9
without implementing it.
CC: 10.5 <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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EGL_SOFTWARE is not supported anywhere in the code,
whereas LIBGL_ALWAYS_SOFTWARE is.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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the wl_registry and the wl_queue allocated weren't destroyed.
CC: 10.5 <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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The opt_sampler_eot optimisation seems to break when the last
instruction is SHADER_OPCODE_TG4. A bunch of Piglit tests end up doing
this so it causes a lot of regressions. I can't find any documentation
or known workarounds to indicate that this is expected behaviour, but
considering that this is probably a pretty unlikely situation in a
real use case we might as well disable it in order to avoid the
regressions. In total this fixes 451 tests.
Reviewed-by: Ben Widawsky <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This was really the original purpose, for enabling the path for
ES3.1 tests without the extension being set. Set also fallthrough
comment for Coverity (caught by Matt).
v2: .. and test the right way, not wrong one (Ilia Mirkin)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The return type for GL_VERTEX_BINDING_STRIDE is missing,
this cause glGetIntegeri_v to fail.
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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This avoids future addition to PIPE_PRIM_ from causing regressions
on r600g.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Our lower if/else pass was missed when converting NIR to use linked
lists rather than hashsets to track use/def sets.
Signed-off-by: Rob Clark <[email protected]>
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Commit 44673512a84 enabled support for saturating fmul. However
experimentally this does not seem to work on the older chips. Restrict
the feature to G200 (NVA0) and later.
Reported-by: Pierre Moreau <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90350
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
Reviewed-by: Tobias Klausmann <[email protected]>
Cc: [email protected]
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Since we update num_vtxelts here, we could otherwise end up with stale
instancing information in the upper bits which wouldn't otherwise get
reset. (Also we run the risk of the previous draw having set the first
element as instanced.)
This appears as one of the causes for the test pointed out in fdo#90363
to fail on nvc0.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90363
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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See identical commit for nv50. Destroying the current context and then
creating a new one or switching to another existing context would cause
the "current" state to not be properly initialized, so we save it off in
the screen.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Normally this is kept in nv50_context, and on switching the active
context, the state is copied from the previous context. However when the
last context is destroyed, this is lost, and a new context might later
be created. When the currently-active context is destroyed, save its
state in the screen, and restore it when setting the current context.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90363
Reported-by: Matteo Bruni <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Matteo Bruni <[email protected]>
Cc: [email protected]
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s/agressive/aggressive/g
Trivial.
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Shader-db results on Broadwell:
total instructions in shared programs: 7152330 -> 7137006 (-0.21%)
instructions in affected programs: 1330548 -> 1315224 (-1.15%)
helped: 5797
HURT: 76
GAINED: 0
LOST: 8
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Previously, this case was being handled in match_expression prior to
calling match_value. However, there is really no good reason for this
given that match_value has all of the information it needs. Also, they
weren't being handled properly in the commutative case and putting it in
match_value gives us that for free.
Reviewed-by: Connor Abbott <[email protected]>
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This commit switches us from the current setup of using hash sets for
use/def sets to using linked lists. Doing so should save us quite a bit of
memory because we aren't carrying around 3 hash sets per register and 2 per
SSA value. It should also save us CPU time because adding/removing things
from use/def sets is 4 pointer manipulations instead of a hash lookup.
Running shader-db 50 times with USE_NIR=0, NIR, and NIR + use/def lists:
GLSL IR Only: 586.4 +/- 1.653833
NIR with hash sets: 675.4 +/- 2.502108
NIR + use/def lists: 641.2 +/- 1.557043
I also ran a memory usage experiment with Ken's patch to delete GLSL IR and
keep NIR. This patch cuts an aditional 42.9 MiB of ralloc'd memory over
and above what we gained by deleting the GLSL IR on the same dota trace.
On the code complexity side of things, some things are now much easier and
others are a bit harder. One of the operations we perform constantly in
optimization passes is to replace one source with another. Due to the fact
that an instruction can use the same SSA value multiple times, we had to
iterate through the sources of the instruction and determine if the use we
were replacing was the only one before removing it from the set of uses.
With this patch, uses are per-source not per-instruction so we can just
remove it safely. On the other hand, trying to iterate over all of the
instructions that use a given value is more difficult. Fortunately, the
two places we do that are the ffma peephole where it doesn't matter and GCM
where we already gracefully handle duplicates visits to an instruction.
Another aspect here is that using linked lists in this way can be tricky to
get right. With sets, things were quite forgiving and the worst that
happened if you didn't properly remove a use was that it would get caught
in the validator. With linked lists, it can lead to linked list corruption
which can be harder to track. However, we do just as much validation of
the linked lists as we did of the sets so the validator should still catch
these problems. While working on this series, the vast majority of the
bugs I had to fix were caught by assertions. I don't think the lists are
going to be that much worse than the sets.
Reviewed-by: Connor Abbott <[email protected]>
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Acked-by: Connor Abbott <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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v2: Don't use C99 when iterating over the list
Acked-by: Connor Abbott <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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v2: Use LIST_ENTRY instead of container_of in iterators
Acked-by: Connor Abbott <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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The linked list in gallium is pretty much the kernel list and we would like
to have a C-based linked list for all of mesa. Let's not duplicate and
just steal the gallium one.
Acked-by: Connor Abbott <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Acked-by: Connor Abbott <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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We were rolling our own rewrite_src variant in copy-propagation. Let's
stop doing that and use the ones in core NIR.
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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The out-of-SSA pass was one of the first passes written when getting SSA
up-and-going (for obvious reasons). As such, it came before a lot of the
nifty SSA-based helpers were introduced. This commit modernizes it so that
we're no longer doing nearly as much manual banging on use/def sets.
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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The former logic would copy the saturate up to any mul with an immediate
if there was a subsequent mul with a saturate. However we only want to
do that if we collapsed 2 muls by multiplying their immediates (or were
able to put the immediate in as a post-multiplier).
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Nothing produces it, and nothing can consume it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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All paths that produce GLSL IR for NIR lower ir_unop_log. All paths
that consume NIR will explode if they geta nir_op_flog.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Nothing produces it, and nothing can consume it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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All paths that produce GLSL IR for NIR lower ir_unop_exp. All paths
that consume NIR will explode if they geta nir_op_fexp.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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It's a weird thing that provides some values related to 2**x. It's also
already handled by a case in the switch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Originally I wrote that removing the first parameter doesn't work but
I didn't know why. I now found a mention of this in the PRM so it's
probably worthing adding it to the comment.
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Reviewed-by: Laura Ekstrand <[email protected]>
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v2: Fix the name of the entry point in the error messages.
Reviewed-by: Laura Ekstrand <[email protected]>
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This parameter was added in OpenGL 4.3 and GL_ARB_direct_state_access.
Reviewed-by: Laura Ekstrand <[email protected]>
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This is needed to implement glGetVertexArrayIndexediv and
glGetVertexArrayIndexed64iv.
v2: Make the vao parameter const.
Reviewed-by: Laura Ekstrand <[email protected]>
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Reviewed-by: Laura Ekstrand <[email protected]>
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Reviewed-by: Laura Ekstrand <[email protected]>
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This is needed to implement VertexArrayBindingDivisor.
Reviewed-by: Laura Ekstrand <[email protected]>
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Reviewed-by: Laura Ekstrand <[email protected]>
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This is needed to implement VertexArrayAttribBinding.
Reviewed-by: Laura Ekstrand <[email protected]>
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Reviewed-by: Laura Ekstrand <[email protected]>
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