| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 5c9273152c59777771fa6c7b546316caf3f091d8)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 8fee1d348cc3d91a88319c0d72689acabaa2bf47)
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Some drivers do not support certain targets - for example nouveau
doesn't do VAAPI, while freedreno doesn't do of the video backends.
As such if we enter vdpau when building freedreno/ilo/etc, a vdpau/
folder will be created, empty library will be build and almost
immediately removed. Thus keeping an empty vdpau/ folder around.
There are two ways to fix this.
* add substantial tracking in configure/makefiles so that we never end
up in targets/vdpau
Downsides:
Error prone, as the configure checks and the 'include
gallium/drivers/foo/Automake.inc' can easily get out of sync.
* remove the folder, if empty, alongside the empty library.
Downsides:
In the latter case vdpau/ might be empty before the mesa build has
started, yet we'll remove it either way.
This patch implements the latter option, as the downside isn't that
significant, plus the patch is way shorter ;-)
v2: use has_drivers to track since TARGET_DRIVERS can contain space,
hence neither string comparison nor -n/-z works correctly.
Gentoo Bugzilla: https://bugs.gentoo.org/545230
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Port of e9dcb17962f7e58a81c93bae7bd33885675b1043
vulkan/util: Add generator for enum_to_str functions
Cc: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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The previous implementation was fine for GLSL which doesn't really have
a signed modulus/remainder. They just leave the behavior undefined
whenever either source is negative. However, in SPIR-V, there is a
defined behavior for negative arguments. This commit beefs up the pass
so that it handles both correctly. Tested using a hacked up version of
the Vulkan CTS test to get 64-bit support.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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This is a work in progress - some things may still need fixing.
But it should be in pretty decent shape.
Signed-off-by: Kenneth Graunke <[email protected]>
Signed-off-by: Jason Ekstrand <[email protected]>
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s/emit/build/
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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ADD_TID doesn't work. Needs more investigation.
v2: remove leftover dead code
Reviewed-by: Dave Airlie <[email protected]> (v1)
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Reviewed-by: Dave Airlie <[email protected]>
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Vulkan does the same thing.
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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just a cleanup
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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and move one function up to reuse the code.
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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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Reviewed-by: Dave Airlie <[email protected]>
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It was harmless, because we also set unorm in the sampler state.
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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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Equivalent *TexSubImage* methods generates INVALID_ENUM.
From OpenGL 4.5 spec, section 8.6 Alternate Texture Image
Specification Commands:
"An INVALID_ENUM error is generated by *TexSubImage* if target does
not match the command, as shown in table 8.15."
And:
"An INVALID_OPERATION error is generated by *TextureSubImage* if
the effective target of texture does not match the command, as
shown in table 8.15."
Fixes:
GL45-CTS.direct_state_access.textures_copy_errors
v2: slightly change commit summary (Samuel)
Reviewed-by: Samuel Pitoiset <[email protected]>
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While here, use the spacing defined in Ark.
https://ark.intel.com/products/codename/82879/Kaby-Lake
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
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Valgrind reports that the shader cache writes uninitialized data to disk.
Turns out ureg_get_tokens() is returning the count of allocated tokens
instead of how many are actually used, so the cache writes out unused
space at the end. Use the real count instead.
This change should not cause regressions elsewhere because the only
ureg_get_tokens() user that cares about token count is the shader cache.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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V2:
- when loading from disk cache also binary insert into memory cache.
- check that the binary loaded from disk is the correct size. If not
delete the cache item and skip loading from cache.
V3:
- remove unrequired variable
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This reduces the cache size for Deus Ex from ~160M to ~30M for
radeonsi (these numbers differ from Grigori's results below
probably due to different graphics quality settings).
I'm also seeing the following improvements in minimum fps in the
Shadow of Mordor benchmark on an i5-6400 [email protected], with a HDD:
no-cache: ~10fps
with-cache-no-compression: ~15fps
with-cache-and-compression: ~20fps
Note: The with cache results are from the second run after closing
and opening the game to avoid the in-memory cache.
Since we mainly care about decompression I went with
Z_BEST_COMPRESSION as suggested on irc by Steinar H. Gunderson
who has benchmarked decompression speeds.
Grigori Goronzy provided the following stats for Deus Ex: Mankind
Divided start-up times on a Athlon X4 860k with a SSD:
No Cache 215 sec
Cold Cache zlib BEST_COMPRESSION 285 sec
Warm Cache zlib BEST_COMPRESSION 33 sec
Cold Cache zlib BEST_SPEED 264 sec
Warm Cache zlib BEST_SPEED 33 sec
Cold Cache no compression 266 sec
Warm Cache no compression 34 sec
The total cache size for that game is 48 MiB with BEST_COMPRESSION,
56 MiB with BEST_SPEED and 170 MiB with no compression.
These numbers suggest that it may be ok to go with Z_BEST_SPEED
but we should gather some actual decompression times before doing
so. Other options might be to do the compression in a separate
thread, this might allow us to use a higher compression algorithim
such as LZMA.
Reviewed-by: Grigori Goronzy <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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V2: fix pointer increments for writing/reading crc
Acked-by: Marek Olšák <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
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Previously, when q.subroutine was set to 1, a new subroutine
declaration was added to the AST, while 0 meant a subroutine
definition has been detected by the parser.
Thus, setting the q.subroutine flag in both situations is
obviously wrong because a new type identifier is added instead
of trying to match the declaration. To fix it up, introduce
ast_type_qualifier::is_subroutine_decl() to differentiate
declarations and definitions easily.
This fixes a regression with:
arb_shader_subroutine/compiler/direct-call.vert
Cc: Mark Janes <[email protected]>
Fixes: be8aa76afd ("glsl: remove unecessary flags.q.subroutine_def")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100026
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Depending on the generated Makefile means that all generated sources are
recreated after ./configure.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Bugzilla: https://bugs.gentoo.org/show_bug.cgi?id=587210
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68504
Acked-by: Francisco Jerez <[email protected]>
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While an input attachment may only take on one of those two layouts,
other depth/stencil attachments that use the same image may have
HiZ-enabled layouts. Improves the average frame rate on a release
candidate of a proprietary Vulkan benchmark by 9.94% over 3 runs on my
SKL GT4.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This is needed to transition input attachments.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Update cmd_state_reset (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We'll loop through this array when performing automatic layout
transitions.
v2: Adjust formatting of an assignment (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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