| Commit message (Collapse) | Author | Age | Files | Lines |
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calculations.
Currently the execution type calculation will return a bogus value in
cases like:
mov_indirect(8) vgrf0:w, vgrf1:w, vgrf2:ud, 32u
Which will be considered to have a 32-bit integer execution type even
though the actual indirect move operation will be carried out with
16-bit precision.
Similarly there's no need to apply the CHV/BXT double-precision region
alignment restrictions to such control sources, since they aren't
directly involved in the double-precision arithmetic operations
emitted by these virtual instructions. Applying the CHV/BXT
restrictions to control sources was expected to be harmless if mildly
inefficient, but unfortunately it exposed problems at codegen level
for virtual instructions (namely the SHUFFLE instruction used for the
Vulkan 1.1 subgroup feature) that weren't prepared to accept control
sources with an arbitrary strided region.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109328
Reported-by: Mark Janes <[email protected]>
Fixes: efa4e4bc5fc "intel/fs: Introduce regioning lowering pass."
Tested-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This reduces the time spent in nir_opt_cse() by almost a half.
The massif tool from callgrind reported no change in peak
memory use with the large doliphin uber shaders I used for
testing.
Reviewed-by: Thomas Helland<[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Sagar Ghuge <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Sagar Ghuge <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This currently regresses KHR-GL4x.compute_shader.resource-texture,
but that's a pre-existing bug (https://bugs.freedesktop.org/109113)
which should be fixed up once we have fast clear support.
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If we change the aux state for a given resource, we need to re-emit the
binding table pointers for any stage that has such resource bound. Since
we don't track that, flag IRIS_ALL_DIRTY_BINDINGS and emit all of them.
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If iris_resource_get_handle() gets called without a context, we can't
resolve the resource. Hopefully it shouldn't be compressed anyway, so
let's just add an assert to ensure it's correct.
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Otherwise we could leak the aux state map or the aux BO.
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CCS_E can fall back to CCS_D with incompatible format views
CCS_D is pretty useless without fast clears and we may as well use NONE,
but we're surely going to hook those up at some point, so may as well
just go ahead and do it now...
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Also needed to add gen information to KEY_INIT.
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Buffers don't have ISL surfaces, and this can get us into trouble.
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But without fast clears or HiZ per-level tracking just yet.
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Signed-off-by: Jordan Justen <[email protected]>
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We can safely assume that the given resource is depth, depth/stencil,
or stencil already. The stencil-only case is easily detectable with
a single format check, and all other cases are handled identically.
This saves some CPU overhead.
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This just moves the code for dealing with pipe_shader_state /
pipe_compute_state / iris_uncompiled_shader to the end of the file.
Now that those do precompiles, they want to call the actual compile
functions. Putting them at the end eliminates the need for a bunch
of prototypes.
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v2 (Kenneth Graunke): split color/depthstencil cases, fix iris_clear
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Caio noted that this is not necessary on Gen8+:
"Before Gen8, there was a historical configuration control field to
swizzle address bit[6] for in X/Y tiling modes. This was set in
three different places: TILECTL[1:0], ARB_MODE[5:4], and
DISP_ARB_CTL[14:13]. For Gen8 and subsequent generations, the
swizzle fields are all reserved, and the CPU's memory controller
performs all address swizzling modifications."
Since we don't support earlier hardware, we can skip it entirely.
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A bit of irritating state cross dependency here, but nothing too hard
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The Vulkan driver only sets this if color writes are disabled, which
is more conservative - but would require us to inspect blend state.
(If color writes are enabled, we don't need to force anything, because
the internal signal is already correct. But it shouldn't hurt to do so.)
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I was misreading i965 - the 3DSTATE_WM::PixelShaderKillsPixel bit from
Gen < 8 needed all of this, but the 3DSTATE_PS_EXTRA bit only needs
prog_data->uses_kill.
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-1 is a little too bogus for most games ;)
Signed-off-by: Andre Heider <[email protected]>
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