| Commit message (Collapse) | Author | Age | Files | Lines |
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Next task is to rename all the anv_ out of this,
and move to a common location
Reviewed-by: Jason Ekstrand <[email protected]>
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This avoids having to know the toplevel API name.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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This moves these outside the wsi platform code, so we can reuse
that code
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Just use the wsi_device instead.
Reviewed-by: Jason Ekstrand <[email protected]>
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replace with wsi_device and allocator.
Reviewed-by: Jason Ekstrand <[email protected]>
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This allows the API and the internals to be split, and the
internals shared.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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This is a step towards separating out the wsi code for sharing
Reviewed-by: Jason Ekstrand <[email protected]>
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just pass the allocator/wsi_interface instead.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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The per-element fetch has quite some calculations which are constant,
these can be moved outside both the per-element as well as the main
shader loop (llvm can figure out it's constant mostly on its own, however
this can have a significant compile time cost).
Similarly, it looks easier swapping the fetch loops (outer loop per attrib,
inner loop filling up the per vertex elements - this way the aos->soa
conversion also can be done per attrib and not just at the end though again
this doesn't really make much of a difference in the generated code). (This
would also make it possible to vectorize the calculations leading to the
fetches.)
There's also some minimal change simplifying the overflow math slightly.
All in all, the generated code seems to look slightly simpler (depending
on the actual vs), but more importantly I've seen a significant reduction
in compile times for some vs (albeit with old (3.3) llvm version, and the
time reduction is only really for the optimizations run on the IR).
v2: adapt to other draw change.
No changes with piglit.
Reviewed-by: Jose Fonseca <[email protected]>
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Previous attempts to zero initialize all inputs were not really optimal
(though no performance impact was measurable). In fact this is not really
necessary, since we know the max number of inputs used.
Instead, just generate fetch for up to max inputs used by the shader,
directly replacing inputs for which there was no vertex element by zero.
This also cleans up key generation, which previously would have stored
some garbage for these elements.
And also drop the assertion which indicates such bogus usage by a
debug_printf (the whole point of initializing the undefined inputs was to
make this case safe to handle).
Reviewed-by: Jose Fonseca <[email protected]>
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Compilation to actual machine code can easily take as much time as the
optimization passes on the IR if not more, so print this out too.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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For the texturing packs, things looked pretty terrible. For every
lerp, we were repacking the values, and while those look sort of cheap
with 128bit, with 256bit we end up with 2 of them instead of just 1 but
worse, plus 2 extracts too (the unpack, however, works fine with a
single instruction, albeit only with llvm 3.8 - the vpmovzxbw).
Ideally we'd use more clever pack for llvmpipe backend conversion too
since we actually use the "wrong" shuffle (which is more work) when doing
the fs twiddle just so we end up with the wrong order for being able to
do native pack when converting from 2x8f -> 1x16b. But this requires some
refactoring, since the untwiddle is separate from conversion.
This is only used for avx2 256bit pack/unpack for now.
Improves openarena scores by 8% or so, though overall it's still pretty
disappointing how much faster 256bit vectors are even with avx2 (or
rather, aren't...). And, of course, eliminating the needless
packs/unpacks in the first place would eliminate most of that advantage
(not quite all) from this patch.
Reviewed-by: Jose Fonseca <[email protected]>
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Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This moves to the shared vk_alloc inlines for vulkan
memory allocations.
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This moves all the alloc/free in anv to the generic helpers.
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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vulkan allocation allows for overriding the allocator used,
add some macros for anv/radv to share for this.
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Use the ones from mesa, most places already did.
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Use the ones in macros.h instead.
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Although the vulkan drivers include mesa macros.h, for
radv I'd like to move away from that.
Reviewed-by: Nicolai Hähnle <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This removes the vector code from radv in favour of sharing
code with anv.
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just removes the anv vector code and uses the new helper.
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is ported from anv, both anv and radv can share this.
Reviewed-by: Nicolai Hähnle <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Use the 'texture' local var in more places.
Rename 'pFormat' to 'viewFormat'.
Reviewed-by: Charmaine Lee <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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During dual instance encoding submission, if the second encode task and first
encode task have no reference dependency, e.g. p following with idr-frame,
there is a chance the second task will use for its reconstructed picture
buffer the same buffer used by first task for its reference/reconstructed
picture. In this case, buffer corruption may occur depending on encoding
speed. Fix is to force flush these two tasks separately to avoid race condition
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=98005
Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Since commit 63c5d5c6c46c8472ee7a8241a0f80f13d79cb8cd, the surfaceless
platform has allowed creation of pbuffer surfaces. But the vtable entry
for eglSwapBuffers has remained NULL.
Discovered by running a little pbuffer test.
Cc: Gurchetan Singh <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
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Building the Mesa 12.0.3 distfile failed on a system without python
as generated files were not included in the distfile.
Cc: "12.0" <[email protected]>
Signed-off-by: Jonathan Gray <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Add mesa_glinterop.h to the list of headers that will get included
in the distfile as it is required to build Mesa itself.
Corrects a regression introduced in a89faa2022fd995af2019c886b152b49a01f9392.
Signed-off-by: Jonathan Gray <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The egl docs directory no longer exists as of
88b5c36fe1a1546bf633ee161a6715efc593acbd.
Remove it from EXTRA_DIST to unbreak 'make dist'
Signed-off-by: Jonathan Gray <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Tested-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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% pattern rules are a GNU extension. Convert the use of one to a
inference rule to allow this to build on OpenBSD.
This is a related change to the one made in
e3d43dc5eae5271e2c87bab702aa7409d3dd0b23
Signed-off-by: Jonathan Gray <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Rather than having 4-5 places which do the explicit check/message just
polish the gallium helper and use it everywhere.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Previously it was used to differentiate between the different codepaths
in the loader. Although strictly speaking the (core) of the loader is
only used when a hardware device is available. The latter of which in
itself requires libdrm (one of the codepaths available).
That said, all the configure toggles which relate to enabling/using hw
device should attribute and require libdrm, so there's no need to keep
this code around.
With this gallium_require_drm_loader becomes an empty stub, so nuke that
one as well.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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With previous patches nearly all the original code (as seen in the
various loaders) is gone.
Update the copyright/license section to reflect that.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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