| Commit message (Collapse) | Author | Age | Files | Lines |
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Swap/component-order doesn't seem to be quite what that is. At least
blob was always setting it to XYZW ('11') but we weren't. Causing
problems w/ formats like sint16.. Hard-coding this instead at least
seems to get glamor working.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Might not be 100% accurate, mostly just copy from a4xx to get started.
We are defn lying about occlusion query at this point (not implemented
yet) but need it to expose anything higher than gl1.4 (glamor needs
gl2.1)
Signed-off-by: Rob Clark <[email protected]>
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Not sure what this event is, but blob writes it.. and it seems to solve
random write faults at mystery address that would sometimes happen on
first BYPASS draw.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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<brownpaperbag>these should be the in-GMEM dimensions</brownpaperbag>
Signed-off-by: Rob Clark <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The spec says we have to try to create all, and only set failed
pipelines to VK_NULL_HANDLE. If one of them fails, we have to return
an error, but as far as I can see, the spec does not care which of
the suberrors.
Fixes
dEQP-VK.api.object_management.alloc_callback_fail_multiple.compute_pipeline
dEQP-VK.api.object_management.alloc_callback_fail_multiple.graphics_pipeline
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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The strategy is to do the same thing that the GLSL lower_offset_arrays
pass does - create 4 separate texture gather ops, one per offset, and
read in the results from each gather's w component to recreate the
desired result.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This fixes a regression in a bunch of image store vulkan CTS tests
from commit ad38ba113491869ab0dffed937f7b3dd50e8a735, which started
using OWORD block read messages to implement UBO loads. The reason
for the failure is that we were giving bogus buffer alignment limits
to the application (1B), so the CTS would happily come back with
descriptor sets pointing at not even word-aligned uniform buffer
addresses.
Surprisingly the sampler messages used to fetch pull constants before
that commit were able to cope with the non-texel aligned addresses,
but the dataport messages used to fetch pull constants after that
commit and the ones used to access storage buffers (before and after
the same commit) aren't as permissive with unaligned addresses.
Cc: <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99097
Reported-by: Mark Janes <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We do nothing but initialize it, add to it, and delete it.
This is a fallout from removing constant initializer support.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Work can now be added to fences and triggered by fence completion. This
allows for deferred resource deletion, and other asynchronous tasks.
Reviewed-by: George Kyriazis <[email protected]>
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Reverting the previous attempt at this a5502a721fd30fd resulted in
the following Vulkan test failing.
dEQP-VK.glsl.return.return_in_dynamic_loop_dynamic_vertex
This time we use the num_components from the alu dest rather than
num_inputs to the op to determine the size of the undef.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: "13.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99100
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No functional change, just rewriting it in an easier-to-understand way.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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We should make the dest in the textureLod() operation have the same number
of components as the destination in the original textureGrad()
Fixes regression in ES3-CTS.gtf.GL3Tests.shadow
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99072
Reviewed-by: Kenneth Graunke <[email protected]>
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This reverts commit 6aa730000fea84a14b49828a4bb30761d43903bf.
This was changing the size of the undef to always be 1 (the number of inputs
to imov and fmov) which is wrong, we could be moving a vec4 for example.
Acked-by: Kenneth Graunke <[email protected]>
Cc: "13.0" <[email protected]>
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We want to perform the URB read to a vec4 temporary, with no writemask,
then issue a MOV to swizzle the data and store it to the actual
destination, using the final writemask.
We were doing this wrong. For example, let's say we wanted to read
a vec2 stored in components 2-3 of a vec4. We would generate a URB
read message of:
SEND <actual destination>.XY <header with mask set to XY>
MOV <actual destination>.XY <actual destination>.ZW
This doesn't work, because the URB message reads the .XY components
of the vec4, rather than the ZW. It writes to the right place, but
with the wrong data. Then the MOV comes along and overwrites it
with data that didn't even come from the URB at all.
Instead we want to do:
SEND <temporary> <header with mask set to ZW>
MOV <actual destination>.XY <temporary>.ZW
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Not used anymore. It was just a scalar MOV.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Asking the DC for less than one cacheline (4 owords) of data for
uniform pull constants is suboptimal because the DC cannot request
less than that from L3, resulting in wasted bandwidth and unnecessary
message dispatch overhead, and exacerbating the IVB L3 serialization
bug. The following table summarizes the overall framerate improvement
(with statistical significance of 5% and sample size ~10) from the
whole series up to this patch for several benchmarks and hardware
generations:
| SKL | BDW | HSW
SynMark2 OglShMapPcf | 24.63% ±0.45% | 4.01% ±0.70% | 10.31% ±0.38%
GfxBench4 gl_manhattan31 | 5.93% ±0.35% | 3.92% ±0.31% | 6.62% ±0.22%
GfxBench4 gl_4 | 2.52% ±0.44% | 1.23% ±0.10% | N/A
Unigine Valley | 0.83% ±0.17% | 0.23% ±0.05% | 0.74% ±0.45%
Note that there are two versions of the Manhattan demo shipped with
GfxBench4, one of them is the original gl_manhattan demo which doesn't
use UBOs, so this patch will have no effect on it, and another one is
the gl_manhattan31 demo based on GL 4.3/GLES 3.1, which this patch
benefits as shown above.
I haven't observed any statistically significant regressions in the
benchmarks I have at hand. Note that the comparatively huge
improvement on SKL in the OglShMapPcf test case is due to the combined
effect of this patch and the register pressure benefit on SKL+ of
"i965/fs: Switch to the constant cache for uniform pull constants.",
part of the same series.
Going up to 8 oword blocks would improve performance of pull constants
even more, but at the cost of some additional bandwidth and register
pressure, so it would have to be done on-demand based on the number of
constants actually used by the shader.
v2: Fix for Gen4 and 5.
v3: Non-trivial rebase. Rework to allow the visitor specifiy
arbitrary pull constant block sizes.
Reviewed-by: Kenneth Graunke <[email protected]>
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Change the FS generator to ask the dataport for enough owords worth of
constants to fill the execution size of the instruction -- Which means
that the visitor now needs to set the execution size correctly for
uniform pull constant load instructions, which we were kind of
neglecting until now.
Reviewed-by: Kenneth Graunke <[email protected]>
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We'll need roughly the same logic in other places and it would be
annoying to duplicate it. Instead factor it out into a function-like
macro that takes the number of dwords per block (which will prove more
convenient than taking the same value in owords or some other unit).
Reviewed-by: Kenneth Graunke <[email protected]>
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This reverts to using the oword block read messages for uniform pull
constant loads, as used to be the case until
4c1fdae0a01b3f92ec03b61aac1d3df5. There are two important differences
though: Now the L3 cacheability bits are set up correctly for UBOs
(since 11f5d8a5d4fbb861ec161f68593e429cbd65d1cd), and we target the
constant cache instead of the data cache. The latter used to get no
L3 way allocation on boot on all platforms that existed at the time,
so oword read messages wouldn't get cached on L3 regardless of the
MOCS bits, what probably explains the apparent slowness of oword
fetches.
Constant cache loads seem to perform better than SIMD4x2 sampler loads
in a number of cases, they alleviate some of the cache thrashing
caused by the competition with textures for the L1/L2 sampler caches,
and they allow fetching up to 128B worth of constants with a single
oword fetch message.
Note that IVB devices suffer from a hardware bug that leads to
serialization of L3 read requests overlapping the same cacheline as
result of a (on IVB buggy) mechanism of the L3 to preserve coherency.
Since read requests for matching cachelines from any L3 client are not
pipelined, throughput may decrease in cases where there are no
non-overlapping requests left in the queue that can be processed
between them.
This situation should be relatively uncommon as long as we make sure
that we don't use the 1/2 oword messages in cases where the shader
intends to read from any other location of the same cacheline at some
other point. This is generally a good idea anyway on all generations
because using the 1 and 2 oword messages is expected to waste
bandwidth since the minimum L3 request size for the DC is exactly 4
owords (i.e. one cacheline). A future commit will have this effect.
I haven't been able to find any real-world example where this would
still result in a regression on IVB, but if someone happens to find
one it shouldn't be too difficult to add an IVB-specific check to have
it fall back to the sampler cache for pull constant loads.
Note that on SKL+ this change has the additional benefit of reducing
the register footprint of pull constant loads. The following table
summarizes the effect of the whole series on several shader-db stats:
Total instructions Total cycles
BWR: 4571248 -> 4568342 (-0.06%) 123375740 -> 123373296 (-0.00%)
ELK: 3989020 -> 3985402 (-0.09%) 98757068 -> 98754058 (-0.00%)
ILK: 6383591 -> 6376787 (-0.11%) 143649910 -> 143648914 (-0.00%)
SNB: 7528395 -> 7501446 (-0.36%) 103503796 -> 102460370 (-1.01%)
IVB: 6949221 -> 6943317 (-0.08%) 60592262 -> 60584422 (-0.01%)
HSW: 6409753 -> 6403702 (-0.09%) 60609070 -> 60604414 (-0.01%)
BDW: 8043467 -> 7976364 (-0.83%) 68427730 -> 68483042 (0.08%)
CHV: 8045019 -> 7977916 (-0.83%) 68297426 -> 68352756 (0.08%)
SKL: 8204037 -> 7939086 (-3.23%) 66583900 -> 65624378 (-1.44%)
Lost->Gained Total spills Total fills
BWR: 5 -> 5 1488 -> 1488 (0.00%) 1957 -> 1957 (0.00%)
ELK: 5 -> 5 1489 -> 1489 (0.00%) 1958 -> 1958 (0.00%)
ILK: 1 -> 4 1449 -> 1449 (0.00%) 1921 -> 1921 (0.00%)
SNB: 0 -> 0 549 -> 549 (0.00%) 52 -> 52 (0.00%)
IVB: 13 -> 3 1271 -> 1271 (0.00%) 1162 -> 1162 (0.00%)
HSW: 11 -> 0 1271 -> 1271 (0.00%) 1162 -> 1162 (0.00%)
BDW: 12 -> 0 1340 -> 1340 (0.00%) 1452 -> 1452 (0.00%)
CHV: 12 -> 0 1340 -> 1340 (0.00%) 1452 -> 1452 (0.00%)
SKL: 0 -> 120 1269 -> 375 (-70.45%) 1563 -> 690 (-55.85%)
v3: Non-trivial rebase.
Reviewed-by: Kenneth Graunke <[email protected]>
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brw_set_dp_read_message already had a target_cache argument, but its
interpretation was rather convoluted (on Gen6 the render cache was
used if the caller asked for it, otherwise it was ignored using the
sampler cache instead), and the constant cache wasn't representable at
all. brw_set_dp_write_message used the data cache on Gen7+ except for
RENDER_TARGET_WRITE messages, in which case it would use the render
cache. On Gen6 the render cache was always used.
Instead of the above, provide the shared unit SFID that the caller
expects will be used. Makes no functional changes.
v3: Non-trivial rebase.
Reviewed-by: Kenneth Graunke <[email protected]>
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In order to make sure that the constant cache is coherent with
previous rendering when we start using it for pull constant loads.
Reviewed-by: Kenneth Graunke <[email protected]>
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This will let us avoid ifdefs.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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This makes Gen7/7.5 match Gen8-9.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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The Vulkan 1.0.33 spec says "allocationSize must be greater than 0".
Reviewed-by: Nanley Chery <[email protected]>
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Don't dereference a null EGLDisplay.
Fixes tests
dEQP-EGL.functional.negative_api.create_pbuffer_surface
dEQP-EGL.functional.negative_api.create_pixmap_surface
Reviewed-by: Mark Janes <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=99038
Cc: "13.0" <[email protected]>
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What we're really doing is copying a texture not blitting it in the sense
of glBlitFramebuffers. Also, the intel_miptree_copy function is capable of
properly handling compressed textures which intel_miptree_blit is not.
Reviewed-by: Topi Pohjolainen <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97473
Cc: "13.0" <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Cc: "13.0" <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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v2: add extra parameter (Ilia)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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v2: put enum directly in gl_API.xml (Ilia)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Suggested by Ilia.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Suggested by Marek.
v2: Use new driver flag (Marek)
v3: Fix i965 comments (Lionel)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Even if lower_txd_cube_map isn't. Suggested by Ken to make the flag more
consistent with its name.
Reviewed-by: Kenneth Graunke <[email protected]>
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This has been ported to NIR now so we don'tneed to keep the GLSL IR
lowering any more.
Reviewed-by: Kenneth Graunke <[email protected]>
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This gets the lowering on the Vulkan driver too, which is required for
hardware that does not have the sample_l_d message (up to IvyBridge).
Reviewed-by: Kenneth Graunke <[email protected]>
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This is ported from the Intel lowering pass that we use with GLSL IR.
This takes care of lowering texture gradients on shadow samplers other
than cube maps. Intel hardware requires this for gen < 8.
v2 (Ken):
- Use the helper function to retrieve ddx/ddy
- Swizzle away size components we are not interested in
v3:
- Get rid of the ddx/ddy helper and use nir_tex_instr_src_index
instead (Ken, Eric)
v4:
- Add a 'continue' statement if the lowering makes progress because it
replaces the original texture instruction
Reviewed-by: Kenneth Graunke <[email protected]> (v3)
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This gets the lowering on the Vulkan driver too.
Fixes Vulkan CTS cube map texture gradient tests in:
dEQP-VK.glsl.texture_functions.texturegrad.*
Reviewed-by: Kenneth Graunke <[email protected]>
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This is ported from the Intel lowering pass that we use with GLSL IR.
The NIR pass only handles cube maps, not shadow samplers, which are
also lowered for gen < 8 on Intel hardware. We will add support for
that in a later patch, at which point we should be able to remove
the GLSL IR lowering pass.
v2:
- added a helper to retrieve ddx/ddy parameters (Ken)
- No need to make size.z=1.0, we are only using component x anyway (Iago)
v3:
- Get rid of the ddx/ddy helper and use nir_tex_instr_src_index
instead (Ken, Eric)
v4:
- When emitting the textureLod operation, copy all texture parameters
from the original textureGrad() (except for ddx/ddy) using a loop
- Add a 'continue' statement if the lowering makes progress because it
replaces the original texture instruction
Reviewed-by: Kenneth Graunke <[email protected]> (v3)
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This was written specifically for RECT samplers. Make it more generic so
we can call this from the gradient lowerings too.
Reviewed-by: Kenneth Graunke <[email protected]>
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git grep -l comparitor | xargs sed -i 's/comparitor/comparator/g'
Just happened to notice this in a patch that was sent and included one
of the tokens in question.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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In 19a541f (nir: Get rid of nir_constant_data) a number of places that
operated on nir_constant::values were mechanically converted to operate
on the whole array without regard for the base type. Only
GLSL_TYPE_FLOAT and GLSL_TYPE_DOUBLE can be matrices, so only those
types can have data in the non-0 array element.
See also b870394.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: Iago Toral Quiroga <[email protected]>
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Fixes to 128-bit formats.
Reviwed-by: Bruce Cherniak <[email protected]>
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instructions in affected programs: 550 -> 544 (-1.09%)
helped: 6
cycles in affected programs: 6952 -> 6850 (-1.47%)
helped: 6
Reviewed-by: Jason Ekstrand <[email protected]>
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