| Commit message (Collapse) | Author | Age | Files | Lines |
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Queues are independent execution streams. The vulkan spec provides no
ordering guarantees for different queues.
By using a single context for all queues, we are forcing all commands
into an unecessary FIFO ordering.
This change is a preparation step to allow our-of-ordering scheduling of
certain work tasks.
v2: Fix a rebase error with radv_QueueSubmit() and trace_bo
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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shader-db results BDW:
total instructions in shared programs: 13060410 -> 13060313 (-0.00%)
instructions in affected programs: 24533 -> 24436 (-0.40%)
helped: 88
HURT: 0
total cycles in shared programs: 256585692 -> 256586698 (0.00%)
cycles in affected programs: 647290 -> 648296 (0.16%)
helped: 35
HURT: 30
Reviewed-by: Matt Turner <[email protected]>
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This fixes glxgears rendering, which had surprisingly been broken since
late October! Specifically, commit 91d61fbf7cb61a44adcaae51ee08ad0dd6b.
glxgears uses glShadeModel(GL_FLAT) when drawing the main portion of the
gears, then uses glShadeModel(GL_SMOOTH) for drawing the Gouraud-shaded
inner portion of the gears. This results in the same fragment program
having two different state-dependent interpolation maps: one where
gl_Color is flat, and another where it's smooth.
The problem is that there's only one gen4_fragment_program, so it can't
store both. Each FS compile would trash the last one. But, the FS
compiles are cached, so the first one would store FLAT, and the second
would see a matching program in the cache and never bother to compile
one with SMOOTH. (Clearing the program cache on every draw made it
render correctly.)
Instead, move it to brw_wm_prog_data, where we can keep a copy for
every specialization of the program. The only downside is bloating
the structure a bit, but we can tighten that up a bit if we need to.
This also lets us kill gen4_fragment_program entirely!
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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VK_ICD_WSI_PLATFORM_MAX is used, but a duplicate from wsi_common.h .
Acked-by: Jason Ekstrand <[email protected]>
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The Vulkan rules for point size are a bit whacky. If you only have a
vertex shader and you use points, then you must write PointSize in your
vertex shader. If you have a geometry or tessellation shader, then it's
dependent on the shaderTessellationAndGeometryPointSize device feature.
From the Vulkan 1.0.38 specification:
"shaderTessellationAndGeometryPointSize indicates whether the
PointSize built-in decoration is available in the tessellation
control, tessellation evaluation, and geometry shader stages. If this
feature is not enabled, members decorated with the PointSize built-in
decoration must not be read from or written to and all points written
from a tessellation or geometry shader will have a size of 1.0. This
also indicates whether shader modules can declare the
TessellationPointSize capability for tessellation control and
evaluation shaders, or if the shader modules can declare the
GeometryPointSize capability for geometry shaders. An implementation
supporting this feature must also support one or both of the
tessellationShader or geometryShader features."
In other words, if the feature is disbled (the client can disable
features!) then they don't write PointSize and we provide a 1.0 default
but if the feature is enabled, they do write PointSize and we use the
one they wrote in the shader. There are at least two valid ways we can
implement this:
1) Track whether or not shaderTessellationAndGeometryPointSize is
enabled and set the 3DSTATE_SF bits based on that and what stages
are enabled, ignoring the shader source.
2) Just look at the last geometry stage VUE map and see if they wrote
PointSize and set the 3DSTATE_SF accordingly.
The second solution is the easiest and the most robust against invalid
usage of the Vulkan API, so we choose to go with that one.
This fixes all of the dEQP-VK.tessellation.primitive_discard.*point_mode
tests. The tests are also broken because they unconditionally enable
shaderTessellationAndGeometryPointSize if it's supported by the
implementation and then don't write PointSize in the evaluation shader.
However, since this is the "robust against invalid API usage" solution,
the tests happily pass. :-)
Reviewed-by: Kenneth Graunke <[email protected]>
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This lets us delete a helper from genX_pipeline.c
Reviewed-by: Lionel Landwerlin <[email protected]>
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This patch reverts 57bab6708f2bbc1ab8a3d202e9a467963596d462, which was
causing issues with ILK and earlier VS programs.
1. brw_nir.c: Revert "i965/vec4/nir: vec4 also needs to remap vs attributes"
Do not perform a remap in vec4 backend. Rather, do it later when
setup attributes
2. brw_vec4.cpp: This fixes mapping ATTRx to proper GRFn.
Suggested-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99391
[[email protected]: merge Juan's two patches from bugzilla]
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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When multiple shader stages exist in the same SPIR-V module, we compile
all entry points and their inputs/outputs, then dead code eliminate the
ones not related to the specific entry point later.
nir_lower_wpos_center was being run prior to eliminating those random
other variables, which made it trip up, thinking it found gl_FragCoord
when it actually found something else like gl_PerVertex[3].
Fixes dEQP-VK.spirv_assembly.instruction.graphics.module.same_module.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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According to the "Gather4 R32G32_FLOAT Bug" internal documentation
page, the R32G32_UINT and R32G32_SINT formats are affected by the
same bug as R32G32_FLOAT. Applying the same workarounds should be
viable - apparently the R32G32_FLOAT_LD format shouldn't corrupt
integer data which is NaN or other sketchy floating point values.
One irritating caveat is that, because it's a FLOAT format, the
alpha channel or any set to SCS_ONE return 0x3f8 (1.0) rather than
integer 1. So we need shader code to whack those channels to 1.
Fixes GL45-CTS.texture_gather.plain-gather-int-cube-rg on Haswell.
v2: Fix swizzle component zeroing (caught by Jordan Justen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Port of 1e41d7f7b0855934744fe578ba4eae9209ee69f7:
"anv: Support loader interface version 3 (patch v2)"
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Cc: [email protected]
Reviewed-by: Emil Velikov <[email protected]>
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Unused since 0a7691ee (mesa: Enable enums for OES_viewport_array).
Silence a warning of unused variable.
Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
[Emil Velikov: handle the final case in glXCreateContextAttribsARB]
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
[Emil Velikov: handle the all cases]
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
Acked-by: Alex Deucher <[email protected]>
[Emil Velikov: address platform_surfaceless]
Signed-off-by: Emil Velikov <[email protected]>
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This is a copy of commit 536003c11e4cb1172c540932ce3cce06f03bf44e
except for i915.
Original log for the i965 commit follows:
Some application, such as drm backend of weston, uses XRGB8888 config as
default. i965 doesn't provide this format, but before commit 65c8965d,
the drm platform of EGL takes ARGB8888 as XRGB8888. Now that commit
65c8965d makes EGL recognize format correctly so weston won't start
because it can't find XRGB8888. Add XRGB8888 format to i965 just as
other drivers do.
Signed-off-by: Derek Foreman <[email protected]>
Acked-by: Boyan Ding <[email protected]>
Tested-by: Mark Janes <[email protected]>
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Applications may query the back buffer age to efficiently perform
partial updates. Generally the application will keep a fixed length
damage history, and use this to calculate what needs to be redrawn
based on the age of the back buffer it's about to render to.
If presented with a buffer that has an age greater than the
length of the damage history, the application will likely have
to completely repaint the buffer.
Our current buffer selection strategy is to pick the first available
buffer without considering its age. If an application frequently
manages to fit within two buffers but occasionally requires a third,
this extra buffer will almost always be old enough to fall outside
of a reasonably long damage history, and require a full repaint.
This patch changes the buffer selection behaviour to prefer the oldest
available buffer.
By selecting the oldest available buffer, the application will likely
always be able to use its damage history, at a cost of having to
perform slightly more work every frame. This is an improvement if
the cost of a full repaint is heavy, and the surface damage between
frames is relatively small.
It should be noted that since we don't currently trim our queue in
any way, an application that briefly needs a large number of buffers
will continue to receive older buffers than it would if it only ever
needed two buffers.
Reviewed-by: Daniel Stone <[email protected]>
Signed-off-by: Derek Foreman <[email protected]>
Reviewed-by: Pekka Paalanen <[email protected]>
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When EGL is used on some other thread than the thread that drives the
main wl_display queue, the Wayland EGL dri2 implementation is
vulnerable to a race condition related to display round trips and global
object advertisements.
The race that may happen is that after after a proxy is created, but
before the queue is set, events meant to be emitted via the yet to be
set queue may already have been queued on the wrong queue.
In order to make it possible to avoid this race, wayland 1.11
introduced new API that allows creating a proxy wrapper that may be used
as the factory proxy when creating new proxies via Wayland requests. The
queue of a proxy wrapper can be changed without effecting what queue
events emitted by the actual proxy will be queued on, while still
effecting what default queue proxies created from it will have.
By introducing a wl_display proxy wrapper and using this when performing
round trips (via wl_display_sync()) and retrieving the global objects (via
wl_display_get_registry()), the mentioned race condition is avoided.
Signed-off-by: Jonas Ådahl <[email protected]>
Cc: [email protected]
Reviewed-by: Daniel Stone <[email protected]>
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When failing to initializing the Wayland EGL driver, don't leak the
display server connection if it was us who created it.
Signed-off-by: Jonas Ådahl <[email protected]>
Cc: [email protected]
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This will flush the pipeline,which will allow to share dma-buf based
buffers.
Signed-off-by: Suresh Guttula <[email protected]>
Reviewed-by: Christian König <[email protected]>
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In most cases, if a call to get_attachment fails is because attachment
is a INVALID_ENUM. But for some specific cases, if COLOR_ATTACHMENTm
(where m >= MAX_COLOR_ATTACHMENTS) is used, it should raise an
INVALID_OPERATION exception instead.
Fixes:
GL45-CTS.direct_state_access.framebuffers_get_attachment_parameter_errors
GL45-CTS.direct_state_access.framebuffers_renderbuffer_attachment_errors
v2: extra new line before quote block. Include "color attachment" on both
new message errors (Nicolai).
Reviewed-by: Nicolai Hähnle <[email protected]>
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Some callers would need that info to know if they should raise
INVALID_ENUM or INVALID_OPERATION. An alternative would be the caller
to check if the attachment is a GL_COLOR_ATTACHMENTm, but that seems
redundant as get_attachment is already doing that.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Add a proper check for feature support, and raise an invalid enum for
GL_CLAMP_VERTEX/FRAGMENT_COLOR unconditionally in core profiles, since
those enums were explicitly removed after the extension was promoted
to core functionality (not in the profile sense) with OpenGL 3.0.
This matches the behavior of the AMD closed source driver and fixes
GL45-CTS.gtf30.GL3Tests.half_float.half_float_textures.
Cc: "12.0 13.0" <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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We no longer need to use lp_build_tgsi_soa_context.
No regressions founds with full piglit run.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The plan is to replace si_shader_context::soa with its parent
structure (ie. bld_base).
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The plan is to replace si_shader_context::soa with its parent
structure (ie. bld_base).
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Currently, we can store up to 256 immediates in a static array,
but this is not always enough. Instead, allocate a dynamic array
like what we currently do for temps.
This fixes a segfault with
dEQP-GLES31.functional.ssbo.layout.random.all_shared_buffer.23
No regressions found with full piglit run.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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These seem unlikely to be used.
Also remove irrelevant comment about SKL.
v2: forgot to rebase on master
Signed-off-by: Grazvydas Ignotas <[email protected]>
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v2: Simplify nested ifs (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Restrict ISL_AUX_USAGE_HIZ to depth aspects
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Avoid the resolves that would be required if fast depth clears were
allowed for such buffers.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Remove redundant x/y offset asserts (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This is a better mapping to the Vulkan API and improves performance in
all tested workloads.
v2: Remove unnecessary image view aspect checks (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason Ekstrand):
- Add spec citation
- Drop conditional
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Store the current and requested depth stencil layouts so that we can
perform the appropriate HiZ resolves for a given transition while
recording a render pass.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This is no longer used.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Add an entry point for resolving using BLORP's gen8 HiZ op function.
v2: Manually add the aux info
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Add an entry point for the optimized gen8 BLORP HiZ sequence. commit
c9eaf12de20ac4143fe79d42018bdbb5a391356f fixed a bug that was
unknowingly worked around by forcing additional clear rectangle
alignment restrictions not specified in the PRMs. Now that the bug is no
longer present, omit the additional alignment restrictions.
v2: Adjust code comment about padding
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We'll be using layout transitions later on in the series which can occur
within and between subpasses. Turn this on now to simplify the change
later.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We're about to enable HiZ support for multiple subpasses. Use this field
to keep track of whether or not subpass operations should treat the
depth buffer as having an auxiliary HiZ buffer.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The helper doesn't provide additional functionality over the current
infrastructure.
v2: Add comment to anv_image::aux_usage (Jason Ekstrand)
v3: Clarify comment for aux_usage (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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