| Commit message (Collapse) | Author | Age | Files | Lines |
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We have some features that seem to slow things down or cause other
possible undesireable side effects, but it would be nice to test
games etc with them easily.
I forsee multisample DCC and maybe some shader opt changes using this.
For now use it for batch chaining.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The FLUSH_VERTICES(ctx, _NEW_ARRAY) above this will already cause
this to be called.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Rather than calling it indirectly in each driver.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Here we make some assumptions about the AEcontext and set the
recalculate bools directly.
Some formating fixes are also made while we are here.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The code comment which seems to have been added in cab974cf6c2db
(from year 2000) says:
"Set ctx->NewState to zero to avoid recursion if
Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)"
As far as I can tell nothing in any of the UpdateState() calls
should cause it to be called recursively.
V2: add a wrapper around the osmesa update function so it can still
be used internally.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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It is already called via _vbo_InvalidateState().
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Ian Romanick <[email protected]>
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Remove c++14 generic lambda to keep compiler requirement at c++11.
No regressions on piglit or vtk test suites.
Tested-by: Chuck Atkins <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
CC: [email protected]
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LLVMAddEarlyCSEMemSSAPass() is defined in LLVM 4.0.
Fixes: 257b538 ("radeonsi: do EarlyCSEMemSSA LLVM pass)
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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(v2)
The workaround causes a massive performance decrease on 1-SE parts.
(Cape Verde, Hainan, Oland)
The performance regression is already part of 17.0 and 17.1.
v2: check tess_uses_prim_id
Cc: 17.0 17.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This and the previous clip_regs commit decrease IB sizes and the number of
si_update_shaders invocations as follows:
IB size si_update_shaders calls
Borderlands 2 -10% -27%
Deus Ex: MD -5% -11%
Talos Principle -8% -30%
v2: always dirty cb_render_state in set_framebuffer_state
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: Rebase and reuse tiling/modifier map. (Daniel Stone)
v3: bump DRIimageExtension to version 15, fill external_only array.
v4: Y-tiling works since gen 6
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Add support for createImageFromDmaBufs2, adding a modifier to the
original, and allow importing CCS resources with auxiliary data from
dmabufs.
v2: avoid DRIimageExtension version bump, pass single modifier to
createImageFromDmaBufs2.
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Intel hardware requires that all planes of an image come from the same
buffer, which is currently implemented by testing that all FDs are
numerically the same.
However, when going through a winsys (e.g.) or anything which transits
FDs individually, the FDs may be different even if the underlying buffer
is the same.
Instead of checking the FDs for equality, we must check if they actually
point to the same buffer (Jason).
Reviewed-by: Varad Gautam <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This patch shouldn't actually do anything because the libdrm function
should already do this alignment. However, it preps us for a future
patch where we add in the CCS AUX size, and in the process it serves as
a good place to find bisectable issues if libdrm or kernel does
something incorrectly.
v2: Do proper alignment for X tiling, and make sure non-tiled case is
handled (Jason)
v3: Rebase (Daniel)
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The bufmgr took a mandatory size argument, which would only be used if
the kernel size query failed, i.e. an older kernel. It didn't actually
check that the BO size was sufficient for use.
Pull the check out of the bufmgr, and actually check that the BO is
sufficiently-sized for our import one level up. This also resolves a
chicken/egg we have when importing bufers without explicit modifiers,
namely that we need the tiling mode to calculate the size, but we need
the BO imported to query the tiling mode.
Reviewed-by: Jason Ekstrand <[email protected]>
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When allocating images, we record a tiling mode and then work backwards
to infer the modifier. Unfortunately this is the wrong way around, since
it is a one:many mapping (e.g. TILING_Y can be plain Y-tiling, or
Y-tiling with CCS).
Invert the mapping, so we record a modifier first and then map this to a
tiling mode.
Reviewed-by: Jason Ekstrand <[email protected]>
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Since the EGL attributes are signed integers, a straight OR would
also perform sign extension,
Fixes: 6f10e7c37a ("egl/dri2: Create EGLImages with dmabuf modifiers")
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fix build error.
CC i915_surface.lo
i915_surface.c:108:63: error: too few arguments to function call, expected 4, have 3
util_blitter_default_src_texture(&src_templ, src, src_level);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ^
../../../../src/gallium/auxiliary/util/u_blitter.h:271:1: note: 'util_blitter_default_src_texture' declared here
void util_blitter_default_src_texture(struct blitter_context *blitter,
^
Fixes: a893c9169733 ("gallium/u_blitter: use 2D_ARRAY for cubemap blits if possible")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101340
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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As TS is also allowed on sampler resources, we need to make sure to resolve
to self when binding the resource as a texture, to avoid stale content
being sampled.
Signed-off-by: Lucas Stach <[email protected]>
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A resolve to self is only necessary if the resource is fast cleared, so
there is never a need to do so if there is no TS allocated.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Stolen from VC4. As we don't do any fancy reallocation tricks yet, it's
possible to upgrade also coherent mappings and shared resources.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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There is no need to special case compressed resources, as they are already
marked as linear on allocation. With that out of the way, there is room to
cut down on the number of if clauses used.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Reduces bandwidth usage of transfers which discard the buffer contents,
as well as skipping unnecessary command stream flushes and CPU/GPU
synchronization.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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This gets rid of quite a bit of CPU/GPU sync on frequent vertex buffer
uploads and I haven't seen any of the issues mentioned in the comment,
so this one seems stale.
Ignore the flag if there exists a temporary resource, as those ones are
never busy.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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cpu_prep() already does all the required waiting, so the only thing that
needs to be done is flushing the commandstream, if a GPU write is pending.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Replace -1 with MESA_SHADER_NONE enum value to fix sign related warning:
external/mesa3d/src/compiler/glsl/link_varyings.cpp:1415:25: warning: comparison of constant -1 with expression of type 'gl_shader_stage' is always true [-Wtautological-constant-out-of-range-compare]
(consumer_stage != -1 && consumer_stage != MESA_SHADER_FRAGMENT))) {
~~~~~~~~~~~~~~ ^ ~~
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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Commit 621b3410f5f8 ("util/vulkan: Move Vulkan utilities to
src/vulkan/util") broke the Android build with the following error:
build/core/binary.mk:1427: error: external/mesa3d/src/vulkan/Android.mk: libmesa_vulkan_util: Unused source files: util/vk_util.h).
Fixes: 621b3410f5f8 ("util/vulkan: Move Vulkan utilities to src/vulkan/util")
Reviewed-by: Tapani Pälli <[email protected]>
Cc: Alex Smith <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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With commit f7741985be0234 we have changed some preprocessor
error messages and warnings. Adapt related glcpp tests
expectations accordingly.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101336
Tested-by: Vinson Lee <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This also silences following clang warnings:
no previous extern declaration for non-static variable 'deleted_key' [-Werror,-Wmissing-variable-declarations]
const void *deleted_key = &deleted_key_value;
^
no previous extern declaration for non-static variable 'deleted_key_value'
[-Werror,-Wmissing-variable-declarations]
uint32_t deleted_key_value;
^
Reviewed-by: Nicolai Hähnle <[email protected]>
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Now that we've moved over to the new array mechanism, it's no longer
needed.
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Chad Versace <[email protected]>
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This is similar to the previous commit only for HiZ. For HiZ, apart
from everything looking different, there is really only one functional
change: We now track the ISL_AUX_STATE_COMPRESSED_NO_CLEAR state.
Previously, if you rendered to a resolved slice of the miptree and then
did a fast-clear with a different clear color, that slice would get
resolved even though it hadn't been fast-cleared. Now that we can track
COMPRESSED_NO_CLEAR, we know that it doesn't have any blocks in the
"clear" state so we can skip the resolve.
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Chad Versace <[email protected]>
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Acked-by: Chad Versace <[email protected]>
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This commit reworks the resolve tracking for CCS and MCS to use the new
isl_aux_state enum. This should provide much more accurate and easy to
reason about tracking. In order to understand, for instance, the
intel_miptree_prepare_ccs_access function, one only has to go look at
the giant comment for the isl_aux_state enum and follow the arrows.
Unfortunately, there's no good way to split this up without making a
real mess so there are a bunch of changes in here:
1) We now do partial resolves. I really have no idea how this ever
worked before. So far as I can tell, the only time the old code
ever did a partial resolve was when it was using CCS_D where a
partial resolve and a full resolve are the same thing.
2) We are now tracking 4 states instead of 3 for CCS_E. In particular,
we distinguish between compressed with clear and compressed without
clear. The end result is that you will never get two partial
resolves in a row.
3) The texture view rules are now more correct. Previously, we would
only bail if compression was not supported by the destination
format. However, this is not actually correct. Not all format
pairs are supported for texture views with CCS even if both support
CCS individually. Fortunately, ISL has a helper for this.
4) We are no longer using intel_resolve_map for tracking aux state but
are instead using a simple array of enum isl_aux_state indexed by
level and layer. This is because, now that we're tracking 4
different states, it's no longer clear which should be the "default"
and array lookups are faster than linked list searches.
5) The new code is very assert-happy. Incorrect transitions will now
get caught by assertions rather than by rendering corruption.
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Chad Versace <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Chad Versace <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Chad Versace <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Chad Versace <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This is only needed to fix rendering corruptions caused by not flushing
after doing a resolve operation. The resolve now does all the needed
flushing so this is unnecessary.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This also removes an unneeded brw_render_cache_set_check_flush() call.
We were calling it in the case where the surface got resolved to satisfy
the flushing requirements around resolves. However, blorp now does this
itself, so the extra is just redundant.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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