| Commit message (Collapse) | Author | Age | Files | Lines |
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This has bothered me for about as long as NIR has been around. Why do we
have two different unions for constants? No good reason other than one of
them is a direct port from GLSL IR.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This reverts commit 6bf63b011992dbbc899a28bde5692070dbcf965a.
A patch that adds a reference to gl_shader_program_data to gl_program
needs to land befor this one.
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This is mostly just used during linking however the st uses it
when updating textures.
In order to store gl_program in the CurrentProgram array
rather than gl_shader_program we need to move this field to
the shared gl_shader_program_data struct.
Reviewed-by: Nicolai Hähnle <[email protected]>
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If app tries to create a fence but there is no rendering to submit, we
need a dummy/no-op submit. Use a string-marker for the purpose.. mostly
since it avoids needing to realize that the packet format changes in
later gen's (so one less place to fixup for a5xx).
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Prep-work for next patch, mostly move to tracking last_fence as a
pipe_fence_handle (created now only in fd_gmem_render_tiles()), and a
bit of superficial renaming.
Signed-off-by: Rob Clark <[email protected]>
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This enables gallium support for EGL_ANDROID_native_fence_sync, for
drivers which support PIPE_CAP_NATIVE_FENCE_FD.
Signed-off-by: Rob Clark <[email protected]>
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This will be needed for explicit synchronization with devices outside
the gpu, ie. EGL_ANDROID_native_fence_sync.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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With fixes from Chad squashed in, plus fixes for issues that Rafael
found while writing piglit tests.
Signed-off-by: Rob Clark <[email protected]>
Tested-by: Rafael Antognolli <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Tested-by: Chad Versace <[email protected]>
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Required to implement EGL_ANDROID_native_fence_sync.
Signed-off-by: Rob Clark <[email protected]>
Tested-by: Rafael Antognolli <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Tested-by: Chad Versace <[email protected]>
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Doesn't work so well when you start having more than one possible
attrib. Prep-work for next patch.
Signed-off-by: Rob Clark <[email protected]>
Tested-by: Rafael Antognolli <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Tested-by: Chad Versace <[email protected]>
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Reduce the noise in the next patch. For EGL_SYNC_NATIVE_FENCE_ANDROID
the sync condition is conditional on EGL_SYNC_NATIVE_FENCE_FD_ANDROID
attribute.
Signed-off-by: Rob Clark <[email protected]>
Tested-by: Rafael Antognolli <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Tested-by: Chad Versace <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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We were previously also verifying that no backing buffers were available
when an array wasn't enabled. This is has no basis in the spec, and it
causes GLupeN64 to fail as a result.
Fixes: c2e146f487 ("mesa: error out in indirect draw when vertex bindings mismatch")
Cc: [email protected]
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Noticed in shaders with branching, where we ended up scheduling delay
slots near the start of a block for the uniforms reset setup.
total instructions in shared programs: 93970 -> 93951 (-0.02%)
instructions in affected programs: 3117 -> 3098 (-0.61%)
3DMMES performance +0.423087% +/- 0.133521% (n=9,10)
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This helps us get the delay slots between SFU writes and reads filled.
total instructions in shared programs: 94494 -> 93970 (-0.55%)
instructions in affected programs: 59206 -> 58682 (-0.89%)
3DMMES performance +1.89967% +/- 0.157611% (n=10,9)
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The latency_between was trying to handle the delay between the coordinate
write ("before") and the corresponding sample read ("after"), but we were
handing in the two instructions swapped.
This meant that we tried to fit things between a tex_s and its *preceding*
tex_result. This made us only interleave normal texture coordinates by
accident, and pessimized UBO reads by pushing the tex_result collection
earlier until there was nothing but it (and then its preceding coordinate
setup) left.
In addition to latency reduction, things end up packing better (probably
due to reduced live ranges of the texture results):
total instructions in shared programs: 98121 -> 94775 (-3.41%)
instructions in affected programs: 91196 -> 87850 (-3.67%)
3DMMES performance +1.15569% +/- 0.124714% (n=8,10)
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This happened when the PM bit was set for R4 unpacks, where the MUL pack
was NOP.
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I'm not sure how I managed to write the SF merge code
(7d8b79f398f18ed7bb48a74b1b82950e2f08abad) without allowing merges with
NOPs. *Everything* we try to merge with will have a NOP on one or the
other side of the instruction, and that's why that commit showed no
benefit.
total instructions in shared programs: 99347 -> 95128 (-4.25%)
instructions in affected programs: 91906 -> 87687 (-4.59%)
3DMMES performance +2.57105% +/- 0.135276% (n=6,8)
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This should be a win for most loops, which tend to have uniform control
flow.
More importantly, it exposes important information to live variables: that
the break/continue here means that our jump target may have access to
values that were live on our input. Previously, we were just setting the
exec mask and letting control flow fall through, so an intervening def
between the break and the end of the loop would appear to live variables
as if it screened off the variable, when it didn't actually.
Fixes a regression in glsl-vs-loop-redundant-condition.shader_test when a
perturbing of register allocation caused a live variable to get stomped.
Cc: 13.0 <[email protected]>
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This is already supported in genX_state.c, expose the extension string.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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In an attempt to fix 3DSTATE_DEPTH_BUFFER for stencil-only cases, I
accidentally kept setting the SurfaceType to 2D in the stencil-only case
thanks to a copy+paste error.
Reviewed-by: Nanley Chery <[email protected]>
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The buffer_size does not take the offset into account. Just add the
offset into the pointer which lines up the structures much better.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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The number has to be less than or equal to the max, not just less than.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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The components count the number of individual values, not the number of
slots.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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There is no support for resuming streamout. Furthermore, this also
controls glDrawTransformFeedback functionality which requires the same
ability to query how many primitives were sent out of TF.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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We need to take the instance divisor and number of instances into
account for instanced client-side arrays, rather than the vertex
parameters.
Loosely based on the comparable nvc0 logic.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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We now support clearing these, and actually rendering to multiple layers
would require GS support, which will fail in much more spectacular ways
for now. Once that is hooked up, there won't be anything else to do
here.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Since we don't pass a renderTargetArrayIndex in, and the current hot
tile may be for a different index, we may end up loading the RTAI=0 into
the hot tile for no reason.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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This one is easy to miss, because it's not documented in any internal doc.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Internal docs don't mention it, but they also don't mention that the bug
has been fixed (like other CI bugs fixed in VI).
Vulkan does this too.
v2: also update r600_gfx_write_fence_dwords
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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ported from Vulkan
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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not needed
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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All codepaths are handled except for clover.
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The next commit will need this.
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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34953f8907fdd added this bitmask but it wasn't being reset when
a program was relinked. If a stage was removed from the new
program then it could case a crash as we expect the linked shader
for that stage to not be null.
Fixes crashes in:
ESEXT-CTS.tessellation_shader.single.xfb_captures_data_from_correct_stage
ES31-CTS.core.tessellation_shader.single.xfb_captures_data_from_correct_stage
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98917
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Looks like immed branch offset size increased again.. making what we
think is a small negative number look to hw like a huge positive number.
And things go badly when shader tries to jump to hyperspace.
Signed-off-by: Rob Clark <[email protected]>
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Android doesn't build all the files that normal linux/autotools build
does (mainly standalond ir3_compiler).. but possibly we should pull
C_SOURCES + aNxx_SOURCES into a single variable picked up by both
Android.mk and Makefile.am? (Suggested by Rob H.)
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Set the include paths to consider in-tree headers before out-of-tree
headers.
Avoids the build failing due to stale headers being present in
$prefix. Previosuly 'make -ki install' or something similar was required
to update the out-of-tree headers to allow the build to succeed.
Also avoids having to rebuild the entire thing after every 'make
install'.
Cc: Rob Clark <[email protected]>
Cc: Jason Ekstrand <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Pull in a5xx
Signed-off-by: Rob Clark <[email protected]>
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a5xx seems to prefer 64 pixel alignment, in at least some cases. Make
this configurable per generation.
Signed-off-by: Rob Clark <[email protected]>
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On a3xx/a4xx, the SP_VS_VPC_DST_REG.OUTLOCn is offset by 8, so we used
to add this offset into fs->inputs[n].inloc. But a5xx drops this extra
offset-by-8. So instead make inloc zero based and add the offset when
we emit OUTLOCn values (for the gen's that need the offset).
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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