| Commit message (Collapse) | Author | Age | Files | Lines |
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independent jobs don't have to be stuck on only one thread
v2: use CALLOC & FREE
Reviewed-by: Nicolai Hähnle <[email protected]>
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Checking "signalled" is first done without a mutex, then with a mutex.
Also, checking without waiting doesn't lock the mutex. This is racy, but
should be safe.
Reviewed-by: Nicolai Hähnle <[email protected]>
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and allow specifying its size in util_queue_init.
v2: use CALLOC & FREE
Reviewed-by: Nicolai Hähnle <[email protected]>
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Since the OpenGLES API is strict about the internal format matching
the for many operations, we need to preserve it.
See _mesa_es3_error_check_format_and_type in
src/mesa/main/glformats.c.
Fixes ES2-CTS.gtf.GL2ExtensionTests.egl_image.egl_image
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96351
Reported-by: Mark Janes <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Cc: Kristian Høgsberg <[email protected]>
Cc: Chad Versace <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Will be needed for resolving auxiliary surfaces.
I didn't add anv_render_pass_attachment::stencil_store_op, as the driver
would likely never use it, as stencil surfaces never have auxiliary
surfaces.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Clean up misrepetitions ('if if', 'the the' etc) found throughout the
comments. This has been done manually, after grepping
case-insensitively for duplicate if, is, the, then, do, for, an,
plus a few other typos corrected in fly-by
v2:
* proper commit message and non-joke title;
* replace two 'as is' followed by 'is' to 'as-is'.
v3:
* 'a integer' => 'an integer' and similar (originally spotted by
Jason Ekstrand, I fixed a few other similar ones while at it)
Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Put the HBS code into a separate function.
Reviewed-by: Charmaine Lee <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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We currently use CL_INVOCATION_COUNT for the GL_PRIMITIVES_GENERATED
query, which involves passing all primitives to the clipper. When
rasterizer discard is enabled, we program the clipper in REJECT_ALL
mode, rather than using the SOL stage's "Rendering Disable" feature.
See commit f09b91f78247409f54c975f56cb10d5f350fe64e for an explanation
of why we implement GL_PRIMITIVES_GENERATED this way.
Apparently the SOL stage's "Rendering Disable" feature is a lot faster
than having the clipper reject all primitives. It's safe to use when
no GL_PRIMITIVES_GENERATED query is active, as we don't care about
CL_INVOCATION_COUNT incrementing.
This patch makes us use SO_RENDERING_DISABLE when no query is active,
but continues falling back to the clipper in REJECT_ALL mode when the
queries are enabled. It brings back the perf_debug for the clipper
case (which I removed in commit 1f9445ff57b, thinking it wasn't useful).
Improves performance in Gl32GSCloth by 84.8303% +/- 2.07132% (n = 10)
on my Broadwell GT2 laptop.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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They're basically the same. Let's avoid the code duplication.
v2: Fix SO_BUFFER_ENABLE stuff to only happen on Gen < 8 (caught
by Jason Ekstrand).
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Constant propagation on arrays doesn't make a lot of sense. If the
array is only accessed with constant indexes, then opt_array_splitting
would split it up. Otherwise, we have variable indexing. If there's
multiple accesses, then constant propagation would end up replicating
the data.
The lower_const_arrays_to_uniforms pass creates uniforms for each
ir_constant with array type that it encounters. This means that it
creates redundant uniforms for each copy of the constant, which means
uploading too much data. It can even mean exceeding the maximum number
of uniform components, causing link failures.
We could try and teach the pass to de-duplicate the data by hashing
constants, but it makes more sense to avoid duplicating it in the first
place. We should promote constant arrays to uniforms, then propagate
the uniform access.
Fixes the TressFX shaders from Tomb Raider, which exceeded the maximum
number of uniform components by a huge margin and failed to link.
On Broadwell:
total instructions in shared programs: 9067702 -> 9068202 (0.01%)
instructions in affected programs: 10335 -> 10835 (4.84%)
helped: 10 (Hoard, Shadow of Mordor, Amnesia: The Dark Descent)
HURT: 20 (Natural Selection 2)
loops in affected programs: 4 -> 0
The hurt programs appear to no longer have a constarray uniform, as
all constants were successfully propagated. Apparently before this
patch, we successfully unrolled a loop containing array access, but
only after promoting constant arrays to uniforms. With this patch,
we unroll it first, so all array access is direct, and the array
is split up, and individual constants are propagated. This seems
better.
Cc: [email protected]
Reported-by: Karol Herbst <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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There's really no point in looking at ir_dereference_array of a
constant. It also misses cases like:
(assign () (var_ref tmp) (constant (array ...) ...))
No changes in shader-db, but keeps it working after the next commit.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The scalar backend currently doesn't support variable indexing on
temporary arrays, but it does support it on uniform arrays, and
some stages support it for input arrays. Make sure these are
propagated through before exploding indirects into piles of
if-ladders unnecessarily.
On Broadwell, no instruction count change in shader-db.
total cycles in shared programs: 80675652 -> 80674928 (-0.00%)
cycles in affected programs: 649972 -> 649248 (-0.11%)
helped: 386
HURT: 165
This will help avoid code quality regressions in a future commit.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The new uniform may need precise as well.
Fixes copy propagation of constant array uniforms in Tomb Raider shaders.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Previously, we failed to split constant arrays. Code such as
int[2] numbers = int[](1, 2);
would generates a whole-array assignment:
(assign () (var_ref numbers)
(constant (array int 4) (constant int 1) (constant int 2)))
opt_array_splitting generally tried to visit ir_dereference_array nodes,
and avoid recursing into the inner ir_dereference_variable. So if it
ever saw a ir_dereference_variable, it assumed this was a whole-array
read and bailed. However, in the above case, there's no array deref,
and we can totally handle it - we just have to "unroll" the assignment,
creating assignments for each element.
This was mitigated by the fact that we constant propagate whole arrays,
so a dereference of a single component would usually get the desired
single value anyway. However, I plan to stop doing that shortly;
early experiments with disabling constant propagation of arrays
revealed this shortcoming.
This patch causes some arrays in Gl32GSCloth's geometry shaders to be
split, which allows other optimizations to eliminate unused GS inputs.
The VS then doesn't have to write them, which eliminates the entire VS
(5 -> 2 instructions). It still renders correctly.
No other change in shader-db.
v2: Drop !AOA check and improve a comment (feedback from Tim Arceri).
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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opt_constant_propagation.cpp contains constant folding code which can
actually do constant propagation in some cases. It was happily
propagating constants into the left-hand-side of assignments.
For example,
(assign () (var_ref temp) (constant ...))
would brilliantly be turned into:
(assign () (constant ...) (constant ....))
This is a bigger hammer than necessary - it prevents propagation
into the left-hand-side altogether. We could certainly do better
someday. Notably, the constant propagation pass itself already
takes this approach - it's just the constant propagation pass's
built-in constant folding code (which actually propagates, too)
that was broken.
No change in shader-db, but prevents regressions after future commits.
It seems plausible that this could be hit today, but I haven't seen it
happen.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Without vertex elements originating directly from vertex fetcher
are not passed to wm-state correctly.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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just as core upload logic does.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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just as core upload logic does.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes regression introduced by af5ca43f2676bff7499f93277f908b681cb821d0
Cc: "12.0 11.2" <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95419
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Never be dependent on "draw 0", instead have a bool that makes the draw
dependent on the previous draw or not dependent at all.
Reviewed-by: Bruce Cherniak <[email protected]>
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Move drawIDs from 64-bit to 32-bit to increase perf.
Reviewed-by: Bruce Cherniak <[email protected]>
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Add early-out if no components are enabled. Add asserts.
Reviewed-by: Bruce Cherniak <[email protected]>
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So we can skip the index gather in PA.
Reviewed-by: Bruce Cherniak <[email protected]>
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Only adds the attribute mapping to the jitter; no implementation yet.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Function static destructors were getting called by exit
handlers before context teardown.
Reviewed-by: Bruce Cherniak <[email protected]>
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Handle SGV stores separate from the stream fetch code.
Because of this change, there is a potential to jit an extra unused store.
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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Was trying to store an extra uninitialized component.
Only affects component packing, which isn't enabled (yet).
Reviewed-by: Bruce Cherniak <[email protected]>
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Currently, most code paths between AVX2 and AVX512 are identical
(see changes to knobs.h).
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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llvm redefines DEBUG; adding push/pop prevents a undefined reference
to debug_refcnt_state in llvm-3.7+.
v2: add undef DEBUG
Cc: "12.0" <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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Earlier MSVC 2013 releases have troubles compiling some of our C99 code,
so make sure we have Update 4 to avoid confusion.
Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
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To be consistent with the pipe_context function name.
Reviewed-by: Charmaine Lee <[email protected]>
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There's no reason for doing so.
Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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With commit fb9fe35, we start using transfer_inline_write
for memcpy TexSubImage path, but that triggers a regression with
texture array in the svga driver.
With this patch, the direct map code will update the texture array
correctly.
Fixes VMware bug 1679293.
Tested with MTT piglit, glretrace, conform.
Reviewed-by: Brian Paul <[email protected]>
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Currently with the SetVertexBuffers optimization, we avoid emitting
redundant DXSetVertexBuffers commands. However, these buffers surfaces
will still need to be referenced, otherwise, in the case of linux,
the subsequent surface discard map will map to the existing mob instead
of a new one, causing rendering artifacts.
With this patch, we'll call resource_rebind() to reference the resources
even if we are avoiding the actual set command. This fixes the
rendering artifacts in the window title area running with unity in
Ubuntu 14.04
Tested with piglit, glretrace.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Sinclair Yeh <[email protected]>
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This patch fixes three issues with vertex buffer references:
(1) Instead of copy the vertex buffer resource handles to the hw state
in the context structure, use pipe_resource_reference to properly
reference the vertex buffer resources in the context.
(2) Make sure to unbind those unused vertex buffer resources.
(3) Force to rebind the vertex buffer resources at the first draw of each
command buffer to make sure the vertex buffer resources are paged in.
Reviewed-by: Brian Paul <[email protected]>
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Instead of copy the index buffer resource handle to the hw state in
the context structure, use pipe_resource_reference to properly reference
the index buffer resource in the context.
Reviewed-by: Brian Paul <[email protected]>
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We already store these in gl_shader and gl_program here we
remove it from gl_shader_program and just use the values
from gl_shader.
This will allow us to keep the shader cache restore code as
simple as it can be while making it somewhat clearer where these
values originate from.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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We already store this in gl_shader and gl_program here we
remove it from gl_shader_program and just use the values
from gl_shader.
This will allow us to keep the shader cache restore code as
simple as it can be while making it somewhat clearer where these
values originate from.
V2: remove unnecessary NULL check
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Iago Toral <[email protected]>
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