| Commit message (Collapse) | Author | Age | Files | Lines |
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We don't seem to fault any more when running dEQP GLES2, and we don't
scrape serial output any more anyway so no problems should be caused by
that.
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Fixes: febedee4f6c ("mesa: add EXT_dsa glGetVertexArray* 4 functions")
Reviewed-by: Marek Olšák <[email protected]>
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Always enabled; this doesn't require any driver work, it's just
core mesa bits.
quick_gl.txt is also updated because previously piglit ext_dsa
tests were skipped.
Reviewed-by: Marek Olšák <[email protected]>
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The spec is unclear on how to handle the buffer argument so we reuse
the logic from the EXT_direct_state_access spec.
Reviewed-by: Marek Olšák <[email protected]>
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We can't simply alias ARB_direct_state_access functions because
those fail if the vao has never been bound before.
Reviewed-by: Marek Olšák <[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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Reviewed-by: Marek Olšák <[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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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The wording in ARB_framebuffer_no_attachments and EXT_direct_state_access
is different.
In the former framebuffer names must have been generated using glGenFramebuffers
before using the named functions.
In the latter framebuffer names have no such constraints, so we can't use
the _mesa_lookup_framebuffer_dsa function.
Reviewed-by: Marek Olšák <[email protected]>
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All features from the EXT_dsa spec are implemented.
Interactions with other specs:
- GL_AMD_gpu_shader_int64: not needed, since it's not enabled in
compatibility profile.
- GL_ARB_bindless_texture is DONE
"INVALID_OPERATION is generated when calling various functions
to modify the state of a texture object from which handles have
been extracted"
- GL_ARB_buffer_storage/GL_EXT_buffer_storage is DONE (NamedBufferStorageEXT function)
- GL_ARB_texture_storage is DONE (3 TextureStorage*DEXT functions)
- GL_ARB_vertex_attrib_binding is DONE (6 VertexArray* functions)
- GL_EXT_external_buffer is not supported by Mesa
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It doesn't make sense to have nonlinear layouts for a buffer that can be
accessed as direct memory for a compute kernel. Turn that off so things
work as expected.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We can take the OpenCL kernel inputs and interpret them as uniforms by
simply reusing the Gallium callback.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We don't implement these yet but let's not crash.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Chrome OS would like to import and render to any supported format that has
a corresponding display plane format, and this prevents throwing
framebuffer incomplete for FBOs using these textures.
See: crbug.com/949260
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Store a flag stating if there was an implmentation, and use
fxn->impl as a temporary flag between deserializsation stages.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Suggested by Jason.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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In d1c4e64a69e, we added a parameter to tell the back-end compiler to
ignore the param array and just push however many constants you ask it
to push. I enabled it for iris because this is really what iris wants
but it seems to have caused a number of regressions. Revert to the old
behavior for now.
Fixes: d1c4e64a69e "intel/compiler: Add a flag to avoid compacting..."
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Reviewed-by: Timothy Arceri <[email protected]>
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Alignment requirements may have changed the horizontal stride already,
so don't set it if not required to avoid breaking said requirements.
Fixes several tests such as
dEQP-VK.subgroups.vote.graphics.subgroupallequal_int8_t
Signed-off-by: Iván Briano <[email protected]>
Reviewed-by: Paulo Zanoni <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Copied from radv
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Copied from radv (minus the fence change)
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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RS engine does this already, it is missing for BLT engine. This fixes
cases where a clear isn't immediately at the start of the frame.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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There are PE formats not supported by RS, so we can't have a single
to translate both.
Use RS only for same formats until we have a translate_rs_format and test
the possible different format blits.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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* Removes the incorrect usage of translate_rs_format
* Disables use of BLT engine for different src/dst format
We only really need the BLT engine for tiling/detiling right now, but it
would be nice to support as many blit cases as possible to avoid using PE
for that.
To deal with different formats we need to:
* Have a translate_blt_format which has all supported formats
* Fix the swizzle translation from gallium (current version was wrong)
* Set the src/dst sRGB bits as needed
* Find which type conversions the BLT engine can actually do
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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A security advisory (TALOS-2019-0857/CVE-2019-5068) found that
creating shared memory regions with permission mode 0777 could allow
any user to access that memory. Several Mesa drivers use shared-
memory XImages to implement back buffers for improved performance.
This path changes the shmget() calls to use 0600 (user r/w).
Tested with legacy Xlib driver and llvmpipe.
Cc: [email protected]
Reviewed-by: Kristian H. Kristensen <[email protected]>
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If both are zero (the common case), we can emit a null vertex buffer
rather than emitting a vertex buffer with zeros in it. The packing of
the VERTEX_BUFFER_STATE is faster because no relocation is emitted and
we can avoid creating the vertex buffer which means one less
anv_state_stream_alloc.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is a bit more natural because we're already getting an anv_state
most places in the pipeline. The important part here, however, is that
we're no longer calling anv_block_pool_map on every alloc_binding_table
call. While it's probably pretty cheap, it is potentially a linear walk
over the list of BOs and it was showing up in profiles.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Instead of blindly dirtying descriptors and push constants the moment we
see a pipeline change, check to see if it actually changes the bind
layout or push constant layout. This doubles the runtime performance of
one CPU-limited example running with the Dawn WebGPU implementation when
running on my laptop.
NOTE: This effectively reverts beca63c6c07. While it was a nice
optimization, it was based on prog_data and we can't do that anymore
once we start allowing the same binding table to be used with multiple
different pipelines.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Instead of dirtying all graphics or all compute based on binding point,
we're now much more careful. We first check to see if the actual
descriptor set changed and then only dirty the stages used by that
descriptor set. For dynamic offsets, we keep a bitfield per-stage of
which offsets are actually used in that stage and we only dirty push
constants and descriptors if that stage has dynamic offsets AND those
offsets actually change.
Reviewed-by: Lionel Landwerlin <[email protected]>
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It theoretically could be more efficient but the real point here is that
it's no longer really a matter of dealing with special cases and then
the "real" thing. The way we're handling binding tables, it's more of a
multi-step process and a switch is more natural.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This substantially reworks both the state setup side of push constant
handling and the pipeline compile side. The fundamental change here is
that we're no longer respecting the prog_data::param array and instead
are just instructing the back-end compiler to leave the array alone.
This makes the state setup side substantially simpler because we can now
just memcpy the whole block of push constants and don't have to
upload one DWORD at a time.
This also means that we can compute the full push constant layout
up-front and just trust the back-end compiler to not mess with it.
Maybe one day we'll decide that the back-end compiler can do useful
things there again but for now, this is functionally no different from
what we had before this commit and makes the NIR handling cleaner.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This moves the compute stuff into a anv_push_constants::cs sub-struct.
It also moves dynamic offsets into the push constants. This means we
have to duplicate the data per-stage but that doesn't seem like the end
of the world and one day we may wish to make dynamic offsets per-stage
anyway.
Reviewed-by: Lionel Landwerlin <[email protected]>
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In vec4, we can just not run the pass. In fs, things are a bit more
deeply intertwined.
Reviewed-by: Lionel Landwerlin <[email protected]>
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It turns off that emitting push constants is one of the hottest paths in
the driver and ANY work we do there costs us. By pre-computing things a
bit ahead of time, we shave 5% off the runtime of a CPU-limited example
running with the Dawn WebGPU implementation.
Reviewed-by: Lionel Landwerlin <[email protected]>
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The bounds checking is actually less safe than just pushing the data.
If the bounds checking actually ever kicks in and it's not on the last
UBO push range, then the shrinking will cause all subsequent ranges to
be pushed to the wrong place in the GRF. One of the behaviors we
definitely don't want is for OOB UBO access to result in completely
unrelated UBOs returning garbage values. It's safer to just push the
UBOs as-requested. If we're really concerned about robustness, we can
emit shader code to do bounds checking which should be stupid cheap (a
CMP followed by SEL).
Cc: [email protected]
Reviewed-by: Lionel Landwerlin <[email protected]>
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As of 2d78e55a8c5481, nir_intrinsic_load_constant with a constant offset
is constant-folded so we should never end up with any that trigger
brw_nir_analyze_ubo_ranges.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This lets us stop tracking the pipeline layout. It also means less
indirection on a very hot path. As an extra bonus, we can make some of
our data structures smaller. No measurable CPU overhead improvement.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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In the early days of the driver we allowed layout to be VK_NULL_HANDLE
and used that for some internal pipelines when we wanted to be lazy.
Vulkan doesn't actually allow NULL layouts, however, so there's no
reason to have this check.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This comment was correct some time ago, but since commit
d3c10ad42729c1fe74a7f7c67465bd2, it isn't true anymore.
Reviewed-by: Paulo Zanoni <[email protected]>
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A 'normal' texture op may be emitted in a vertex shader on T720 but it
still doesn't take any derivatives.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Re-emitting 3DSTATE_CC_STATE_POINTERS after emitting
3DSTATE_BLEND_STATE_POINTERS fixes the shadow flickering in
SuperTuxCart and Tropico 6 which was seen only on Haswell.
The reason for this is unknown and fix was found empirically.
The closest mention in PRM is that it should improve performance.
From the HSW PRM, volume 2b, page 823 (3DSTATE_BLEND_STATE_POINTERS):
"When the BLEND_STATE pointer changes but not the CC_STATE pointer,
driver needs to force a CC_STATE pointer change to improve
blend performance in pixel backend."
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1834
Fixes: eca4a654 ("i965: Disable dual source blending when shader doesn't support it on gen8+")
Cc: <[email protected]>
Signed-off-by: Danylo Piliaiev <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This extension adds the device coherent and device uncached memory
types. It's known to be slower than non-device coherent memory but
it might be useful for debugging.
This is only exposed for chips that support L2 uncached.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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