| Commit message (Collapse) | Author | Age | Files | Lines |
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v2: correctly set the return type
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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While we are at it, store the rotate offset for occlusion queries to
nv50_hw_query like on nvc0.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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Like for nvc0, this will allow to split different types of queries and
to prepare the way for both global performance counters and MP counters.
While we are at it, make use of nv50_query struct instead of pipe_query.
Signed-off-by: Samuel Pitoiset <[email protected]>
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I.e. implements:
VaAcquireBufferHandle
VaReleaseBufferHandle
for memory of type VA_SURFACE_ATTRIB_MEM_TYPE_DRM_PRIME
And apply relatives change to:
vlVaMapBuffer
vlVaUnMapBuffer
vlVaDestroyBuffer
Implementation inspired from cgit.freedesktop.org/vaapi/intel-driver
Tested with gstreamer-vaapi with nouveau driver.
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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And apply relatives change to:
vlVaBufferSetNumElements
vlVaCreateBuffer
vlVaMapBuffer
vlVaUnmapBuffer
vlVaDestroyBuffer
vlVaPutImage
It is unfortunate that there is no proper va buffer type and struct
for this. Only possible to use VAImageBufferType which is normally
used for normal user data array.
On of the consequences is that it is only possible VaDeriveImage
is only useful on surfaces backed with contiguous planes.
Implementation inspired from cgit.freedesktop.org/vaapi/intel-driver
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This patch allows to use gallium vaapi without requiring
a X server running for your second graphic card.
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Add support for VA_PROFILE_NONE and VAEntrypointVideoProc
in the 4 following functions:
vlVaQueryConfigProfiles
vlVaQueryConfigEntrypoints
vlVaCreateConfig
vlVaQueryConfigAttributes
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Add support for VPP in the following functions:
vlVaCreateContext
vlVaDestroyContext
vlVaBeginPicture
vlVaRenderPicture
vlVaEndPicture
Add support for VAProcFilterNone in:
vlVaQueryVideoProcFilters
vlVaQueryVideoProcFilterCaps
vlVaQueryVideoProcPipelineCaps
Add handleVAProcPipelineParameterBufferType helper.
One application is:
VASurfaceNV12 -> gstvaapipostproc -> VASurfaceRGBA
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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For now it is limited to RGBA, BGRA, RGBX, BGRX surfaces.
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Inspired from http://cgit.freedesktop.org/vaapi/intel-driver/
especially src/i965_drv_video.c::i965_CreateSurfaces2.
This patch is mainly to support gstreamer-vaapi and tools that uses
this newer libva API. The first advantage of using VaCreateSurfaces2
over existing VaCreateSurfaces, is that it is possible to select which
the pixel format for the surface. Indeed with the simple VaCreateSurfaces
function it is only possible to create a NV12 surface. It can be useful
to create a RGBA surface to use with video post processing.
The avaible pixel formats can be query with VaQuerySurfaceAttributes.
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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If formats are not the same vlVaPutImage re-creates the video
buffer with the right format. But if the creation of this new
video buffer fails then the surface looses its current buffer.
Let's just destroy the previous buffer on success.
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Added PIPE_VIDEO_CHROMA_FORMAT_NONE in p_format.h
and return it by default in ChromaToPipe.
Renamed YCbCrToPipe to VaFourccToPipeFormat because it now
contains RGB.
Implemented PipeFormatToVaFourcc which will be used later in
VlVaDeriveImage.
Note that gstreamer-vaapi check all the VAImageFormat fields.
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Commit 4565b6f did not update the basename match's check for
the case that string would exactly match the name of the
variable if the suffix "[0]" were appended to it.
Fixes two dEQP-GLES31 tests:
dEQP-GLES31.functional.program_interface_query.shader_storage_block.resource_list.block_array
dEQP-GLES31.functional.program_interface_query.shader_storage_block.resource_list.block_array_single_element
v2:
- Change the position of rname_has_array_index_zero to avoid an out-of-bounds
read. Reported by Tapani Pälli.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Previously, we were using some heuristics to try and detect when a write
was about to begin a live range, or when a read was about to end a live
range. We never used the liveness analysis information used by the
register allocator, though, which meant that the scheduler's and the
allocator's ideas of when a live range began and ended were different.
Not only did this make our estimate of the register pressure benefit of
scheduling an instruction wrong in some cases, but it was preventing us
from knowing the actual register pressure when scheduling each
instruction, which we want to have in order to switch to register
pressure scheduling only when the register pressure is too high.
This commit rewrites the register pressure tracking code to use the same
model as our register allocator currently uses. We use the results of
liveness analysis, as well as the compute_payload_ranges() function that
we split out in the last commit. This means that we compute live ranges
twice on each round through the register allocator, although we could
speed it up by only recomputing the ranges and not the live in/live out
sets after scheduling, since we only shuffle around instructions within
a single basic block when we schedule.
Shader-db results on bdw:
total instructions in shared programs: 7130187 -> 7129880 (-0.00%)
instructions in affected programs: 1744 -> 1437 (-17.60%)
helped: 1
HURT: 1
total cycles in shared programs: 172535126 -> 172473226 (-0.04%)
cycles in affected programs: 11338636 -> 11276736 (-0.55%)
helped: 876
HURT: 873
LOST: 8
GAINED: 0
v2: use regs_read() in more places.
Reviewed-by: Jason Ekstrand <[email protected]>
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We'll need this for the scheduler too, since it wants to know when the
live ranges of payload registers end in order to model them in our
register pressure calculations.
Reviewed-by: Jason Ekstrand <[email protected]>
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The heuristic we're using is rather lame, since it assumes everything is
non-uniform and loops execute 10 times, but it should be enough for
measuring improvements in the scheduler that don't result in a change in
the number of instructions.
v2:
- Switch loops and cycle counts to be compatible with older shader-db.
- Make loop heuristic 10x to match with spilling code.
Reviewed-by: Jason Ekstrand <[email protected]>
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Before, we would only do scheduling after register allocation if we
spilled, despite the fact that the pre-RA scheduler was only supposed to
be for register pressure and set the latencies of every instruction to
1. This meant that unless we spilled, which we rarely do, then we never
considered instruction latencies at all, and we usually never bothered
to try and hide texture fetch latency. Although a later commit removes
the setting the latency to 1 part, we still want to always run the
post-RA scheduler since it's able to take the false dependencies that
the register allocator creates into account, and it can be more
aggressive than the pre-RA scheduler since it doesn't have to worry
about register pressure at all.
Test master post-ra-sched diff %diff
bench_OglPSBump2 396.730 402.386 5.656 +1.400%
bench_OglPSBump8 244.370 247.591 3.221 +1.300%
bench_OglPSPhong 241.117 242.002 0.885 +0.300%
bench_OglPSPom 59.555 59.725 0.170 +0.200%
bench_OglShMapPcf 86.149 102.346 16.197 +18.800%
bench_OglVSTangent 388.849 395.489 6.640 +1.700%
bench_trex 65.471 65.862 0.390 +0.500%
bench_trexoff 69.562 70.150 0.588 +0.800%
bench_heaven 25.179 25.254 0.074 +0.200%
Reviewed-by: Jason Ekstrand <[email protected]>
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Although write-after-write dependencies have the same latency as
read-after-write dependencies due to how the register scoreboard works,
write-after-read dependencies aren't checked by the EU at all, so
they're purely a constraint on how the scheduler can order the
instructions.
v2: fix accumulator dependencies too.
Reviewed-by: Jason Ekstrand <[email protected]>
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The issue time for an instruction is how many cycles it takes to
actually put it into the pipeline. If there's a pipeline stall that
causes the instruction to be delayed, we should first take that into
account to figure out when the instruction would start executing and
*then* add the issue time. The old code had it backwards, and so we
would underestimate the total time whenever we thought there would be a
pipeline stall by up to the issue time of the instruction.
Reviewed-by: Jason Ekstrand <[email protected]>
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Improves low-settings openarena performance by 31.9975% +/- 0.659931%
(n=7).
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Signed-off-by: Ilia Mirkin <[email protected]>
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Uses the same technique as for nvc0 of fixups before upload, and
evicting in case of state change. Removes one source of variants kept by
st/mesa.
Signed-off-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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These are often useful in debugging, and the writemask (actually
"Channel Enables") determines more than just what goes into the
destination.
Reviewed-by: Kenneth Graunke <[email protected]>
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No functional change, since they were both 3, but BRW_IMMEDIATE_VALUE is
the hardware value and IMM was the IR value -- and you can see that
BRW_IMMEDIATE_VALUE was correctly used in the context of this patch.
Reviewed-by: Kenneth Graunke <[email protected]>
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No functional change, since they were both 3, but BRW_IMMEDIATE_VALUE is
the hardware value and IMM was the IR value -- and you can see that
BRW_IMMEDIATE_VALUE was correctly used in the context of this patch.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This has been wrong since the initial import of the i965 driver.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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I've checked with piglit and one tests fails, but it fails
on evergreen as well, so will get fixed later.
Otherwise SB seems to be working fine for geom shaders on my
rv635.
Signed-off-by: Dave Airlie <[email protected]>
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We really weren't taking advantage of vec4_generator being a class.
By adding a "p" parameter to the helper methods, and "prog_data" to
ones which need binding table information, we can convert everything
to static functions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The public API for the generator is brw_vec4_generate_code(); nobody
actually needs to use the class. This means we can extend it without
triggering the recompiles associated with altering brw_vec4.h.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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vec4_generator is a class for convenience, but only exports a single
method as its public API. It makes much more sense to just export a
single function.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This patch makes the visitor convert registers to the HW_REG file at the
very end, after register allocation, post-RA scheduling, and dependency
control flagging. After that, everything is in fixed brw_regs.
This simplifies the code generator, as it can just use the hardware
registers rather than having to interpret our abstract files. In
particular, interpreting the UNIFORM file meant reading prog_data
to figure out where push constants are supposed to start.
Having the part of the code that performs register allocation also
translate everything to hardware registers seems sensible.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Some constants (like 1.0 and 0.5) could be inlined as immediate inputs
without using their literal value. The r600_bytecode_special_constants()
function emulates the negative of these constants by using NEG modifier.
However some shaders define -1.0 constant and want to use it as 1.0.
They do so by using ABS modifier. But r600_bytecode_special_constants()
set NEG in addition to ABS. Since NEG modifier have priority over ABS one,
we get -|1.0| as result, instead of |1.0|.
The patch simply prevents the additional switching of NEG when ABS is set.
[According to Ivan Kalvachev, this bug was fond via
https://github.com/iXit/Mesa-3D/issues/126 and
https://github.com/iXit/Mesa-3D/issues/127]
Signed-off-by: Ivan Kalvachev <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
CC: <[email protected]>
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Without the clamping by NumLevels, the state tracker would reallocate the
texture storage (incorrect) and even fail to copy the base level image
after reallocation, leading to the graphical glitch of
https://bugs.freedesktop.org/show_bug.cgi?id=91993 .
A piglit test has been submitted for review as well (subtest of
arb_texture_storage-texture-storage).
v2: also bypass all calls to st_finalize_texture (suggested by Marek Olšák)
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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In OpenGL ES, the COMPRESSED_TEXTURE_FORMATS query returns the set of
supported specific compressed formats. Since ASTC formats fit within
that category, include them in the set and update the
NUM_COMPRESSED_TEXTURE_FORMATS query as well.
This enables GLES2-based ASTC dEQP tests to run. See the Bugzilla for
more info.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92193
Reported-by: Tapani Pälli <[email protected]>
Suggested-by: Ian Romanick <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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In agreement with the extension spec and commit
dd0eb004874645135b9aaac3ebbd0aaf274079ea, filter FXT1 formats to the
desktop GL profiles. Now we no longer advertise such formats as supported
in an ES context and then throw an INVALID_ENUM error when the client
tries to use such formats with CompressedTexImage2D.
Fixes the following 26 dEQP tests:
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_neg_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_neg_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_neg_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_pos_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_pos_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_border_cube_pos_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_invalid_size
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_level_max_cube_pos
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_level_max_tex2d
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_level_cube
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_level_tex2d
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_neg_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_neg_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_neg_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_pos_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_pos_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_cube_pos_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_neg_width_height_tex2d
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_neg_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_neg_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_neg_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_pos_x
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_pos_y
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_cube_pos_z
* dEQP-GLES2.functional.negative_api.texture.compressedteximage2d_width_height_max_tex2d
v2. Use _mesa_is_desktop_gl() (Ilia, Ian)
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
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This allows to monitor those performance metrics through
GL_AMD_performance_monitor.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Not sure if this is actually reachable in practice (to have a complex
copy with MS textures).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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