| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
(cherry picked from commit 3b49ab6219790c341ffb78a6eeaaa8b1a4b29bcc)
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All the shader program dependent handling is done on the level
of the gl_Context::Array._DrawVAO/_DrawVAOEnabledAttribs.
So, skip array element invalidation on _NEW_PROGRAM.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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For the VAO internal helper functions that may be called
with a non current VAO, flag the _NEW_ARRAY state only
if it is the current ctx->Array.VAO.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The flush_vertices argument is now unused, remove it.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Pending draw calls on immediate mode or display list calls do
not depend on changes of the VAO state. So, remove calls to
FLUSH_VERTICES and flag _NEW_ARRAY as appropriate.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Mesa 18.1 series has not been released yet, so let's extend 18.0 lifetime.
v2: Add missing closing TR tags (Eric Engestrom)
CC: Andres Gomez <[email protected]>
CC: Emil Velikov <[email protected]>
Reviewed-by: Andres Gomez <[email protected]>
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and also added some comments
Reviewed-By: George Kyriazis <[email protected]>
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Reviewed-By: George Kyriazis <[email protected]>
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Reviewed-By: George Kyriazis <[email protected]>
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Add rectlist as an option for GS. Needed to support some driver
optimizations.
Reviewed-By: George Kyriazis <[email protected]>
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Reviewed-By: George Kyriazis <[email protected]>
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With the syncobj support in place, lets use it to implement the
EGL_ANDROID_native_fence_sync extension. This mostly follows previous
implementations in freedreno and etnaviv.
v2: Drop the flags (Eric)
Handle in_fence_fd already in job_submit (Eric)
Drop extra vc4_fence_context_init (Eric)
Dup fds with CLOEXEC (Eric)
Mention exact extension name (Eric)
Signed-off-by: Stefan Schake <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This gives us access to the fence created for the render job.
v2: Drop flag (Eric)
Signed-off-by: Stefan Schake <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We need to know if the kernel supports syncobj submission since otherwise
all the DRM syncobj calls fail.
v2: Use drmGetCap to detect syncobj support (Eric)
Signed-off-by: Stefan Schake <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Require a version of libdrm with syncobj support.
v2: Don't require a libdrm_vc4, just bump core libdrm if vc4 enabled (by
anholt)
Signed-off-by: Stefan Schake <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: Synchronized with kernel v2
v3: Update for the finalized kernel ABI (pad2 field)
Signed-off-by: Stefan Schake <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This was missed in the move back to the local uapi copy.
libdrm_vc4 only seems to consist of headers that also exist in the
Mesa tree.
Signed-off-by: Stefan Schake <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes piglit vs-isnan-*.shader_test at the expense of gl-1.0-spot-light.
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With the previous patches, we now update the indirect clear color buffer
every time the clear color changes. Avoid redundant updates.
Reviewed-by: Jason Ekstrand <[email protected]>
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Allow callers to handle updating the indirect clear color buffer
themselves. This can reduce the number of clear color updates in the
case where a caller performs multiple fast clears with the same clear
color.
Reviewed-by: Jason Ekstrand <[email protected]>
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If the aux state is CLEAR and clear color value has changed, only the
surface state must be updated. The bit-pattern in the aux buffer is
exactly the same.
Reviewed-by: Jason Ekstrand <[email protected]>
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This comment made more sense when it was above the calls to
intel_miptree_slice_set_needs_depth_resolve(). We stopped using these
functions at commit 554f7d6d02931ea45653c8872565d21c1678a6da
("i965: Move depth to the new resolve functions").
Reviewed-by: Jason Ekstrand <[email protected]>
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For depth buffers, we avoid fast-clearing if the aux_state is already
CLEAR. We do the same for color buffers only if the clear color
doesn't change. We require that the clear colors match because, in
that case, we don't update the indirect clear color outside of BLORP.
Update the indirect clear color for color buffers as well. We'll
enable the same depth buffer optimization for color buffers in a
later patch.
Note that we're now actually updating the indirect clear color twice
in the case where we use BLORP to perform the fast-clear. This is
only temporary. In later patches, we'll prevent BLORP from performing
the update.
v2: Add more context to the commit message (Topi).
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reduce complexity and allow the next patch to delete some code. With
this change, clear operations will still be skipped and setting the
aux_state will cause no side-effects.
Remove the associated comment which implies an early return.
Reviewed-by: Rafael Antognolli <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reduce code duplication now and prevent it in the following commits.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This reverts commit 1d94aa19877fb702ffacacde28ad7253cce72c97.
The next patch will make depth miptrees use the clear color setter that
was originally being used for color miptrees. Go back to using the
isl_color_value parameter because it's the same type as the
fast_clear_color field used by color and depth miptrees.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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There isn't much that changes between the aux allocation functions.
Remove the duplicated code.
v2: Inline the switch statement (Jason).
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We're going to delete intel_miptree_alloc_ccs() in the next commit. With
that in mind, replace the use of this function in
do_single_blorp_clear() with intel_miptree_alloc_aux() and move the
delayed allocation logic to it's callers.
v2: Duplicate the delayed allocation comment (Topi Pohjolainen).
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Drop an unused parameter.
Reviewed-by: Jason Ekstrand <[email protected]>
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We have enough information to determine the optimal flags internally.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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A name of "aux-miptree" should be sufficient.
Reviewed-by: Jason Ekstrand <[email protected]>
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The indirect clear color isn't correctly tracked in
intel_miptree::fast_clear_color. The initial value of ::fast_clear_color
is zero, while that of the indirect clear color is undefined.
Topi Pohjolainen discovered this issue with MCS buffers. This issue is
apparent when fast-clearing an MCS buffer for the first time with
glClearColor = {0.0,}. Although the indirect clear color is undefined,
the initial aux state of the MCS is CLEAR and the tracked clear color is
zero, so we avoid updating the indirect clear color with {0.0,}.
Make the indirect clear color match the initial value of
::fast_clear_color.
Note: although we only have to drop HiZ's BO_ALLOC_BUSY flag for gen10+,
we also drop it pre-gen10 to keep things simple. We add this flag back
for pre-gen10 in a later patch.
v2: Add a note about dropping HiZ's BO_ALLOC_BUSY flag (Topi).
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Add infrastructure for initializing the clear color BO.
intel_miptree_init_mcs is no longer needed with change.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Before this patch, the aux_state was actually AUX_INVALID because the BO
was never defined. This was fine on single slice miptrees because we
would fast-clear the resource right after creation. For multi-slice
miptrees on SKL+ however, this results in undefined behavior when
accessing a non-base slice. Here's a specific example:
1) Fast clear level 0
* Undefined CCS_D buffer allocated in "PASS_THROUGH" state.
* Level 0 transitions to the CLEAR state.
2) Render to level 1
* Level 1 may have a 2-bit pattern of 2's.
* Rendering with a 2 in the CCS is undefined.
Cc: <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Before this patch, if we failed to initialize an MCS buffer, we'd
end up in a state in which the miptree thinks it has an MCS buffer,
but doesn't. We also leaked the clear_color_bo if it existed.
With this patch, we now free the miptree aux buffer resources and let
intel_miptree_alloc_mcs() know that the MCS buffer no longer exists.
Cc: <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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GFX9 uses LDS instead.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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GFX9:
Totals from affected shaders:
SGPRS: 472 -> 464 (-1.69 %)
VGPRS: 576 -> 584 (1.39 %)
Code Size: 45432 -> 44324 (-2.44 %) bytes
Max Waves: 40 -> 40 (0.00 %)
VI:
SGPRS: 720 -> 720 (0.00 %)
VGPRS: 728 -> 728 (0.00 %)
Code Size: 45348 -> 43992 (-2.99 %) bytes
Max Waves: 120 -> 120 (0.00 %)
This affects Rise of Tomb Raider and the three Vulkan demos
that use a geometry shader (geometryshader, deferredshadows
and viewportarray).
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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That way the winsys might use a faster path when the global
BO list is NULL.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Having an entrypoint different than "main" doesn't mean we
have multiple shaders per module.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It's always true.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Fixes: a017c7ecb7ae "mesa: display list support for uint uniforms"
Reviewed-by: Marek Olšák <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78097
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Signed-off-by: Dieter Nützel <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Drop the use of the old intrinsic.
Reviewed-by: Marek Olšák <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104626
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Now that we have a stabilized ABI and a fairly conformant driver, turn it
on.
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This is the final step of the driver rename.
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