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* freedreno: dynamically sized/growable cmd buffersRob Clark2016-07-302-23/+33
| | | | Signed-off-by: Rob Clark <[email protected]>
* freedreno: push resource tracking down into batchRob Clark2016-07-307-42/+51
| | | | Signed-off-by: Rob Clark <[email protected]>
* freedreno: introduce fd_batchRob Clark2016-07-3020-177/+252
| | | | | | | | | | | | | | | | | | | Introduce the batch object, to track a batch/submit's worth of ringbuffers and other bookkeeping. In this first step, just move the ringbuffers into batch, since that is mostly uninteresting churn. For now there is just a single batch at a time. Note that one outcome of this change is that rb's are allocated/freed on each use. But the expectation is that the bo pool in libdrm_freedreno will save us the GEM bo alloc/free which was the initial reason to implement a rb pool in gallium. The purpose of the batch is to eventually facilitate out-of-order rendering, with batches associated to framebuffer state, and tracking the dependencies on other batches. Signed-off-by: Rob Clark <[email protected]>
* mesa: remove dd_function_table::UseProgramMarek Olšák2016-07-303-10/+0
| | | | | | finally unused Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa: update sampler states when shaders are changedMarek Olšák2016-07-301-6/+12
| | | | | | | This bug seems to have always been there. Applications changing shaders but not textures between draw calls would have gotten undefined behavior. Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa: don't dirty sample shading on _NEW_PROGRAMMarek Olšák2016-07-301-2/+1
| | | | | | Already done as part of ST_NEW_FRAGMENT_PROGRAM in st_validate_state. Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa: remove excessive shader state dirtyingMarek Olšák2016-07-307-57/+33
| | | | | | | | | This just needs to be done by st_validate_state. v2: add "shaders_may_be_dirty" flags for not skipping st_validate_state on _NEW_PROGRAM to detect real shader changes Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa: unreference optional shaders when unbindingMarek Olšák2016-07-301-0/+4
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa: skip updates of states that have no effectMarek Olšák2016-07-302-9/+28
| | | | | | v2: - also don't check edge flags for GLES Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa: completely rewrite state atomsMarek Olšák2016-07-3033-516/+381
| | | | | | | | | | | | | | | | | | | | The goal is to do this in st_validate_state: while (dirty) atoms[u_bit_scan(&dirty)]->update(st); That implies that atoms can't specify which flags they consume. There is exactly one ST_NEW_* flag for each atom. (58 flags in total) There are macros that combine multiple flags into one for easier use. All _NEW_* flags are translated into ST_NEW_* flags in st_invalidate_state. st/mesa doesn't keep the _NEW_* flags after that. torcs is 2% faster between the previous patch and the end of this series. v2: - add st_atom_list.h to Makefile.sources Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa: remove st_tracked_state::nameMarek Olšák2016-07-3020-58/+0
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa: remove atom debugging codeMarek Olšák2016-07-301-67/+3
| | | | | | This won't be needed after the rewrite. Reviewed-by: Nicolai Hähnle <[email protected]>
* i965: Fix move_interpolation_to_top() pass.Kenneth Graunke2016-07-291-21/+29
| | | | | | | | | | | | | | | | | | | | | | | | | | | The pass I introduced in commit a2dc11a7818c04d8dc0324e8fcba98d60bae was entirely broken. A missing "break" made the load_interpolated_input case always fall through to "default" and hit a "continue", making it not actually move any load_interpolated_input intrinsics at all. It would only move the simple load_barycentric_* intrinsics, which don't emit any code anyway, making it basically useless. The initial version I sent of the pass worked, but I apparently failed to verify that the simplified version in v2 actually worked. With the obvious fix applied (so we actually tried to move load_interpolated_input intrinsics), I discovered a second bug: we weren't moving the offset SSA def to the top, breaking SSA validation. The new version of the pass actually moves load_interpolated_input intrinsics and all their dependencies, as intended. Papers over GPU hangs on Ivybridge and Baytrail caused by the recent NIR FS input rework by restoring the old behavior. (I'm not honestly sure why they hang with PLN not at the top.) Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97083 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* freedreno: limit non-user constant buffers to a4xxRob Clark2016-07-291-1/+1
| | | | | | | Seems to mostly work on a3xx. Except when it doesn't and kills gpu quite badly. Signed-off-by: Rob Clark <[email protected]>
* glsl: fix uninitialized instance variableJan Ziak2016-07-291-0/+1
| | | | | | | | Valgrind detected that variable ir_copy_propagation_visitor::killed_all is uninitialized. Signed-off-by: Jan Ziak (http://atom-symbol.net) <[email protected]> Signed-off-by: Rob Clark <[email protected]>
* configure: add support for LLVM 4.0.0svn static libsJan Ziak2016-07-291-1/+1
| | | | | | Signed-off-by: Jan Ziak (http://atom-symbol.net) <[email protected]> Reviewed-by: Eric Engestrom <[email protected]> Reviewed-and-Tested-by: Michel Dänzer <[email protected]>
* virgl: add exported dmabuf to BO hash tableRob Herring2016-07-291-0/+3
| | | | | | | | | Exported dmabufs can get imported by the same process, but the handle was not getting added to the hash table on export. Add the handle to the hash table on export. Signed-off-by: Rob Herring <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* anv: Enable per sample shading on gen8+Anuj Phogat2016-07-282-4/+1
| | | | | | | | | | | | | Vulkan CTS test results on gen9: ./deqp-vk --deqp-case=dEQP-VK.pipeline.multisample.min_sample_shading* Test run totals: Passed: 60/90 (66.7%) Failed: 0/90 (0.0%) Not supported: 30/90 (33.3%) Warnings: 0/90 (0.0%) Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* anv/pipeline: Fix setting per sample shading in pixel shaderAnuj Phogat2016-07-281-4/+1
| | | | | | | | | | | | We should use the persample_dispatch variable in prog_data. Fixes all (~60) the DEQP sample shading tests. Many tests exited with VK_ERROR_OUT_OF_DEVICE_MEMORY without this patch. V2: Use the shader key bits set in brw_compile_fs (Jason) Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* egl/dri2: Add reference count for dri2_egl_displayNicolas Boichat2016-07-282-20/+95
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | android.opengl.cts.WrapperTest#testGetIntegerv1 CTS test calls eglTerminate, followed by eglReleaseThread. A similar case is observed in this bug: https://bugs.freedesktop.org/show_bug.cgi?id=69622, where the test calls eglTerminate, then eglMakeCurrent(dpy, NULL, NULL, NULL). With the current code, dri2_dpy structure is freed on eglTerminate call, so the display is not initialized when eglReleaseThread calls MakeCurrent with NULL parameters, to unbind the context, which causes a a segfault in drv->API.MakeCurrent (dri2_make_current), either in glFlush or in a latter call. eglTerminate specifies that "If contexts or surfaces associated with display is current to any thread, they are not released until they are no longer current as a result of eglMakeCurrent." However, to properly free the current context/surface (i.e., call glFlush, unbindContext, driDestroyContext), we still need the display vtbl (and possibly an active dri dpy connection). Therefore, we add some reference counter to dri2_egl_display, to make sure the structure is kept allocated as long as it is required. One drawback of this is that eglInitialize may not completely reinitialize the display (if eglTerminate was called with a current context), however, this seems to meet the EGL spec quite well, and does not permanently leak any context/display even for incorrectly written apps. Cc: "12.0" <[email protected]> Signed-off-by: Nicolas Boichat <[email protected]> Reviewed-by: Eric Engestrom <[email protected]> Reviewed-by: Emil Velikov <[email protected]>
* vc4: automake: remove vc4_drm.h from the sources listsEmil Velikov2016-07-281-1/+0
| | | | | | | | | The file was removed with earlier commit breaking 'make dist'. Drop it from Makefile.sources since it's no longer around. Fixes: 16985eb308e ("vc4: Switch to using the libdrm-provided vc4_drm.h.") Signed-off-by: Emil Velikov <[email protected]>
* ddebug: use pclose to close a popen()'d FILENicolai Hähnle2016-07-281-1/+1
| | | | | | Found by Coverity. Reviewed-by: Marek Olšák <[email protected]>
* glsl: fix optimization of discard nested multiple levelsNicolai Hähnle2016-07-281-1/+8
| | | | | | | | | | | | The order of optimizations can lead to the conditional discard optimization being applied twice to the same discard statement. In this case, we must ensure that both conditions are applied. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96762 Cc: [email protected] Tested-by: Kai Wasserbäch <[email protected]> Reviewed-by: Tapani Pälli <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* st_glsl_to_tgsi: only skip over slots of an input array that are presentNicolai Hähnle2016-07-281-1/+5
| | | | | | | | | | When an application declares varying arrays but does not actually do any indirect indexing, some array indices may end up unused in the consuming shader, so the number of input slots that correspond to the array ends up less than the array_size. Cc: [email protected] Reviewed-by: Marek Olšák <[email protected]>
* clover: make GCC 4.8 happyDieter Nützel2016-07-271-1/+1
| | | | | | | | | | | | | | | Without this GCC 4.8.x throws below error: error: invalid initialization of non-const reference of type 'clover::llvm::compat::raw_ostream_to_emit_file {aka llvm::raw_svector_ostream&}' from an rvalue of type '<brace-enclosed initializer list>' v2: change commit title and add error message like Eric Engestrom requested Signed-off-by: Dieter Nützel <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97019 [ Francisco Jerez: Trivial formatting fix. ] Reviewed-by: Francisco Jerez <[email protected]>
* i965: remove unnecessary null checkTimothy Arceri2016-07-281-4/+1
| | | | | | | | We would have hit a segfault already if this could be null. Fixes Coverity warning spotted by Matt. Reviewed-by: Matt Turner <[email protected]>
* glsl: free hash tables earlierTimothy Arceri2016-07-281-7/+3
| | | | | | | These are only used by get_matching_input() which has been call at this point so free the hash tables. Reviewed-by: Iago Toral Quiroga <[email protected]>
* nvc0: enable ARB_tessellation_shader on GM107+Samuel Pitoiset2016-07-271-3/+0
| | | | | | | This exposes OpenGL 4.1 on Maxwell (tested on GM107 and GM206). Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* gm107/ir: add a legalize SSA pass for PFETCHSamuel Pitoiset2016-07-274-2/+43
| | | | | | | PFETCH, actually ISBERD on GM107+ ISA only accepts a GPR for src0. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* nvc0: fix up TCP header on GM107+Samuel Pitoiset2016-07-271-0/+9
| | | | | | | | | | The number of outputs patch (limited to 255) has moved in the TCP header, but blob seems to also set the old position. Also, the high 8-bits are now located inbetween the min/max parallel output read address at position 20. Signed-off-by: Samuel Pitoiset <[email protected]> Acked-by: Ilia Mirkin <[email protected]>
* vbo: Fix handling of POS/GENERIC0 attributes.Mathias Fröhlich2016-07-271-3/+16
| | | | | | | | | | | | | In case of split primitives we need to restore the original setting of the vtx.attrsz array to make immediate mode attribute array tracking work. v2: Use bool instead of boolean. Signed-off-by: Mathias Fröhlich <[email protected]> Reviewed-by: Brian Paul <[email protected]> Tested-by: Brian Paul <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96950
* radeon/llvm: Use alloca instructions for larger arrays [revert a revert]Marek Olšák2016-07-262-25/+149
| | | | | | This reverts commit f84e9d749fbb6da73a60fb70e6725db773c9b8f8. Bioshock Infinite no longer hangs.
* r600g: add support for B5G6R5 PBO uploads via texture buffers (v2)Marek Olšák2016-07-261-0/+6
| | | | | | v2: set endian swap to 16 untested
* radeonsi: pre-generate shader logs for ddebugMarek Olšák2016-07-264-6/+34
| | | | | | | | This cuts down the overhead of si_dump_shader when ddebug is capturing shader logs, which is done for every draw call unconditionally (that's quite a lot of work for a draw call). Reviewed-by: Nicolai Hähnle <[email protected]>
* radeonsi: add empty lines after shader statsMarek Olšák2016-07-261-1/+1
| | | | | | to separate individual shaders dumped consecutively. Reviewed-by: Nicolai Hähnle <[email protected]>
* radeonsi: move the shader key dumping to si_shader_dumpMarek Olšák2016-07-263-5/+9
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* ddebug: implement pipelined hang detection modeMarek Olšák2016-07-264-4/+567
| | | | | | | | | | | | | | | | | | | | | | For good performance while being able to generate decent hang reports. The report doesn't contain the parsed IB and the buffer list, but it isolates the draw call and dumps shaders while not having to flush the context. This is for GPU hangs that are harder to reproduce and require interactive playing for minutes or even hours. dd_pipe.h explains some implementation details. Initializing, copying (recording) and clearing states is most of the code. The performance should be at least 50% of the normal performance depending on the circumstances. (i.e. 50% is expected to be the worst case scenario, not the best case) The majority of time is spent in dump_debug_state(PIPE_DUMP_CURRENT_SHADERS) and that's after all the optimizations in later patches. There is no obvious way to optimize that further. Reviewed-by: Nicolai Hähnle <[email protected]>
* ddebug: don't save pointers to call parametersMarek Olšák2016-07-262-6/+6
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* ddebug: move dd_call into dd_pipe.hMarek Olšák2016-07-262-66/+66
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* ddebug: separate draw call dumping logicMarek Olšák2016-07-261-21/+26
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* ddebug: move all states into a separate structureMarek Olšák2016-07-263-129/+140
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* ddebug: write contents of dmesg into hang reportsMarek Olšák2016-07-261-4/+25
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* ddebug: implement create_batch_queryMarek Olšák2016-07-261-0/+27
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* ddebug: don't use abort()Marek Olšák2016-07-261-1/+1
| | | | | | We don't want a core dump. Reviewed-by: Nicolai Hähnle <[email protected]>
* ddebug: make dd_get_file_stream accept the screen onlyMarek Olšák2016-07-261-7/+8
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* ddebug: clean up ddebug_screen_createMarek Olšák2016-07-261-16/+23
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* gallium: rework flags for pipe_context::dump_debug_stateMarek Olšák2016-07-264-17/+34
| | | | | | | | The pipelined hang detection mode will not want to dump everything. (and it's also time consuming) It will only dump shaders after a draw call and then dump the status registers separately if a hang is detected. Reviewed-by: Nicolai Hähnle <[email protected]>
* vc4: add hash table look-up for exported dmabufsRob Herring2016-07-264-3/+56
| | | | | | | | | | | | | It is necessary to reuse existing BOs when dmabufs are imported. There are 2 cases that need to be handled. dmabufs can be created/exported and imported by the same process and can be imported multiple times. Copying other drivers, add a hash table to track exported BOs so the BOs get reused. v2: Whitespace fixup (by anholt) Signed-off-by: Rob Herring <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* vc4: Disable early Z with computed depth.Eric Anholt2016-07-263-2/+11
| | | | | We don't tell the hardware whether we're computing depth, so we need to manage early Z state manually. Fixes piglit early-z.
* ttn: Update shader->info as we generate code.Eric Anholt2016-07-261-0/+13
| | | | | | | We could use the nir_shader_gather_info() pass to update it after the fact, but this is what glsl_to_nir and prog_to_nir do. Reviewed-by: Rob Clark <[email protected]>