| Commit message (Collapse) | Author | Age | Files | Lines |
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After the first output, we were padding by an extra size of the previous
output. Fixes piglit ext_transform_feedback-output-type mat4x3[2] and
friends.
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The HW was computing an implicit height for the surface based on the image
size, but that may be smaller than the surface with ARB_fbo mismatched
sizes. In that case, we need to tell it about the pad, either with the
little 4-bit field in the RT config, or the extended field in
CLEAR_COLORS_PART3.
Fixes piglit arb_framebuffer_object-mixed-buffer-sizes.
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The HALTI level is an indication of the gross architecture of the GPU.
It determines for significant part what feature level the GPU has, what
state (especially frontend state) is there, and where it is located.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Signed-off-by: Lucas Stach <[email protected]>
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The relocation structure is never changed by submitting it.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Signed-off-by: Lucas Stach <[email protected]>
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v2: generate target conditionally (Dylan)
Reviewed-by: Dylan Baker <[email protected]>
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This intrinsic is produced to load SYSTEM_VALUE_VERTICES_IN, which is
generated to load gl_PatchVerticesIn in the SPIR-V path for both
Vulkan and OpenGL.
Reviewed-by: Marek Olšák <[email protected]>
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This will dump the INTERFACE_DESCRIPTOR_DATA along with the associated
samplers & surfaces.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Scott D Phillips <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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The gen had to be changed from 4 to 6 so that we could test MAD, which
is new on Gen6.
mad_imm_float_neg_mov_sat tests the case fixed by the previous commit.
Reviewed-by: Ian Romanick <[email protected]>
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MADs don't take immediate sources, but we allow them in the IR since it
simplifies a lot of things. I neglected to consider that case.
Fixes: 4009a9ead490 ("i965/fs: Allow saturate propagation to propagate
negations into MADs.")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103616
Reported-and-Tested-by: Ruslan Kabatsayev <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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From section 8.7, page 179 of OpenGL ES 3.2 spec:
An INVALID_OPERATION error is generated by CompressedTexImage3D
if internalformat is one of the the formats in table 8.17 and target
is not TEXTURE_2D_ARRAY, TEXTURE_CUBE_MAP_ARRAY or TEXTURE_3D.
An INVALID_OPERATION error is generated by CompressedTexImage3D if
internalformat is TEXTURE_CUBE_MAP_ARRAY and the “Cube Map Array”
column of table 8.17 is not checked, or if internalformat is
TEXTURE_3D and the “3D Tex.” column of table 8.17 is not checked.
So far it was only considering TEXTURE_2D_ARRAY as valid target. But as
"Cube Map Array" column is checked for all the cases, in practice we can
consider also TEXTURE_CUBE_MAP_ARRAY.
This fixes KHR-GLES32.core.texture_cube_map_array.etc2_texture
Reviewed-by: Nanley Chery <[email protected]>
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Fixes: 4f82b1728719 ("i965: Rewrite disassembly annotation code")
Cc: Matt Turner <[email protected]>
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This was left out of c980a3aa3133
Reviewed-by: Marek Olšák <[email protected]>
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The blend math gets a bit funky due to inverse blend factors being
in range [0,2] rather than [-1,1], our normalized math can't really
cover this.
src_alpha_saturate blend factor has a similar problem too.
(Note that piglit fbo-blending-formats test is mostly useless for
anything but unorm formats, since not just all src/dst values are
between [0,1], but the tests are crafted in a way that the results
are between [0,1] too.)
v2: some formatting fixes, and fix a fairly obscure (to debug)
issue with alpha-only formats (not related to snorm at all), where
blend optimization would think it could simplify the blend equation
if the blend factors were complementary, however was using the
completely unrelated rgb blend factors instead of the alpha ones...
Reviewed-by: Jose Fonseca <[email protected]>
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This passes all the tests in piglit.
Signed-off-by: Dave Airlie <[email protected]>
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Reducing Bucket index calculation to O(1).
This algorithm calculates the index using matrix method. Assuming
PAGE_SIZE is 4096, matrix arrangement is as below:
1*4096 2*4096 3*4096 4*4096
5*4096 6*4096 7*4096 8*4096
10*4096 12*4096 14*4096 16*4096
20*4096 24*4096 28*4096 32*4096
... ... ... ...
... ... ... ...
... ... ... max_cache_size
From this matrix its clearly seen that every row follows the below way:
... ... ... n
n+(1/4)n n+(1/2)n n+(3/4)n 2n
Row is calculated as log2(size/PAGE_SIZE) Column is calculated as
converting the difference between the elements to fit into power size of
two and indexing it.
Final Index is (row*4)+(col-1)
Tested with Intel Mesa CI.
Improves performance of 3DMark on BXT by 0.705966% +/- 0.229767% (n=20)
v4: Review comments on style and code comments implemented (Ian).
v3: Review comments implemented (Ian).
v2: Review comments implemented (Jason).
Signed-off-by: Aravindan Muthukumar <[email protected]>
Signed-off-by: Kedar Karanje <[email protected]>
Reviewed-by: Yogesh Marathe <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
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Currently the target has a redundant guard, and the state tracker isn't
properly guarded.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This will allow us to simplify some guards within the gallium directory.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes tex-miplevel-selection GL2:texture() 1D
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Otherwise, the simulator would complain in tex-miplevel-selection that the
min/max clamp was out of order. The actual HW seems to have clamped to
the max anyway.
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We were overflowing, because of all the little 4k allocations for CLs that
were getting expanded to 128kb in the simulator due to the GMP alignment.
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Keep non-default simd8 frontend code running for comparison purposes.
Reviewed-by: Bruce Cherniak <[email protected]>
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Disabled for now.
Reviewed-by: Bruce Cherniak <[email protected]>
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General cleanup, and prep work for possibly moving to llvm masked
gather intrinsic.
Reviewed-by: Bruce Cherniak <[email protected]>
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Needed to ensure alignment for avx512.
Fixes address sanitizer crash.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Fixes piglit glsl-1.20:vs-clip-vertex-primitives and
glsl-1.30:vs-clip-distance-primitives.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Widen fetch shader to SIMD16, enable SIMD16 types in the jitter,
and provide utility EXTRACT/INSERT SIMD8 <-> SIMD16 utility functions.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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We could always do the flush asynchronously, but if we're going to wait
for a fence anyway and the driver thread is currently idle, the additional
communication overhead isn't worth it.
Reviewed-by: Marek Olšák <[email protected]>
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It is really only required when we need to flush for deferred fences.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Fixes: c9fefa062b36 ("ddebug: rewrite to always use a threaded approach")
Reviewed-by: Marek Olšák <[email protected]>
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Fixes: b47727a83ad6 ("ddebug: implement pipelined hang detection mode")
Reviewed-by: Marek Olšák <[email protected]>
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This got lost in a rebase but never hurt anything because we happened
to always sync in fence_finish anyway...
Reviewed-by: Marek Olšák <[email protected]>
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The relevant define changed in the final revision of the simple mutex
patch.
Reviewed-by: Marek Olšák <[email protected]>
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Fixes: e3a8013de8ca ("util/u_queue: add util_queue_fence_wait_timeout")
Reviewed-by: Marek Olšák <[email protected]>
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With threaded gallium, the driver may currently be running in another
thread. In that case, we will execute all remaining commands in that
thread instead of syncing, which should be better for cache locality.
Reviewed-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Asynchronous flushes require a proper implementation of
st_server_wait_sync, because we could have the following with
threaded Gallium:
Context 1 app Context 1 driver Context 2
------------- ---------------- ---------
f = glFenceSync
glFlush
<-- app sync --> <-- app sync -->
glWaitSync(f)
.. draw calls ..
pipe_context::flush
for glFenceSync
pipe_context::flush
for glFlush
Reviewed-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The whole point of fence_server_sync is that it can be used to
avoid waiting in the application thread.
Reviewed-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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It is required for LLVM anyway.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103658
Fixes: 7f33e94e43a6 ("amd/addrlib: update to latest version")
Tested-by: Vinson Lee <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We need to account for SGPR locations in merged shaders.
This case is exercised by KHR-GL45.enhanced_layouts.vertex_attrib_locations
Fixes: 79c2e7388c7f ("radeonsi/gfx9: use SPI_SHADER_USER_DATA_COMMON")
Reviewed-by: Marek Olšák <[email protected]>
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This allows to update them with only one memcpy().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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As per the spec, the query identified by queryPool and query
must currently be active. Applications have to call vkCmdBeginQuery()
before, and thus the query pool BO will already be in the list.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Similar to how the driver sets the depth clear regs after a
fast depth clear. Most of the time, this will copy a 32-bit reg
instead of a 64-bit reg.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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For the fast path, radv_fill_buffer() ensures that the BO is
already in the list. For the slow path, the depth surface is
part of the framebuffer which means the BO is added to the list
when the framebuffer is emitted.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Already checked in emit_clear().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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aspects can't be zero and there is an assertion that ensures
it's not in emit_clear().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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