| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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('shader_ballot')
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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This commit also renames existing AMD capabilities:
- gcn_shader -> amd_gcn_shader
- trinary_minmax -> amd_trinary_minmax
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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This capability is required for the VK_EXT_shader_subgroup_ballot extension.
Reviewed-by: Connor Abbott <[email protected]>
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This capability is required for the VK_EXT_shader_subgroup_vote extension.
Reviewed-by: Connor Abbott <[email protected]>
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Seems a C&P error, and should check for auf/muf.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110902
Fixes: 8f065596d22ab000c53f "v3d: Add an optimization pass for redundant flags updates."
Reviewed-by: Eric Anholt <[email protected]>
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We have to emit a CACHE_FLUSH_AND_INV_TS_EVENT to be sure all
prior GPU work is done. While we are at it, also flush and
invalidate DB.
This fixes the following CTS (when the small hint is disabled):
dEQP-VK.query_pool.statistics_query.reset_before_copy.*
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-By: Bas Nieuwenhuizen <[email protected]>
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The dri2 winsys also uses libdrm (and you can only enable dri3 if
you enable dri2), and the drm winsys only requires libdrm.
So if any winsys is enabled you can also enable the drm winsys, and
since we always want at least one winsys we can always enable it.
I removed the check for the drm platform for VA and OMX since they
do not care anymore. Since we still check for one of r600g, nouveau
or radeonsi, we are guarantueed to still only enable it by default
in a configuration that requires libdrm anyway. So for people using
va=auto, we don't suddenly start requiring libdrm were we did not
before.
This supersedes "vl: Enable DRM by default.", which I pushed, but
rolled back because it used dep_libdrm before its definition.
Reviewed-by: Emil Velikov <[email protected]>
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Do not want it for perf reasons. Always have to disable DCC when
transferring to external queue.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Transitions to external queue should do the transition & make sure
it works on all queues.
Fixes: 8ebc7dcb59a "radv: Allow fast clears with concurrent queue mask for some layouts."
Reviewed-by: Samuel Pitoiset <[email protected]>
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Offset doesn't need to be 64-bit. This fixes compilation error
with 64-bit off_t.
Fixes: af0de6b9 lima/ppir: implement discard and discard_if
Suggested-by: Qiang Yu <[email protected]>
Signed-off-by: Mateusz Krzak <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Tested-by: Andreas Baierl <[email protected]>
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We should avoid having potentially dangling pointers to
pipe_resources in general.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Alexandros Frantzis <[email protected]>
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A pipe_transfer is a context object. It is fine for the
constructor/destructor to have access to the context.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Alexandros Frantzis <[email protected]>
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A pipe_transfer is a context object. It is fine for
virgl_transfer_queue to have access to the context.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Alexandros Frantzis <[email protected]>
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Add header guard and forward declare structs. Move virgl_resource.h
inclusion to the C file.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Alexandros Frantzis <[email protected]>
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This dumps disassembly to the pipe_debug_callback together with shader
stats.
Can be used together with shader-db to get full disassembly of all shaders
in the database.
Reviewed-by: Marek Olšák <[email protected]>
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Compute the count since the start of the current line instead of the
count since the start of the the disassembly.
Reviewed-by: Marek Olšák <[email protected]>
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This implies that the memory will always be at address 0, which allows
LLVM to generate slightly better code.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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These functions are now only used in LS/HS shaders (both separate and
merged).
Reviewed-by: Marek Olšák <[email protected]>
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This will make it easier to use LDS for other purposes in geometry
shaders in the future.
The lifetime of the esgs_ring variable is as follows:
- declared as [0 x i32] while compiling shader parts or monolithic shaders
- just before uploading, gfx9_get_gs_info computes (among other things)
the final ESGS ring size (this depends on both the ES and the GS shader)
- during upload, the "esgs_ring" symbol is given to ac_rtld as a shared
LDS symbol, which will lead to correctly laying out the LDS including
other LDS objects that may be defined in the future
- si_shader_gs uses shader->config.lds_size as the LDS size
This change depends on the LLVM changes for emitting LDS symbols into
the ELF file.
Reviewed-by: Marek Olšák <[email protected]>
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Upcoming changes to LLVM will emit LDS objects as symbols in the ELF
symbol table, with relocations that will be resolved with this change.
Callers will also be able to define LDS symbols that are shared between
shader parts. This will be used by radeonsi for the ESGS ring in gfx9+
merged shaders.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This is more convenient for changing it around during debug.
Reviewed-by: Marek Olšák <[email protected]>
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Since it can only be used for reading the config of an individual,
non-combined shader, it is not very reusable anyway.
Reviewed-by: Marek Olšák <[email protected]>
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v2:
- fix a memory leak
Reviewed-by: Marek Olšák <[email protected]>
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The compiler should be able to optimize them away, but still. There's
no point in declaring those as pointers, and if the compiler *doesn't*
optimize them away, they add unnecessary load-time relocations.
Reviewed-by: Marek Olšák <[email protected]>
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A new variant of ac_compile_module_to_binary that allows us to
keep the entire ELF around.
Reviewed-by: Marek Olšák <[email protected]>
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Help identify bugs related to corruption of shaders in memory,
or errors in shader upload / rtld.
Reviewed-by: Marek Olšák <[email protected]>
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We didn't really use error codes anyway.
Reviewed-by: Marek Olšák <[email protected]>
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We didn't really use error codes anyway.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Using an explicit linker instead of just concatenating .text
sections will allow us to start using .rodata sections and
explicit descriptions of data on LDS that is shared between
stages.
Reviewed-by: Marek Olšák <[email protected]>
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Use hash_table_u64 instead of hash_table directly, since the former
will also handle the special keys (deleted and freed) and allow use
the whole u64 space.
Fixes crash in INTEL_DEBUG=bat when using a key with value 0 -- the
current value for a freed key.
Fixes: b38dab101ca "util/hash_table: Assert that keys are not reserved pointers"
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The hash_table_u64 should support any uint64_t as input. It does
special handling for the "deleted" key, storing the data in the table
itself; do the same for the "freed" key.
Fixes: b38dab101ca "util/hash_table: Assert that keys are not reserved pointers"
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The main motivation for this change is API ergonomics: most operations
on dynarrays are really on elements, not on bytes, so it's weird to have
grow and resize as the odd operations out.
The secondary motivation is memory safety. Users of the old byte-oriented
functions would often multiply a number of elements with the element size,
which could overflow, and checking for overflow is tedious.
With this change, we only need to implement the overflow checks once.
The checks are cheap: since eltsize is a compile-time constant and the
functions should be inlined, they only add a single comparison and an
unlikely branch.
v2:
- ensure operations are no-op when allocation fails
- in util_dynarray_clone, call resize_bytes with a compile-time constant element size
v3:
- fix iris, lima, panfrost
Reviewed-by: Marek Olšák <[email protected]>
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We're not very good at handling out-of-memory conditions in general, but
this change at least gives the caller the option of handling it gracefully
and without memory leaks.
This happens to fix an error in out-of-memory handling in i965, which has
the following code in brw_bufmgr.c:
node = util_dynarray_grow(vma_list, sizeof(struct vma_bucket_node));
if (unlikely(!node))
return 0ull;
Previously, allocation failure for util_dynarray_grow wouldn't actually
return NULL when the dynarray was previously non-empty.
v2:
- make util_dynarray_ensure_cap a no-op on failure, add MUST_CHECK attribute
- simplify the new capacity calculation: aside from avoiding a useless loop
when newcap is very large, this also avoids an infinite loop when newcap
is larger than 1 << 31
Reviewed-by: Marek Olšák <[email protected]>
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This is more expressive and simplifies a subsequent change.
v2:
- fix one more call-site after rebase
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We do have native support for perspective division on the load/store
unit, but this is for the future, something ideally we would select
generally, not just for textures. Meanwhile, flipping on projector
lowering works now.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This follows the txb implementation, but requires an adjustment to how
the cont/last flags are set.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We refactor the main tex handling to fit a bias argument in as well.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This replaces bind_vs/fs_state calls to a unified bind_shader_state
call, removing a great deal of duplicated logic related to variant
selection.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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