| Commit message (Collapse) | Author | Age | Files | Lines |
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If the incoming func matches the current state it must be a legal
value so we can do this before the switch statement.
Signed-off-by: Brian Paul <[email protected]>
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Spotted by inspection. Untested (no piglit test).
Signed-off-by: Brian Paul <[email protected]>
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If the glPushAttrib() mask value was zero we didn't actually push
anything onto the attribute stack. A subsequent glPopAttrib() call
would generate a GL_STACK_UNDERFLOW error. Now push a dummy attribute
in that case to prevent the error.
Mesa now matches nvidia's behavior.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Thomas Helland <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Thomas Helland <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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OPCODE_MOV is in the op_trans[] array.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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lower_phis_to_scalar() pass recurses the instruction dependence graph to
determine if all the sources of a given instruction are scalarizable.
To prevent cycles, it temporary marks the phi instruction before recursing in,
then updates the entry with the resulting value. However, it does not consider
that the entry value may have changed after a recursion pass, hence causing
a use-after-free situation and a crash.
This patch fixes this by reloading the entry corresponding to the 'phi'
after recursing and before updating its value.
The crash can be reproduced ~20% of times with the dEQP test:
dEQP-GLES3.functional.shaders.loops.while_constant_iterations.nested_sequence_fragment
Reviewed-by: Jason Ekstrand <[email protected]>
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Suggested by Ben Widawsky.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Now that Jason's LOAD_PAYLOAD improvements have landed, we don't need
this. Passing 1 for the number of header registers already takes care
of setting force_writemask_all on the header copy.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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See the corresponding code in brw_vs_surface_state.c.
v2: const more things (requested by Topi Pohjolainen)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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We used to store the GS dispatch mode in brw_gs_prog_data while
separately storing the VS dispatch mode in brw_vue_prog_data::simd8.
This patch introduces an enum to represent all possible dispatch modes,
and stores it in brw_vue_prog_data::dispatch_mode, unifying the two.
Based on a suggestion by Matt Turner.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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The documentation makes it pretty clear that we shouldn't use this:
"Under normal conditions SW shall specify DMask, as the GS stage
will provide a Dispatch Mask appropriate to SIMD4x2 or SIMD8 thread
execution (as a function of dispatch mode). E.g., for SIMD4x2
execution, the GS stage will generate a Dispatch Mask that is equal
to what the EU would use as the Vector Mask. For SIMD8 execution
there is no known usage model for use of Vector Mask (as there is
for PS shaders)."
I also managed to find descriptions of DMask and VMask, in the "State
Register" (sr0.2/3) field descriptions:
"Dispatch Mask (DMask). This 32-bit field specifies which channels
are active at Dispatch time."
"Vector Mask (VMask). This 32-bit field contains, for each 4-bit
group, the OR of the corresponding 4-bit group in the dispatch
mask."
SIMD4x2 shaders process one or two vec4 values, with each 4-bit group
corresponding to xyzw channel enables (either all on, or all off).
Thus, DMask = VMask in SIMD4x2 mode. But in SIMD8 mode, 4-bit groups
are meaningless, so it just messes up your values.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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VMware is working on these.
Signed-off-by: Brian Paul <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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And update assertions to be more informative.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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It's incompletete -- it wasn't filling ReferenceType so it was causing
garbagge on the disassembly. Furthermore it seems impossible to get the
jump information through this interface.
The solution for function size problem is to effectively book-keep the
machine code start and end address while JIT'ing.
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When calculating the binding table index for non-constant sampler
array indexing it needs to add the base binding table index which is a
constant within the generated code. Often this base is zero so we can
avoid a redundant instruction in that case.
It looks like nothing in shader-db is doing non-constant sampler array
indexing so this patch doesn't make any difference but it might be
worth having anyway.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Acked-by: Ben Widawsky <[email protected]>
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Previously when generating the send instruction for a sample
instruction with an indirect sampler it would use the destination
register as a temporary store. This breaks when used in combination
with the opt_sampler_eot optimisation because that forces the
destination to be null. This patch fixes that by avoiding the temp
register altogether.
The reason the temporary register was needed was because it was trying
to ensure the binding table index doesn't overflow a byte by and'ing
it with 0xff. The result is then or'd with samper_index<<8. This patch
instead just and's the whole thing by 0xfff. This will ensure that a
bogus sampler index won't overflow into the rest of the message
descriptor but unlike the previous code it won't ensure that the
binding table index doesn't overflow into the sampler index. It
doesn't seem like that should matter very much though because if the
shader is generating a bogus sampler index then it's going to just get
garbage out either way.
Instead of doing sampler_index<<8|(sampler_index+base_table_index) the
new code avoids one operation by doing
sampler_index*0x101+base_table_index which should be equivalent.
However if we wanted to avoid the multiply for some reason we could do
this by adding an extra or instruction still without needing the
temporary register.
This fixes a number of Piglit tests on Skylake that were using
indirect samplers such as:
spec@arb_gpu_shader5@execution@sampler_array_indexing@fs-simple
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Acked-by: Ben Widawsky <[email protected]>
Tested-by: Anuj Phogat <[email protected]>
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We don't remove or move instructions.
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list.h is a nicer and more familiar set of list functions/macros.
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We were returning the most recently freed BO, without checking if it
was idle yet. This meant that we generally stalled immediately on the
previous frame when generating a new one. Instead, allocate new BOs
when the *oldest* BO is still busy, so that the cache scales with how
much is needed to keep some frames outstanding, as originally
intended.
Note that if you don't have some throttling happening, this means that
you can accidentally run the system out of memory. The kernel is now
applying some throttling on all execs, to hopefully avoid this.
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If the wait ever returned -ETIME, we'd abort because the errno was
stored in errno and not drmIoctl()'s return value.
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Reviewed-by: Matt Turner <[email protected]>
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_mesa_override_gl_version_contextless() takes an unsigned version
parameter.
Reviewed-by: Matt Turner <[email protected]>
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AFAICT, there is no real way to make sure a send message with EOT is properly
ignored from compact, nor can I see a way to actually encode EOT while
compacting. Before the single send optimization we'd always bail because we hit
the is_immediate && !is_compactable_immediate case. However, with single send,
is_immediate is not true, and so we end up trying to compact the un-compactible.
Without this, any compacting single send instruction will hang because the EOT
isn't there. I am not sure how I didn't hit this when I originally enabled the
optimization. I didn't check if some surrounding code changed.
I know Neil and Matt were both looking into this. I did a quick search and
didn't see any patches out there to handle this. Please ignore if this has
already been sent by someone. (Direct me to it and I will review it).
Reported-by: Neil Roberts <[email protected]>
Reported-by: Mark Janes <[email protected]>
Tested-by: Mark Janes <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Pure integer formats cannot be sampled with linear tex / mip filters. In GL
such a setup would make the texture incomplete.
We shouldn't rely on the state tracker though to filter that out, just return
all zeros instead of dying in the lerp.
Reviewed-by: Jose Fonseca <[email protected]>
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gallivm now depends on it. And depending on particular LLVM version /
configure options, the build can fail without this change due to
undefined reference to `LLVM*Disasm*' symbols.
Trivial.
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Now that we require LLVM 3.3, MCJIT is guaranteed to be available.
Trvial.
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It doesn't do everything we want. In particular it doesn't allow to
detect jumps or return opcodes. Currently we detect the x86's RET
opcode.
Even though it's worse for LLVM 3.3, it's an improvement for LLVM 3.7,
which was totally busted.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89131
Cc: 10.6 10.5 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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v2: - don't use realloc (tgsi_shader_info provides the size)
Reviewed-by: Michel Dänzer <[email protected]>
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Roland pointed out my previous attempt was lacking, so I enhanced the
texwrap piglit test, and tested them. This fixes the offset calculations
in a number of areas by adding the offset first, it also fixes the fastpaths,
which I forgot to address in the previous commit.
v2: try and avoid divides in most paths, the repeat mirror path
really was ugly no matter which way I went, so I left it having
the divide.
Also fix the gather lod calculation bug.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Whether or not to use NIR is now equivalent to brw->scalar_vs. We can
simplify the logic and make it far less confusing.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that everything is running through NIR, this is all dead.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that everything is running through NIR, this is all dead.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is using multiple inheritance in C++. However, ir_visitor is really
just an interface with no data so it shouldn't be so bad.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The backend_shader class really is a representation of a shader. The fact
that it inherits from ir_visitor is somewhat immaterial.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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And core profile only.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Fredrik Höglund <[email protected]>
Cc: "10.6" <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Suggested-by: Ilia Mirkin <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Cc: "10.6" <[email protected]>
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The next patch will add a test for compatibility profile dispatch, and
it seems to make more sense to share the lists.
Signed-off-by: Ian Romanick <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Cc: "10.6" <[email protected]>
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GL_ARB_vertex_attrib_64bit is exclusive to core profile, and none of the
other functions added by the extension are advertised in other profiles.
Signed-off-by: Ian Romanick <[email protected]>
Cc: Dave Airlie <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Cc: "10.6" <[email protected]>
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