| Commit message (Collapse) | Author | Age | Files | Lines |
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Spamming the log with the (in some cases extremely long) test location
is of limited use.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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We don't want to lie ourselves that 'everything is fine' when no tests
were found/ran.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Before this commit, we would effectively fail to run any of the test in
a OOT builds.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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There is no robust way to detect either one, so simply hope for the best
and warn just in case.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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... or non-executable, in particular.
v2: use test -x (Eric)
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Kenneth Graunke <[email protected]> (v1)
Reviewed-by: Eric Engestrom <[email protected]>
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We're going to use them with the next commits to determine where to put
the generated tests and/or built binaries.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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With later commits we'll fix the generators to produce the files in the
correct location. That in itself will cause an issue since the files
will be left dangling and make distcheck will fail.
v2: Use -r only as needed (Eric)
Cc: Matt Turner <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Kenneth Graunke <[email protected]> (v1)
Reviewed-by: Eric Engestrom <[email protected]>
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we anyway allow for multiple slices
v2: do not remove assert to check for buf->size
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Only a small tail needs to be uploaded manually.
This is only partly a performance measure (apps are expected to use
aligned access). Mostly it is preparation for sparse buffers, which the
old code would incorrectly have attempted to map directly.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This allows the next patches to be simple while still being able
to make use of SDMA even in some unusual cases.
Reviewed-by: Marek Olšák <[email protected]>
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With tess this becomes a bit more complex. so move to pipeline
for now.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This also takes the side band setting code from radeonsi.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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There is no need to calculate this on each command submit.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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No need to recalculate this every time.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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There is no need to recalculate this every time.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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No need to recalculate this everytime.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is just a precursor for tess support, which needs to
pass different values here.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In order to faciliate adding tess support, split the vs/es
output info into a separate block, so we make it easier to
have the tess shaders export the same info.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The logic was different than radeonsi, fix it up before adding
tess support.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If rasterization is disabled, we can get a NULL multisample
state.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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It reads @ writes the DB cache, and we haven't flushed dst caches yet,
so DB cache may be stale. Also the user might be shader read (and probably is),
so also flush after.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
CC: <[email protected]>
Fixes: f4e499ec791 ("radv: add initial non-conformant radv vulkan driver")
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Yf/Ys tiling never got used in i965 due to not delivering
the expected performance benefits. So, this patch is deleting
this dead code in favor of adding it later in ISL when we
actually find it useful. ISL can then share this code between
vulkan and GL.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fast copy blit was primarily added to support Yf/Ys detiling.
But, Yf/Ys tiling never got used in i965 due to not delivering
the expected performance benefits. Also, replacing legacy blits
with fast copy blit didn't help the benchmarking numbers. This
is probably due to a h/w restriction that says "start pixel for
Fast Copy blit should be on an OWord boundary". This restriction
causes many blit operations to skip fast copy blit and use legacy
blits. So, this patch is deleting this dead code in favor of
adding it later when we actually find it useful.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We've already required Kernel 3.6 on Gen6+ since Mesa 9.2 (May 2013,
commit 92d2f5acfadea672417b6785710c9e8b7f605e41). It seems reasonable
to require it for Gen4-5 as well, bumping the requirement from 2.6.39.
This is necessary for glClientWaitSync with a timeout to work, which
is a feature we expose on Gen4-5. Without it, we would fall back to an
infinite wait, which is pretty bad.
See kernel commit 172cf15d18889313bf2c3bfb81fcea08369274ef in 3.6+.
Reviewed-by: Matt Turner <[email protected]>
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Previously we would just escape the loop and move everything
following the loop inside the if to the else branch of a new if
with a return flag conditional. However everything outside the
if the loop was nested in would still get executed.
Adding a new return to the then branch of the new if fixes this
and we just let a follow pass clean it up if needed.
Fixes:
tests/spec/glsl-1.10/execution/vs-nested-return-sibling-loop.shader_test
tests/spec/glsl-1.10/execution/vs-nested-return-sibling-loop2.shader_test
Cc: "13.0 17.0" <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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If we had no rasterization, we'd emit SPI color
format as all 0's the hw dislikes this, add the workaround
from radeonsi.
Found while debugging tessellation
v2: handle at pipeline stage, we have to handle
it after we process the fragment shader. (Bas)
v3: simplify even further, remove old fallback.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fix 'make check' linking error with glibc < 2.17.
CXXLD main-test
../../../../src/mesa/.libs/libmesa.a(libmesautil_la-u_queue.o): In function `u_thread_get_time_nano':
src/util/../../src/util/u_thread.h:84: undefined reference to `clock_gettime'
Signed-off-by: Vinson Lee <[email protected]>
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SEL can only convert between a few integer types, which we basically
never do.
Fixes fs/vs-double-uniform-array-direct-indirect-non-uniform-control-flow
Cc: [email protected]
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Acked-by: Francisco Jerez <[email protected]>
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We should use anv_get_layerCount() to access layerCount of VkImageSub-
resourceRange in anv_CmdClearColorImage and anv_CmdClearDepthStencil-
Image, which handles the VK_REMAINING_ARRAY_LAYERS (~0) case.
Test: Sample multithreadcmdbuf from LunarG can run without crash
Signed-off-by: Xu Randy <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: "13.0 17.0" <[email protected]>
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Remove needless pointer increments, unneeded vars, etc. Untested.
Plus, fix a couple comments.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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From page 45 (page 52 of the PDF) of the GLSL ES 3.00 v.6 spec:
" When instance names are present on matched block names, it is
allowed for the instance names to differ; they need not match for
the blocks to match.
From page 51 (page 57 of the PDF) of the GLSL 4.30 v.8 spec:
" When instance names are present on matched block names, it is
allowed for the instance names to differ; they need not match for
the blocks to match."
Therefore, no cross linking validation is needed for the instance name
of an Interface Block.
This patch will make that no link error will be reported on a program
like this:
"# VS
layout(binding = 1) Block1 {
vec4 color;
} uni_block;
...
# FS
layout(binding = 2) Block2 {
vec4 color;
} uni_block;
..."
Fixes GL45-CTS.enhanced_layouts.ssb_layout_qualifier_conflict
Signed-off-by: Andres Gomez <[email protected]>
Cc: Timothy Arceri <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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From page 140 (page 147 of the PDF) of the GLSL ES 3.10 v.4 spec:
" 9.2 Matching of Qualifiers
The following tables summarize the requirements for matching of
qualifiers. It applies whenever there are two or more matching
variables in a shader interface.
Notes:
1. Yes means the qualifiers must match.
...
9.2.1 Linked Shaders
| Qualifier | Qualifier | in/out | Default | uniform | buffer|
| Class | | | Uniforms | Block | Block |
...
| Layout | binding | N/A | Yes | Yes | Yes |"
From page 93 (page 110 of the PDF) of the GL 4.2 (Core Profile) spec:
" 2.11.7 Uniform Variables
...
Uniform Blocks
...
When a named uniform block is declared by multiple shaders in a
program, it must be declared identically in each shader. The
uniforms within the block must be declared with the same names and
types, and in the same order. If a program contains multiple
shaders with different declarations for the same named uniform
block differs between shader, the program will fail to link."
From page 129 (page 150 of the PDF) of the GL 4.3 (Core Profile) spec:
" 7.8 Shader Buffer Variables and Shader Storage Blocks
...
When a named shader storage block is declared by multiple shaders
in a program, it must be declared identically in each shader. The
buffer variables within the block must be declared with the same
names, types, qualification, and declaration order. If a program
contains multiple shaders with different declarations for the same
named shader storage block, the program will fail to link."
Therefore, if the binding qualifier differs between two linked Uniform
or Shader Storage Blocks of the same name, a link error should happen.
This patch will make that a link error will be reported on a program
like this:
"# VS
layout(binding = 1) Block {
vec4 color;
} uni_block1;
...
# FS
layout(binding = 2) Block {
vec4 color;
} uni_block2;
..."
Signed-off-by: Andres Gomez <[email protected]>
Cc: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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While it's legal to have an active blocks count > 0 on link failure.
Unless we actually assign memory for the blocks array we can end up
segfaulting in calls such as glUniformBlockBinding().
To avoid having to NULL check these api calls we simply reset the
block count to 0 if the array was not created.
Signed-off-by: Andres Gomez <[email protected]>
Cc: Timothy Arceri <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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A resolve is not needed on Skylake in this case. We were forcing
a resolve because we set the input_aux_usage to ISL_AUX_USAGE_NONE.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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The checks were only looking at the first byte, while the intention
seems to be to check if the whole sha1 is zero. This prevented all
shaders with first byte zero in their sha1 from being saved.
This shaves around a second from Deus Ex load time on a hot cache.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Even though the programs themselves stay in cache and are loaded, the
shader keys can be evicted separately. If that happens, unnecessary
compiles are caused that waste time, and no matter how many times the
program is re-run, performance never recovers to the levels of first
hot cache run. To deal with this, we need to refresh the shader keys
of shaders that were recompiled.
An easy way to currently observe this is running Deux Ex, then piglit
and Deux Ex again, or deleting just the cache index. The later is
causing over a minute of lost time on all later Deux Ex runs, with this
patch it returns to normal after 1 run.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Resource dtor can be executed in the worker thread.
Use atomic to avoid threading safety issues.
CC: "17.0" <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Tested-by: James Harvey <[email protected]>
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Surfaces and Volumes can be freed in the worker thread.
Without this patch, pending_uploads_counter could be non-zero
in the Surfaces or Volumes dtor, leading to deadlock.
Instead decrease properly the counter before releasing the
item.
Also avoid another potential deadlock if the item is not
properly unlocked: Do not call UnlockRect which will cause deadlock,
but free directly using the deadlock safe
nine_context_get_pipe_multithread.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99246
CC: "17.0" <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
Tested-by: James Harvey <[email protected]>
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Fix regression caused by
abb1c645c476b5dd289ce3efae0594f8796f9cf8
The patch made csmt use context.pipe instead of
secondary_pipe, leading to thread safety issues.
Signed-off-by: Axel Davy <[email protected]>
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These generated source files depend not only upon gl_and_es_API.xml, but
all other XML files that are included by it.
This change updates the generation rules to depend on all gen/*.xml
files, like done for other SCons generation rules, and should fix
incremental broken SCons builds due to missing dependencies.
Trivial.
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Fix 'make check' linking errors with glibc < 2.17.
CXXLD glsl/glsl_test
glsl/.libs/libglsl.a(libmesautil_la-u_queue.o): In function `u_thread_get_time_nano':
src/util/../../src/util/u_thread.h:84: undefined reference to `clock_gettime'
Signed-off-by: Vinson Lee <[email protected]>
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This is one of the main causes of syncs in Civ6.
Reviewed-by: Nicolai Hähnle <[email protected]>
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If we get EOF earlier than expected, the current read loops will
deadlock. This may easily happen if the disk cache gets corrupted.
Fix it by using a helper function that handles EOF.
Steps to reproduce (on a build with asserts disabled):
$ glxgears
$ find ~/.cache/mesa/ -type f -exec truncate -s 0 '{}' \;
$ glxgears # deadlock
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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isl will use this for validating the depth buffer pitch.
Reviewed-by: Jason Ekstrand <[email protected]>
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While at it, also fix up a failure message to not reference timestamp
and gpu dirs as those are no longer being made.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Drop ir3_compiler_destroy(), since it is only ralloc_free() and we
shouldn't really have an ir3 dependency in core. If some future hw
has a new compiler, as long as all it's resources are ralloc()d then
things will all just work.
(In practice, I suppose you never really see this leak, but removing
it at least cleans up some noise in valgrind.)
Signed-off-by: Rob Clark <[email protected]>
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Some field names had extra spaces and some had places where we should
have had a space but didn't.
Reviewed-by: Chad Versace <[email protected]>
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