| Commit message (Collapse) | Author | Age | Files | Lines |
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in order to decrease the shader size for a shader cache.
v2: add & use SI_MAX_VS_OUTPUTS
Reviewed-by: Nicolai Hähnle <[email protected]>
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Shader stats from VERDE:
Default scheduler:
Totals:
SGPRS: 491272 -> 488672 (-0.53 %)
VGPRS: 289980 -> 311093 (7.28 %)
Code Size: 11091656 -> 11219948 (1.16 %) bytes
LDS: 97 -> 97 (0.00 %) blocks
Scratch: 1732608 -> 2246656 (29.67 %) bytes per wave
Max Waves: 78063 -> 77352 (-0.91 %)
Wait states: 0 -> 0 (0.00 %)
Looking at some of the worst regressions, I get:
- The VGPR increase seems to be caused by the fact that if PS has used less
than 16 VGPRs, now it will always use 16 VGPRs and sometimes even 20.
However, the wave count remains at 10 if VGPRs <= 24, so no harm there.
- The scratch increase seems to be caused by SGPR spilling.
The unnecessary SGPR spilling has been an ongoing issue with the compiler
and it's completely fixable by rematerializing s_loads or reordering
instructions.
SI scheduler:
Totals:
SGPRS: 374848 -> 374576 (-0.07 %)
VGPRS: 284456 -> 307515 (8.11 %)
Code Size: 11433068 -> 11535452 (0.90 %) bytes
LDS: 97 -> 97 (0.00 %) blocks
Scratch: 509952 -> 522240 (2.41 %) bytes per wave
Max Waves: 79456 -> 78217 (-1.56 %)
Wait states: 0 -> 0 (0.00 %)
VGPRs - same story as before. The SI scheduler doesn't spill SGPRs so much
and generally spills way less than the default scheduler.
(522240 spills vs 2246656 spills)
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Still disabled.
Only prologs & epilogs are compiled in draw calls, but each variant of those
is compiled only once per process.
VS is always compiled as hw VS.
TES is always compiled as hw VS.
LS and ES stages are always compiled on demand.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Don't use the pstipple module.
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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It only exports the primitive ID.
Also used by TES when it's compiled as VS.
The VS input location of the primitive ID input is v2.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is disabled with use_monolithic_shaders = true.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: unify some code into si_get_shader_binary_size
Reviewed-by: Michel Dänzer <[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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Reviewed-by: Nicolai Hähnle <[email protected]>
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Prologs (shader binaries inserted before the API shader binary) need to
know this, so that they won't change the input registers unintentionally.
Reviewed-by: Nicolai Hähnle <[email protected]>
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LLVMBuildInsertValue will be used on return_value.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Kepler compute support is really different than Fermi and it's not
ready yet.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Changes from v3:
- move the previous OP_SELP change to the previous commit
Changes from v2:
- make sure the op is OP_SELP when emitting the predicate and add one
assert
- use bld.getSSA() for mkOp2()
- add cross edge between tryLockAndSetBB and joinBB
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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This OP_SELP insn will be used to handle compare and swap subops.
Changes from v2:
- fix logic for GK110+
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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Shared memory address space (FILE_MEMORY_SHARED) must be used instead
of global memory when a shared memory area is declared.
Changes from v2:
- oops, do not remove TGSI_FILE_BUFFER in a switch in
nv50_ir_from_tgsi.cpp
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reduce likelihood of collision with real buffers by placing the
hole at the top of the 4G area. This fixes some indirect draw+compute
tests with large buffers.
Suggested by Ilia Mirkin.
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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When indirect compute is used, the size of the grid (in blocks) is
stored as three integers inside a buffer. This requires a macro to
set up GRIDDIM_YX and GRIDDIM_Z.
Changes from v2:
- do not launch the grid if the number of groups for a dimension is 0
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Textures and samplers don't seem to be aliased between COMPUTE and 3D.
Changes from v2:
- refactor the code to share (almost) the same logic between 3d and
compute
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This is loosely based on 3D. Shader buffers are bound on c15 (the
driver constbuf) at offset 0x200.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Changes from v3:
- add new validation state for COMPUTE driver constbuf
Changes from v2:
- always bind the driver consts even if user params come in via clover
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This will be used to invalidate 3D driver constbuf when using COMPUTE
and vice-versa. This is needed because this CB contains a bunch of
useful information like the addrs of shader buffers.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Loosely based on 3D.
Changs from v3:
- invalidate COMPUTE CBs after validating 3D CBs because they are
aliased
Changes from v2:
- get rid of the 's' param to nvc0_cb_bo_push() because it doesn't
matter to upload constbufs for compute using the 3d chan
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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For compute shaders, we might need to upload uniforms.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Compute shaders are totally unsupported. This avoids Clover to
report that OpenCL is supported on Tesla because it's a lie.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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See commit 9db2098d for the i965 version of this.
This fixes depth in a bunch of dEQP EXT_texture_border_clamp tests. And
probably other ones as well.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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A return value of '-1' means that there was error during swap with a
window drawable, in this case we set error as EGL_BAD_NATIVE_WINDOW.
v2: coding style cleanup, better commit message
Signed-off-by: Matt Roper <[email protected]>
Cc: "11.0 11.1" <[email protected]
Reviewed-by: Emil Velikov <[email protected]>
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Null-check on "*value" is currently done in _eglGetSyncAttrib, which is
after eglGetSyncAttribKHR dereferences it.
Move the check a layer up (in the beginning of eglGetSyncAttribKHR) to
avoid segfaults.
Cc: "11.0 11.1" <[email protected]
Signed-off-by: Dongwon Kim <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
[Emil Velikov: tweak commit message, add stable tag]
Reviewed-by: Emil Velikov <[email protected]>
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If the destination is a renderbuffer, dst_tex_image will be NULL. This
fixes the *to_renderbuffer dEQP copy image tests.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: [email protected]
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It's basically the same thing as GL_ARB_texture_stencil8 except that
glCopyTexImage isn't supported, so add STENCIL_INDEX to the list of
invalid GLES formats for glCopyTexImage.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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- LOD must be provided in .w for TXF (even for buffer textures)
- User buffer must be valid at draw time
- Must have a sampler associated with the sampler view
This makes PBO uploads work again on nouveau.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The base format is a function of the user-requested format, while the
driver format is not. So we should use the base format instead.
The driver format can be anything. Specifically in the stencil-only
case, it might be a depth/stencil format. However we still want to
refuse such an attachment when bound to GL_DEPTH.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Avoid a per-pixel multiply.
Reviewed-by: Kenneth Graunke <[email protected]>
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This reduces a glTexImage(GL_RGBA, GL_UNSIGNED_BYTE) hot spot in when
storing the texture as BGRA.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Instead of discarding the texture we created, keep it around in case
the next glDrawPixels draws the same image again. This is intended
to help application which draw the same image several times in a row,
either within a frame or subsequent frames.
Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Reviewed-by: Eduardo Lima Mitev <[email protected]>
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