| Commit message (Collapse) | Author | Age | Files | Lines |
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We no longer need to initialise it because gl_program is never reused.
Reviewed-by: Eric Anholt <[email protected]>
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This will be used in api_validate.c in a following patch when we
switch to using gl_program pointers for the pipelines CurrentProgram
array.
Reviewed-by: Eric Anholt <[email protected]>
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This now contains everything we need.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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This will allow us to store gl_program rather than gl_shader_program
as the current program perstage which allows us to simplify code
that makes use of the CurrentProgram list.
Reviewed-by: Eric Anholt <[email protected]>
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This will allow us to simplify the current program logic for SSO.
Also since we aim to detach shader_info from nir_shader this will come
in handy avoiding passing nir_shader around just to keep track of
the stage we are dealing with.
V2: set stage for arb asm programs also.
Reviewed-by: Eric Anholt <[email protected]>
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Jonas's patch got us most of the benefit of scheduling instructions into
the delay slots of thread switch, but if there had been nothing to pair
the thrsw with, it would move the thrsw up and leave a NOP where the thrsw
was.
Instead, don't pair anything with thrsw through the normal scheduling
path, and have a separate helper function that inserts the thrsw earlier
if possible and inserts any necessary NOPs.
total instructions in shared programs: 93027 -> 92643 (-0.41%)
instructions in affected programs: 14952 -> 14568 (-2.57%)
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Scan for instructions without a signal set in front of the switching
instruction and move the signal up there.
shader-db results:
total instructions in shared programs: 94494 -> 93027 (-1.55%)
instructions in affected programs: 23545 -> 22078 (-6.23%)
v2: Fix re-emitting of the instruction in the loop trying to emit NOPs,
drop a scheduling change from branch delay slots. (by anholt)
Signed-off-by: Jonas Pfeil <[email protected]>
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This successfully unrolls a new shader in GLB2.7, which also gets that
shader to successfully compile in multithreaded mode.
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Reviewed-by: Jason Ekstrand <[email protected]>
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I'm sure anv has support for these as well, but this is just
a first use of the interface to allow different supported spir-v
features.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I expect over time the struct contents will change as all
drivers support stuff etc, but for now this should be a good
starting point.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Use atomic ops when updating gl_shader::RefCount.
Fixes intermittent failures and crashes in
'dEQP-EGL.functional.sharing.gles2.multithread.*'.
All tests in that group now pass except
'dEQP-EGL.functional.sharing.gles2.multithread.simple_egl_server_sync.textures.copyteximage2d_texsubimage2d_render'.
Tested with:
mesa: branch 'master' at d6545f2
deqp: branch 'nougat-cts-dev' at 4acf725 with additional local fixes
DEQP_TARGET: x11_egl
hw: Intel Broadwell 0x1616
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99085
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Cc: [email protected]
Cc: Mark Janes <[email protected]>
Cc: Haixia Shi <[email protected]>
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It should actually be 32 for a4xx/a5xx.. we still only advertise 16 but
for a5xx the linkage map includes position/psize.
Signed-off-by: Rob Clark <[email protected]>
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We need this in case it is streamed out. Not sure why we were treating
it specially before. Having it as a VS out is harmless if FS doesn't
have a matching input.
Signed-off-by: Rob Clark <[email protected]>
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We'll need to revisit when adding hw binning pass support, whether we
can still do this in main draw step, as we do w/ a3xx/a4xx, or if we
needed to move it to the binning stage.
Still some failing piglits but most tests pass and the common cases seem
to work.
Signed-off-by: Rob Clark <[email protected]>
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Pull in a5xx streamout related regs. Also fixes a couple incorrect
register definitions.
Signed-off-by: Rob Clark <[email protected]>
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Update address calculation to support 64b addresses.
Signed-off-by: Rob Clark <[email protected]>
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Rework how we lay out driver constants (driver-params, UBO/TFBO buffer
addresses, immediates) for more flexibility. For a5xx+ we need to deal
with the fact that gpu ptrs are 64b instead of 32b, which makes the
fixed offset scheme not work so well. While we are dealing with that
we might also make the layout more dynamic to account for varying # of
UBOs, etc.
Signed-off-by: Rob Clark <[email protected]>
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Reloc for the buffer address is two dwords on 64b devices (a5xx+)
Signed-off-by: Rob Clark <[email protected]>
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Seems to be imilar to a4xx, and sampler state "array-pitch" needs
to be aligned to page size.
Signed-off-by: Rob Clark <[email protected]>
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For dealing w/ 32b vs 64b gpu addresses, I need to rework how we pass
UBO buffer addresses to shader, and knowing up front the # of UBOs is
useful. But I noticed ttn wasn't setting this.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The spec implicitly allows the incoming count to be 0. From the Vulkan
1.0.38 spec, Section 4.1 Physical Devices:
If the value referenced by pQueueFamilyPropertyCount is not 0 [then
do stuff].
Cc: [email protected]
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes dEQP-EGL.functional.create_context_ext.robust_*
on Intel with GBM.
If the user sets the EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR in
EGL_CONTEXT_FLAGS_KHR when creating an OpenGL ES context, then
EGL_KHR_create_context spec requires that we unconditionally emit
EGL_BAD_ATTRIBUTE because that flag does not exist for OpenGL ES. When
creating an OpenGL context, the spec requires that we emit EGL_BAD_MATCH
if we can't support the request; that error is generated in the egl_dri2
layer where the driver capability is actually checked.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99188
Cc: [email protected]
Reviewed-by: Tapani Pälli <[email protected]>
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The Vulkan spec indicates that
vkGetPhysicalDeviceQueueFamilyProperties() should overwrite
pQueueFamilyPropertyCount with the number of structures actually
written to pQueueFamilyProperties.
Signed-off-by: Damien Grassart <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Cc: [email protected]
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To my knowledge, this fixes no tests. I simply wrote the patch for
completeness as a follow-up to the previous two patches.
Reviewed-by: Tapani Pälli <[email protected]>
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_mesa_choose_tex_format() already handles GL_RGBA + GL_UNSIGNED_SHORT_1_5_5_5_REV
by converting it to MESA_FORMAT_B5G5R5A1_UNORM. Teach it do the same for
the non-reversed type. Otherwise, the switch's fallthrough converts it
to an 8888 format, which has incompatible precision in the alpha
channel.
Patch 2/2 to fix dEQP-EGL.functional.image.modify.tex_rgb5_a1_tex_subimage_rgba8
on Intel.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99185
Cc: Haixia Shi <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Cc: "13.0" <[email protected]>
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This allows eglCreateImage() to accept textures of said format.
Patch 1/2 to fix
dEQP-EGL.functional.image.modify.tex_rgb5_a1_tex_subimage_rgba8
on Intel.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99185
Cc: Haixia Shi <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Cc: "13.0" <[email protected]>
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This makes better guarantee that the values we return are
in sync what the underlying drawable currently has.
Together with dEQP change in bug #98327 this fixes following test:
dEQP-EGL.functional.resize.surface_size.grow
v2: avoid unnecessary x11 roundtrips (Chad Versace)
Signed-off-by: Tapani Pälli <[email protected]>
Tested-by: Mark Janes <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98327
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These might be useful in the future, or not.
Signed-off-by: Dave Airlie <[email protected]>
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(airlied: fixes DOOM hang with compute queue enabled)
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
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Don't call the QueueSubmit interface, just call direct to the
winsys, so we can pass the wait semaphores.
Noticed while debugging doom, doesn't fix anything.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes ES3-CTS.gtf.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_stencil_blit
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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doom was causing a printf about an illegal color, it was due the
non-void returning -1, and the other function checking for 4,
align these.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This was seen in doom shaders, so handle it properly.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave AIrlie <[email protected]>
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Presently errors from frontend are handled only if they occur in
clang::CompilerInvocation::CreateFromArgs(). This patch uses
clang::DiagnosticsEngine to detect errors such as invalid values for
Clang frontend arguments.
Fixes Piglit's cl/program/build/fail/invalid-version-declaration.cl
test.
v2: fix inconsistent code formatting
Signed-off-by: Vedran Miletić <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Tested-by: Aaron Watry <[email protected]>
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The Vulkan spec indicates that
vkGetPhysicalDeviceQueueFamilyProperties() should overwrite
pQueueFamilyPropertyCount with the number of structures actually
written to pQueueFamilyProperties.
Signed-off-by: Damien Grassart <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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In this case we were dying when we tried to do SHL addr sampler imm(8)
because that puts an immediate in src0 of a two source instruction. This
fixes 2704 of the new separate sampler Vulkan CTS tests on Sky Lake.
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Cc: "13.0" <[email protected]>
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ICC doesn't like the use of nullptr (std::nullptr_t) argument in
p_atomic_set. GCC and clang don't complain.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99119
Reviewed-by: Tim Rowley <[email protected]>
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These are taken from the amdgpu-pro driver, and cause no
CTS change.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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it appears from the amdgpu-pro results the hw can do more,
but let's just align with radeonsi for now.
No CTS regressions.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This sequence shows up The Talos Principal, at least under Vulkan,
and prevents loop analysis from properly computing trip counts in a
few loops.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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When shaders come in from SPIR-V, we handle continue blocks by placing
the contents of the continue inside of a "if (!first_iteration)". We do
this so that we can properly handle the fact that continues in SPIR-V
jump to the continue block at the end of the loop rather than jumping
directly to the top of the loop like they do in NIR. In particular, the
increment step of a simple for loop ends up in the continue block. This
pass looks for this case in loops that don't actually have any continues
and moves the continue contents to the end of the loop instead. We need
this because loop unrolling doesn't work if the increment is inside of a
condition.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Fixes two new piglit tests:
spec/glsl-1.10/execution/vs-nested-return-sibling-loop.shader_test
spec/glsl-1.10/execution/vs-nested-return-sibling-loop2.shader_test
shader-db results for BDW:
total instructions in shared programs: 12903158 -> 12903134 (-0.00%)
instructions in affected programs: 27100 -> 27076 (-0.09%)
helped: 32
HURT: 6
total cycles in shared programs: 294922518 -> 294922804 (0.00%)
cycles in affected programs: 4372828 -> 4373114 (0.01%)
helped: 31
HURT: 8
Reviewed-by: Kenneth Graunke <[email protected]>
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Unless an if statement contains nested returns we can simply add
any following instructions to the branch without the return.
V2: fix handling if_nested_return value when there is a sibling if/loop
that doesn't contain a return. (Spotted by Ken)
V3:
- add a better comment to the new variable
- remove instructions after if when both branches return
Reviewed-by: Jason Ekstrand <[email protected]>
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There is a single regression in loop unrolling which is:
loops HURT: shaders/orbital_explorer.shader_test GS SIMD8: 0 -> 1
However the loop is huge so it seems reasonable not to unroll it. It's
surprising that GLSL IR does unroll it.
shader-db results BDW:
total instructions in shared programs: 13037455 -> 13036947 (-0.00%)
instructions in affected programs: 17982 -> 17474 (-2.83%)
helped: 63
HURT: 25
total cycles in shared programs: 262217870 -> 262227990 (0.00%)
cycles in affected programs: 2287046 -> 2297166 (0.44%)
helped: 969
HURT: 844
total loops in shared programs: 2951 -> 2952 (0.03%)
loops in affected programs: 0 -> 1
helped: 0
HURT: 1
LOST: 0
GAINED: 1
Reviewed-by: Jason Ekstrand <[email protected]>
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shader-db results for BDW:
total instructions in shared programs: 12589614 -> 12590119 (0.00%)
instructions in affected programs: 50525 -> 51030 (1.00%)
helped: 7
HURT: 145
total cycles in shared programs: 241524604 -> 241490502 (-0.01%)
cycles in affected programs: 1941404 -> 1907302 (-1.76%)
helped: 302
HURT: 449
total loops in shared programs: 4245 -> 2947 (-30.58%)
loops in affected programs: 1535 -> 237 (-84.56%)
helped: 1142
HURT: 0
total spills in shared programs: 14453 -> 14453 (0.00%)
spills in affected programs: 0 -> 0
helped: 0
HURT: 0
total fills in shared programs: 18984 -> 18984 (0.00%)
fills in affected programs: 0 -> 0
helped: 0
HURT: 0
LOST: 26
GAINED: 15
Reviewed-by: Jason Ekstrand <[email protected]>
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