| Commit message (Collapse) | Author | Age | Files | Lines |
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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]>
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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]>
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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]>
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We would have hit a segfault already if this could be null.
Fixes Coverity warning spotted by Matt.
Reviewed-by: Matt Turner <[email protected]>
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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]>
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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]>
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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]>
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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]>
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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
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This reverts commit f84e9d749fbb6da73a60fb70e6725db773c9b8f8.
Bioshock Infinite no longer hangs.
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v2: set endian swap to 16
untested
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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]>
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to separate individual shaders dumped consecutively.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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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]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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We don't want a core dump.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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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]>
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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]>
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We don't tell the hardware whether we're computing depth, so we need
to manage early Z state manually. Fixes piglit early-z.
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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]>
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Signed-off-by: Vedran Miletić <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Shaders with shProg->Name == ~0 (aka 4294967295) are internal meta
shaders that we don't really want to capture.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Gentoo has been smoke testing an upcoming change to glibc.
Bugzilla: https://bugs.gentoo.org/show_bug.cgi?id=580392
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Compilers are perfectly capable of generating efficient code for calls
like these to memcpy().
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I do appreciate the cleverness, but unfortunately it prevents a lot more
cleverness in the form of additional compiler optimizations brought on
by -fstrict-aliasing.
No difference in OglBatch7 (n=20).
Co-authored-by: Davin McCall <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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intel_mipmap_tree::logical_depth0 is now in number of 2D slices so we no
longer need to be multiplying by 6.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: "12.0" <[email protected]>
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Now that the logical_depth0 field is in number of 2D slices, we don't need
to be multiplying by 6 when creating the surface. It wasn't hurting
anything primarily because we get the actual length from the view which was
already handling it correctly.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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intel_mipmap_tree::logical_depth0 is now in 2-D slices so there is no need
for us to multiply by 6 when we go to fill out a blorp surface state.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Unused since 1a6ae840413d7fb6d2e83f6a83081d5246c7ac9e
Signed-off-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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When possible, do the memcpy on larger blocks. This reduces cycles
spent in _mesa_propagate_uniforms_to_driver_storage from
1.51 % to 0.62% according to perf during the Unigine Heaven benchmark.
It did not affect the framerate of the benchmark. The system used for
testing was an i5 6600K with a Radeon R9 380.
Piglit hangs randomly on this system both with and without the patch
so i could not make a comparison.
v2: fixed whitespace
Signed-off-by: Nils Wallménius <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Enable H.264 VAAPI encoding through config. Currently only H.264 baseline is supported. Encode entrypoint is not accepted by driver.
Signed-off-by: Boyuan Zhang <[email protected]>
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Frame rate can be passed to driver either through VAEncSequenceParameterBufferType or VAEncMiscParameterTypeFrameRate. Previous code only implement the former one, which is used by Gstreamer-Vaapi. Now adding implementation for VAEncMiscParameterTypeFrameRate. Also adding default frame rate as 30 just in case application never provides frame rate information to driver.
Signed-off-by: Boyuan Zhang <[email protected]>
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Add environmental variable to disable interlace mode. At VAAPI decoding stage, driver can not distinguish b/w pure decoding case and transcoding case. And since interlace encoding is not supported, we have to disable interlace for transcoding case. The temporary solution is to use enviromental variable to disable interlace mode.
Signed-off-by: Boyuan Zhang <[email protected]>
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Add some hardcoded values hardware needs mainly for rate control purpose. With previously hardcoded values for OMX, the rate control result is not correct. This change fixed the rate control result by setting correct values for Vaapi.
Signed-off-by: Boyuan Zhang <[email protected]>
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Add necessary functions/changes for VAAPI encoding to buffer and picture. These changes will allow driver to handle all Vaapi encode related operations. This patch doesn't change the Vaapi decode behaviour.
Signed-off-by: Boyuan Zhang <[email protected]>
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