| Commit message (Collapse) | Author | Age | Files | Lines |
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This shouldn't make any difference but I feel uneasy to use the
expanded aspects that do not represent the image in its entirety. If
we ever change the implementation of the anv_image_aspect_to_plane()
helper, this is safer.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This will make it easier to associate an aspect with a plane number.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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To play around with debugging, we might want to disable one or the
other component. Having 0s as default values makes this work.
Otherwise we might have NULL components, leading to crashes.
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: Eric Engestrom <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Those empty variables in the !wayland case are useless and running that
meson.build with them breaks the build:
[287/850] Generating wayland-drm-client-protocol.h with a custom command.
FAILED: src/egl/wayland/wayland-drm/wayland-drm-client-protocol.h
client-header ../src/egl/wayland/wayland-drm/wayland-drm.xml src/egl/wayland/wayland-drm/wayland-drm-client-protocol.h
/bin/sh: client-header: command not found
ninja: build stopped: subcommand failed.
Fixes: d1992255bb29054fa5176 "meson: Add build Intel "anv" vulkan driver"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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`inc_wayland_drm` is only used if wayland is built, and it's already
added in that case a few lines below.
Fixes: a29869e8720b385d3692f "gbm: Don't traverse backwards for includes"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Fixes: d1992255bb29054fa5176 "meson: Add build Intel "anv" vulkan driver"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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These files are close to 4 years out of date; a lot's changed since.
Let's just check in a recently-regenerated version.
Changes generated by running `ninja xmlpool-{pot,update-po,gmo}`.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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Instructions meant for the render engine now have a definition specifying that
so that can differentiate instructions meant for different engines due to shared
opcodes.
v2: Divided into individual patches for each gen
v3: Added additional engine definitions.
v4: Added missing engine definition to MI_TOPOLOGY_FILTER.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Instructions meant for the render engine now have a definition specifying that
so that can differentiate instructions meant for different engines due to shared
opcodes.
v2: Divided into individual patches for each gen
v3: Added additional engine definitions.
v4: Added missing engine definition to MI_TOPOLOGY_FILTER.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Instructions meant for the render engine now have a definition specifying that
so that can differentiate instructions meant for different engines due to shared
opcodes.
v2: Divided into individual patches for each gen
v3: Added additional engine definitions.
v4: Added more missing engine definitions.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Instructions meant for the render engine now have a definition specifying that
so that can differentiate instructions meant for different engines due to shared
opcodes.
v2: Divided into individual patches for each gen
v3: Added additional engine definitions.
v4: Added missing engine tag for MI_TOPOLOGY_FILTER and MI_LOAD_URB_MEM.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Instructions meant for the render engine now have a definition specifying that
so that can differentiate instructions meant for different engines due to shared
opcodes.
v2: Divided into individual patches for each gen
v3: Added additional engine definitions.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Instructions meant for the render engine now have a definition specifying that
so that can differentiate instructions meant for different engines due to shared
opcodes.
v2: Divided into individual patches for each gen
v3: Added additional engine definitions.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Instructions meant for the render engine now have a definition specifying that
so that can differentiate instructions meant for different engines due to shared
opcodes.
v2: Divided into individual patches for each gen
v3: Added additional engine definitions
v4: Added missing engine to MEDIA_GATEWAY_STATE
Reviewed-by: Lionel Landwerlin <[email protected]>
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Instructions meant for the render engine now have a definition specifying that
so that can differentiate instructions meant for different engines due to shared
opcodes.
v2: Divided into individual patches for each gen
v3: Added additional engine definitions.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Instructions meant for the render engine now have a definition specifying that
so that can differentiate instructions meant for different engines due to shared
opcodes.
v2: Divided into individual patches for each gen
v3: Added addition engine definitions.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Instructions meant for the render engine now have a definition specifying that
so that can differentiate instructions meant for different engines due to shared
opcodes.
v2: Divided into individual patches for each gen
v3: Added additional engine definitions.
Reviewed-by: Lionel Landwerlin <[email protected]>
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The engine to which the batch was sent to is now set to the decoder context when
decoding the batch. This is needed so that we can distinguish between
instructions as the render and video pipe share some of the instruction opcodes.
v2: The engine is now in the decoder context and the batch decoder uses a local
function for finding the instruction for an engine.
v3: Spec uses engine_mask now instead of engine, replaced engine class enums
with the definitions from UAPI.
v4: Fix up aubinator_viewer (Lionel)
Reviewed-by: Lionel Landwerlin <[email protected]>
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Removed the gen_engine enum and changed the involved functions to use the
drm_i915_gem_engine_class enum from UAPI instead.
v3: Wrong engine was being used for blocks in video ring
v4: Fixed aubinator_viewer.cpp
Reviewed-by: Lionel Landwerlin <[email protected]>
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Preliminary work for adding handling of different pipes to gen_decoder. Each
instruction needs to have a definition describing which engine it is meant for.
If left undefined, by default, the instruction is defined for all engines.
v2: Changed to use the engine class definitions from UAPI
v3: Changed I915_ENGINE_CLASS_TO_MASK to use BITSET_BIT, change engine to
engine_mask, added check for incorrect engine and added the possibility to
define an instruction to multiple engines using the "|" as a delimiter in the
engine attribute.
v4: Fixed the memory leak.
v5: Removed an unnecessary ralloc_free().
Reviewed-by: Lionel Landwerlin <[email protected]>
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On the host VREND_DEBUG=guestallow must be set to let the guest override
the debug flags.
v2: Send flag string instead of flags, this avoids the need to keep
the flags in sync.
v3: Only request host logging if the host actually understands the command
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Erik Faye-Lund <[email protected]>
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Transform feedback objects may hold a pointer to a shader program, and
at least in Gallium, this must be a valid pointer until
ctx->Driver.EndTransformFeedback in glEndTransformFeedback has been called
- which is conform with the spec that any program that is part of a
current rendering state should only be flagged for deletion by glDeleteProgram.
This was not handled properly for the transform feedback objects so that
a call sequence
glUseProgram(x)
glBeginTransformFreedback(...)
glPauseTransformFeedback(...)
glDeleteProgram(x)
glEndTransformFeedback(...)
would result in a use after free bug. With this patch the transform
feedback object also updates the reference count to the used program
thereby keeping the program valid as long as the transform feedback
objects links to it.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108713
Fixes: 654587696b4234d09a6b471b70e9629cf2887c27
mesa: add end_transform_feedback() helper
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Ported from RadeonSI.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Cc: 18.3 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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If the local work group size is variable it won't be available
at compile time so we can't lower it in nir_lower_system_values().
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Karol Herbst <[email protected]>
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Prior to this patch sizeof(linear_header) was 20 bytes in a
non-debug build on 32-bit platforms. We do some pointer arithmetic to
calculate the next available location with
ptr = (linear_size_chunk *)((char *)&latest[1] + latest->offset);
in linear_alloc_child(). The &latest[1] adds 20 bytes, so an allocation
would only be 4-byte aligned.
On 32-bit SPARC a 'sttw' instruction (which stores a consecutive pair of
4-byte registers to memory) requires an 8-byte aligned address. Such an
instruction is used to store to an 8-byte integer type, like intmax_t
which is used in glcpp's expression_value_t struct.
As a result of the 4-byte alignment returned by linear_alloc_child() we
would generate a SIGBUS (unaligned exception) on SPARC.
According to the GNU libc manual malloc() always returns memory that has
at least an alignment of 8-bytes [1]. I think our allocator should do
the same.
So, simple fix with two parts:
(1) Increase SUBALLOC_ALIGNMENT to 8 unconditionally.
(2) Mark linear_header with an aligned attribute, which will cause
its sizeof to be rounded up to that alignment. (We already do
this for ralloc_header)
With this done, all Mesa's unit tests now pass on SPARC.
[1] https://www.gnu.org/software/libc/manual/html_node/Aligned-Memory-Blocks.html
Fixes: 47e17586924f ("glcpp: use the linear allocator for most objects")
Bug: https://bugs.gentoo.org/636326
Reviewed-by: Eric Anholt <[email protected]>
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The debug code is all asserts, so protect it with the same thing that
controls assert.
Reviewed-by: Eric Anholt <[email protected]>
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For example the following type of thing is seen in TCS from
a number of Vulkan and DXVK games:
vec1 32 ssa_557 = deref_var &oPatch (shader_out float)
vec1 32 ssa_558 = intrinsic load_deref (ssa_557) ()
vec1 32 ssa_559 = deref_var &oPatch@42 (shader_out float)
vec1 32 ssa_560 = intrinsic load_deref (ssa_559) ()
vec1 32 ssa_561 = deref_var &oPatch@43 (shader_out float)
vec1 32 ssa_562 = intrinsic load_deref (ssa_561) ()
intrinsic store_deref (ssa_557, ssa_558) (1) /* wrmask=x */
intrinsic store_deref (ssa_559, ssa_560) (1) /* wrmask=x */
intrinsic store_deref (ssa_561, ssa_562) (1) /* wrmask=x */
No shader-db changes on i965 (SKL).
vkpipeline-db results RADV (VEGA):
Totals from affected shaders:
SGPRS: 7832 -> 7728 (-1.33 %)
VGPRS: 6476 -> 6740 (4.08 %)
Spilled SGPRs: 0 -> 0 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 0 -> 0 (0.00 %) dwords per thread
Code Size: 469572 -> 456596 (-2.76 %) bytes
LDS: 0 -> 0 (0.00 %) blocks
Max Waves: 989 -> 960 (-2.93 %)
Wait states: 0 -> 0 (0.00 %)
The Max Waves and VGPRS changes here are misleading. What is
happening is a bunch of TCS outputs are being optimised away as
they are now recognised as unused. This results in more varyings
being compacted via nir_compact_varyings() which can result in
more register pressure when they are not packed in an optimal way.
This is an existing problem independent of this patch. I've run
some benchmarks and haven't noticed any performance regressions
in affected games.
Reviewed-by: Jason Ekstrand <[email protected]>
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shader-db results for SLK:
total instructions in shared programs: 13106498 -> 13091573 (-0.11%)
instructions in affected programs: 1186244 -> 1171319 (-1.26%)
helped: 6186
HURT: 0
total cycles in shared programs: 332062633 -> 331961653 (-0.03%)
cycles in affected programs: 8537165 -> 8436185 (-1.18%)
helped: 5371
HURT: 862
LOST: 6
GAINED: 14
Reviewed-by: Jason Ekstrand <[email protected]>
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Previously the debug would be:
libEGL debug: No DRI config supports native format 0x20203852
libEGL debug: No DRI config supports native format 0x38385247
but
libEGL debug: No DRI config supports native format R8
libEGL debug: No DRI config supports native format GR88
is a lot easier to understand.
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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This requires that the caller make a little (stack) allocation to store
the string.
v2: Use gbm_format_canonicalize (suggested by Daniel)
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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I want it for the format name debugging code.
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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There are two problems:
1) the extra underscore in MISSING_64BIT_ATOMICS
2) we should link with libatomic if the previous test decided we needed
it
Fixes: d1992255bb29054fa51763376d125183a9f602f3
("meson: Add build Intel "anv" vulkan driver")
Reviewed-and-Tested-by: Matt Turner <[email protected]>
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Fixes: dEQP-GLES3.functional.fbo.completeness.renderable.texture.color0.sr8_ext
Reviewed-by: Ilia Mirkin <[email protected]>
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This implementation can have massive drawbacks.
Cc: 18.3 <[email protected]>
Reviewed-by: Edmondo Tommasina <[email protected]>
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Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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regs is only set and used on x86; on other platforms (like ARM), this
code causes a trivial warning, solved by moving the regs declaration to
the architecture-dependent usage.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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meson does this for you with its warn levels, so we don't need to set
it ourselves.
Fixes: d1992255bb29054fa51763376d125183a9f602f3
("meson: Add build Intel "anv" vulkan driver")
Reviewed-by: Eric Engestrom <[email protected]>
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Looks like importing libdrm_freedreno into mesa crossed paths with
e27902a2613.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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v2: Add a AYUV entry android in the android backend (Tapani)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Byte ordering is :
0: V
1: U
2: Y
3: A
v2: Split refactoring of alpha channel (Lionel)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]> (v1)
Acked-by: Eric Engestrom <[email protected]> (v2)
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We're about to introduce AYUV support which provides its own alpha
channel. So give alpha as a parameter and set it to 1 on exising
formats.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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