| Commit message (Collapse) | Author | Age | Files | Lines |
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It's currently only needed for the meson-main and meson-arm64 jobs, not
the other meson build jobs.
Also remove MESON_SHADERDB, just run .gitlab-ci/run-shader-db.sh
directly from the meson-main job.
v2:
* Also run prepare-artifacts.sh in meson-arm64 script
v3:
* Move tarball creation into the new script as well, as it prevented
ccache --show-stats from running in after_script
Reviewed-by: Eric Engestrom <[email protected]> # v1
Reviewed-by: Eric Anholt <[email protected]>
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By default, ninja tries to saturate all cores of the runner host
machine, which could overload it due to other jobs running in parallel.
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes: 9cc4c2c91649b "spirv: Add a vtn_decorate_pointer helper"
Tested-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Otherwise, we fail validation and potentially generate invalid code.
Let's fix up the mode of the accesses to the variable.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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This fixes crashes with some
dEQP-VK.spirv_assembly.instruction.spirv1p4.* tests.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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A640 seems to work without any other changes (glmark and vkcube).
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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aarch64
__NR_select is not defined the same way across architectures, sometimes is
not even defined, like in armhf EABI and aarch64.
Signed-off-by: Luis Mendes <[email protected]>
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Samuel Pitoiset <[email protected]>
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2042
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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The old place only printed on a disk cache miss, which is why the disk
cache was disabled.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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They use the "sample" keyword as a variable name.
Cc: 19.2 19.3 <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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v2: Fix inverted condition in vkGetPhysicalDeviceExternalSemaphoreProperties()
v3: Add anv_timeline_* helpers (Jason)
v4: Avoid variable shadowing (Jason)
Split timeline wait/signal device operations (Jason/Lionel)
v5: s/point/signal_value/ (Jason)
Drop piece of drm-syncobj timeline code (Jason)
v6: Add missing sync_fd semaphore signaling (Jason)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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We seem to have forgotten about the semaphore in the
acquireNextImageInfo.
v2: Signal semaphore/fence regardless of presentation status (Jason)
Signed-off-by: Lionel Landwerlin <[email protected]>
Cc: <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Timeline semaphore introduce support for wait before signal behavior,
which means that it is now allowed to call vkQueueSubmit() with wait
semaphores not yet submitted for execution. Our kernel driver requires
all of the wait primitives to be created before calling the execbuf
ioctl. As a result, we must delay submissions in the userspace driver.
This change store the necessary information to be able to delay a
VkSubmitInfo submission to the kernel driver.
v2: Fold count++ into array access (Jason)
Move queue list to another patch (Jason)
v3: Document cleanup of temporary semaphores (Jason)
v4: Track semaphores of SYNC_FD type that needs updating after delayed
submission
v5: Don't forget to update sync_fd in signaled semaphores after
submission (Jason)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Delayed submissions required by timeline semaphores mean we need to be
able to update the sync fd backed semaphores in a delayed fashion.
This could mean a race between the application destroying the
semaphore and the submission code trying to update it with the new
sync fd.
This change prepares semaphores to be refcounted, we'll most likely
only take a reference for cases where we signal a sync fd semaphore.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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When we will submit to i915 from a submission thread, we won't be able
to directly report the error to the user (in particular through the
debug report callbacks). So prepare 2 paths to report errors device ->
notifying the user immediately, queue -> notifying the user the next
time an entry point is called.
In this change we still report directly for both paths, this will
change in the next commit.
v2: Split NULL batch parameter handling in
anv_queue_submit_simple_batch() in a different commit
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We can reuse device->trivial_batch_bo
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Prepare the queue initialization to take on more responsabilities and
possibly fail.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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In the future we'll have 2 different allocations depending on whether
we're using threaded submission or not.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This doesn't seem to fix anything because those destroy() calls happen
right before the command buffer object & its list of batch_bo is also
destroyed. Still looks a bit cleaner.
v2: Found a second occurence
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]> (v2)
Fixes: 26ba0ad54d ("vk: Re-name command buffer implementation files")
Cc: <[email protected]>
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We always close the in_fence at the end the anv_cmd_buffer_execbuf()
so when we take it from the semaphore, let's not forget to invalidate
it.
Note that the code leaks the fence_in if we get any error before
reaching the close(). Let's fix that in another patch or better,
rewrite the whole thing!
v2: drop redundant fd = -1 (Jason)
v3: Update commit message (Jason)
Signed-off-by: Lionel Landwerlin <[email protected]>
Cc: <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Fixes: 84a1a2578 ('compiler: pack shader_info from 160 bytes to 96 bytes')
Reviewed-by: Samuel Pitoiset <[email protected]>
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The change made in 88d665830f27 ("mesa: check draw buffer completeness
on glClearBufferfi/glClearBufferiv") correctly updated the state prior
to checking the framebuffer completeness on glClearBufferiv but not in
glClearBufferfi.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Fixes: 88d665830f27 ("mesa: check draw buffer completeness on glClearBufferfi/glClearBufferiv")
Gitlab: https://gitlab.freedesktop.org/mesa/mesa/issues/2072
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Currently the linker do all the work then check for the limits, which
means num_textures and num_images in shader_info may have to store more
than the limit. This breaks down now since shader_info was packed and
doesn't expect to store larger invalid values.
To fix this, pull the check before we set the counts in shader_info.
Add necessary plumbing to make sure we bail once those errors are
found.
Fixes: 84a1a2578da ("compiler: pack shader_info from 160 bytes to 96 bytes")
Reviewed-by: Timothy Arceri <[email protected]>
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Currently the linker do all the work then check for the limits, which
means num_ssbos and num_ubos in shader_info may have to store more
than the limit. This breaks down now since shader_info was packed and
doesn't expect to store larger invalid values.
To fix this, pull the check before we set the counts in shader_info.
One drawback of this approach is that for some cases we might not see
the collected errors from various stages, but bail as soon as a stage
breaks the limits.
Fixes: 84a1a2578da ("compiler: pack shader_info from 160 bytes to 96 bytes")
Reviewed-by: Timothy Arceri <[email protected]>
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This allows ZSTD instead of ZLIB to be used for compressing the shader
cache.
On a 72 core system emulating skl with a full shader-db (with i965):
ZSTD:
1915.10s user 229.27s system 5150% cpu 41.632 total (cold cache)
225.40s user 10.87s system 3810% cpu 6.201 total (warm cache)
154M (235M on disk)
ZLIB:
2231.33s user 194.24s system 1899% cpu 2:07.72 total (cold cache)
229.15s user 10.63s system 3906% cpu 6.139 total (warm cache)
163M (244M on disk)
Tim Arceri sees (8 core ryzen and a full shader-db):
ZSTD:
2505.22 user 40.50 system 3:18.73 elapsed 1280% CPU (cold cache)
418.71 user 14.93 system 0:46.53 elapsed 931% CPU (warm cache)
454.3 MB (681.7 MB on disk)
ZLIB:
3069.83 user 40.02 system 4:20.13 elapsed 1195% CPU (cold cache)
425.50 user 15.17 system 0:46.80 elapsed 941% CPU (warm cache)
470.3 MB (701.4 MB on disk)
Reviewed-by: Eric Engestrom <[email protected]> (v1)
Reviewed-by: Eric Anholt <[email protected]>
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Move differences in eglextchromium.h header file, then provide the same header than libglvnd-1.2
So program that omit to include eglextchromium.h will fail to build with both mesa and libglvnd headers.
Fixes: a0a8109f "include: add the definition of EGL_EXT_image_flush_external"
Cc: [email protected]
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Cc: [email protected]
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Shader-db results on Kaby Lake:
total instructions in shared programs: 14929212 -> 14880028 (-0.33%)
instructions in affected programs: 72428 -> 23244 (-67.91%)
helped: 6
HURT: 2
helped stats (abs) min: 2165 max: 15981 x̄: 8590.00 x̃: 7624
helped stats (rel) min: 56.06% max: 74.52% x̄: 67.55% x̃: 72.08%
HURT stats (abs) min: 1178 max: 1178 x̄: 1178.00 x̃: 1178
HURT stats (rel) min: 350.60% max: 361.35% x̄: 355.97% x̃: 355.97%
95% mean confidence interval for instructions value: -11947.03 -348.97
95% mean confidence interval for instructions %-change: -125.72% 202.37%
Inconclusive result (%-change mean confidence interval includes 0).
total cycles in shared programs: 368585300 -> 342557344 (-7.06%)
cycles in affected programs: 28144921 -> 2116965 (-92.48%)
helped: 6
HURT: 2
helped stats (abs) min: 1404978 max: 7766106 x̄: 4353922.00 x̃: 3890682
helped stats (rel) min: 82.01% max: 95.57% x̄: 89.95% x̃: 92.28%
HURT stats (abs) min: 47778 max: 47798 x̄: 47788.00 x̃: 47788
HURT stats (rel) min: 278.20% max: 282.98% x̄: 280.59% x̃: 280.59%
95% mean confidence interval for cycles value: -5900438.73 -606550.27
95% mean confidence interval for cycles %-change: -140.79% 146.16%
Inconclusive result (%-change mean confidence interval includes 0).
total spills in shared programs: 9243 -> 8901 (-3.70%)
spills in affected programs: 2718 -> 2376 (-12.58%)
helped: 4
HURT: 4
total fills in shared programs: 21831 -> 10141 (-53.55%)
fills in affected programs: 11804 -> 114 (-99.03%)
helped: 6
HURT: 2
total sends in shared programs: 815912 -> 815912 (0.00%)
sends in affected programs: 0 -> 0
helped: 0
HURT: 0
LOST: 1
GAINED: 3
The helped shaders are all compute shaders in Aztec Ruins. There is
also a compute shader in synmark2 OglCSDof that's helped but it doesn't
show up in above shader-db results because it went from SIMD8 to SIMD16.
That shader improves enough to yield an 15-20% performance boost to the
benchmark as a whole on my KBL laptop. The hurt shaders are a couple
shaders in Kerbal Space Program and a couple in Aztec Ruins.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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This commit fills in a number of different pieces:
1. We add support to brw_nir_lower_mem_access_bit_sizes to handle the
new intrinsics. This involves simple plumbing work as well as a
tiny bit of extra logic to always scalarize scratch intrinsics
2. Add code to brw_fs_nir.cpp to turn nir_load/store_scratch intrinsics
into byte/dword scattered read/write messages which use the A32
stateless model.
3. Add code to lower_surface_logical_send to handle dword scattered
messages and the A32 stateless model.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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The new helper solves most of the annoying problems with data wrangling
in brw_nir_lower_mem_access_bit_sizes.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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This new helper is better than nir_bitcast_vector because it's able to
take a (mostly) arbitrary range from the source vector. The only
requirement is that first_bit has to be aligned to the smaller of the
two bit sizes. It wouldn't be hard to lift that requirement but it's
reasonable for now.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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When the X11 or Haiku platforms were compiled in, they would bypass the
`_EGL_NATIVE_PLATFORM` fallback by always returning themselves instead.
Cc: [email protected]
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Avoid duplicating some checks and code by making anv_GetDeviceQueue a
subcase of anv_GetDeviceQueue2, like radv does.
Signed-off-by: Ricardo Garcia <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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If we have an accelerated path for a particular framebuffer format,
let's use it to save a bunch of instructions in a blend shader.
[Tomeu: Only use the faster intrinsic on >T760]
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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While most load/store operations on 32-bit/vec4 intriniscally, some are
not and have special type-size-dependent semantics for the mask. We need
to convert into this native format.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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We can use the native Midgard ops for this, depending what chip we're
on.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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There are two versions of this opcode, depending what version of the ISA
you're using. I'm not sure if there's a semantic difference; I think
there might be some slight subtleties but it's too early to know at this
stage.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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This is a single opcode, at least on newer Midgard chips. It's easier to
have this represented in NIR rather than trying to optimize out the
conversions, so let's add the intrinsic.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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When using packed vulkan-formats on little-endian systems, we need to
swap the components for the gallium formats. And since Zink isn't
big-endian safe yet, little-endian is the only endianess we care about
right now.
This fixes a bunch of piglit tests, amongs others:
- spec@arb_depth_texture@depth-level-clamp
- spec@arb_depth_texture@depthstencil-render-miplevels * d=z24
- spec@arb_depth_texture@fbo-depth-gl_depth_component24-blit
- spec@arb_depth_texture@fbo-depth-gl_depth_component24-copypixels
- spec@arb_depth_texture@fbo-depth-gl_depth_component24-drawpixels
- spec@arb_depth_texture@fbo-depth-gl_depth_component24-readpixels
Signed-off-by: Erik Faye-Lund <[email protected]>
Fixes: 8d46e35d16e ("zink: introduce opengl over vulkan")
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