| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Bindless samplers/images are 64-bit unsigned integers, which
means they consume two components as specified by
ARB_bindless_texture.
It looks like we are not wasting uniform storage by changing
this because default-block uniforms are not packed. So, if
we use N uint uniforms, they occupy N * 16 bytes in the
constant buffer. This is something that could be improved.
Though, count_uniform_size needs to be adjusted to not count
a sampler (or image) twice.
As a side effect, this will probably break the cache if you
have one because it will consider sampler/image types as
two components.
v3: - update the comments
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The ARB_bindless_texture spec says:
"Samplers are represented using 64-bit integer handles."
and,
"Images are represented using 64-bit integer handles."
It seems simpler to always consider sampler and image types
as 64-bit unsigned integer.
This introduces a temporary workaround in _mesa_get_uniform()
because at this point no flag are used to distinguish between
bound and bindless samplers. This is going to be removed in a
separate series. This avoids breaking arb_shader_image_load_store-state.
v3: - update the comment slightly
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This also adds the extension to the standalone GLSL compiler.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
| |
This is required for the following GLSL bits.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
radv_bind_descriptor_set cannot be used to bind a push descriptor set
since a push descriptor set does not have a buffer list. However,
there is no need to add the buffers again when restoring a set, so
this fix is also an optimization.
Cc: "17.1" <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
| |
On ARM Android platforms, the host_os tuple should be linux-androideabi,
so let's match both -android and -androideabi (or any other
-android* tuple) to determine if we should do an Android build.
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
| |
This fixes the build when not building against valgrind headers.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100945
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
|
| |
Actually put something in unreachable(), so as not to break the build on
a Friday evening.
Signed-off-by: Daniel Stone <[email protected]>
Reported-by: Mark Janes <[email protected]>
|
|
|
|
|
|
| |
Cc: 17.1 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When a buffer is being created from FD or GEM flink import, the current
API makes no provision for passing modifier information along with this.
Set the modifier for such images to DRM_FORMAT_MOD_INVALID.
Also preserve the modifier when duplicating an image, as will be done by
GBM when importing from a wl_buffer.
This doubly tripped up Wayland, as the images would first have been
created (as wl_buffers) with a 0 modifier, and then lost what modifier
they would've had when being duplicated into gbm_bos.
Fixes: d78a36ea624 ("i965/dri: Handle the linear fb modifier")
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
| |
Use a helper function and struct to convert between a modifier and
tiling mode, so we can use it later for a tiling -> modifier lookup.
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
| |
Fixes: 7088b655e8 ("radeonsi: constify a bunch of the perfcounter structs.")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100937
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The TGSI DCE pass doesn't eliminate dead assignments like
MOV TEMP[0], TEMP[1] in presence of loops because it assumes
that the visitor doesn't emit dead code. This assumption is
actually wrong and this situation happens.
However, it appears that the merge_registers() pass accidentally
takes care of this for some weird reasons. But since this pass has
been disabled for RadeonSI and Nouveau, the renumber_registers()
pass which is called *after*, can't do its job correctly.
This is because it assumes that no dead code is present. But if
there is still a dead assignment, it might re-use the TEMP
register id incorrectly and emits wrong code.
This patches fixes the issue by recording writes instead of reads,
and this has the advantage to be faster.
This should fix Unigine Heaven on RadeonSI and Nouveau.
shader-db results with RadeonSI:
47109 shaders in 29632 tests
Totals:
SGPRS: 1923308 -> 1923316 (0.00 %)
VGPRS: 1133843 -> 1133847 (0.00 %)
Spilled SGPRs: 2516 -> 2518 (0.08 %)
Spilled VGPRs: 65 -> 65 (0.00 %)
Private memory VGPRs: 1184 -> 1184 (0.00 %)
Scratch size: 1308 -> 1308 (0.00 %) dwords per thread
Code Size: 60095968 -> 60096256 (0.00 %) bytes
LDS: 1077 -> 1077 (0.00 %) blocks
Max Waves: 431889 -> 431889 (0.00 %)
Wait states: 0 -> 0 (0.00 %)
It's still interesting to disable the merge_registers() pass.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Lost is an EGLBoolean, so we should assign it to EGL_TRUE/EGL_FALSE,
not true/false.
Fixes: e5eace58684 ("egl/android: Mark surface as lost when dequeueBuffer fails")
Fixes: 0212db35040 ("egl/android: Cancel any outstanding ANativeBuffer in surface destructor")
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
|
|
|
| |
Now that we can allocate states larger than the block size, we no longer
need a block size of 1MB which can be rather wasteful.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, the maximum size of a state that could be allocated from a
state pool was a block. However, this has caused us various issues
particularly with shaders which are potentially very large. We've also
hit issues with render passes with a large number of attachments when we
go to allocate the block of surface state. This effectively removes the
restriction on the maximum size of a single state. (There's still a
limit of 1MB imposed by a fixed-length bucket array.)
For states larger than the block size, we just grab a large block off of
the block pool rather than sub-allocating. When we go to allocate some
chunk of state and the current bucket does not have state, we try to
pull a chunk from some larger bucket and split it up. This should
improve memory usage if a client occasionally allocates a large block of
state.
This commit is inspired by some similar work done by Juan A. Suarez
Romero <[email protected]>.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
|
|
| |
This commit just fixes up the English a bit and re-flows the comment.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The old algorithm worked fine assuming a constant block size. We're
about to break that assumption so we need an algorithm that's a bit more
robust against suddenly growing by a huge amount compared to the
currently allocated quantity of memory.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
|
|
|
| |
Now that the state stream is allocating off of the state pool, there's
no reason why we need the block pool to be separate.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
|
|
|
| |
Now that everything is going through the state pools, the block pool no
longer needs to be able to handle re-use.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Since the state_stream is now pulling from a state_pool, the only thing
pulling directly off the block pool is the state pool so we can just
move the block_size there. The one exception is when we allocate
binding tables but we can just reference the state pool there as well.
The only functional change here is that we no longer grow the block pool
immediately upon creation so no BO gets allocated until our first state
allocation.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
|
|
|
| |
The helper functions aren't really gaining us as much as they claim and
are actually about to be in the way.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
We should only use size_t when referring to sizes of bits of CPU memory.
Anything on the GPU or just a regular array length should be a type that
has the same size on both 32 and 64-bit architectures. For state
objects, we use a uint32_t because we'll never allocate a piece of
driver-internal GPU state larger than 2GB (more like 16KB).
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
| |
Reviewed-by: Juan A. Suarez Romero <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This just adds the chip in the right places.
We don't set the partial_vs_wave workaround, as radeonsi
doesn't, but have to confirm it's not required.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "17.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This ensures that future calls to eglSwapBuffers and eglMakeCurrent emit
an error.
This patch is part of a series for fixing
android.hardware.camera2.cts.RobustnessTest#testAbandonRepeatingRequestSurface
on Chrome OS x86 devices.
Cc: [email protected]
Cc: Tomasz Figa <[email protected]>
Cc: Tapani Pälli <[email protected]>
Reviewed-by: Nicolas Boichat <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
That is, call ANativeWindow::cancelBuffer in droid_destroy_surface().
This should prevent application deadlock when the app destroys the
EGLSurface after EGL has acquired a buffer from SurfaceFlinger
(ANativeWindow::dequeueBuffer) but before EGL has released it
(ANativeWindow::enqueueBuffer).
This patch is part of a series for fixing
android.hardware.camera2.cts.RobustnessTest#testAbandonRepeatingRequestSurface
on Chrome OS x86 devices.
Cc: [email protected]
Cc: Tomasz Figa <[email protected]>
Cc: Tapani Pälli <[email protected]>
Reviewed-by: Nicolas Boichat <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Add a new bool, _EGLSurface::Lost, and check it in eglMakeCurrent and
eglSwapBuffers. The EGL 1.5 spec says that those functions emit errors
when the native surface is no longer valid.
This patch just updates core EGL. No driver sets _EGLSurface::Lost yet.
I discovered that Mesa failed to detect lost surfaces while debugging an
Android CTS camera test,
android.hardware.camera2.cts.RobustnessTest#testAbandonRepeatingRequestSurface.
This patch doesn't fix the test though, though, because the test expects
EGL_BAD_SURFACE when the surface becomes lost, and this patch actually
complies with the EGL spec. If I interpreted the EGL spec correctly,
EGL_BAD_NATIVE_WINDOW or EGL_BAD_CURRENT_SURFACE is the correct error.
Cc: [email protected]
Cc: Tomasz Figa <[email protected]>
Cc: Tapani Pälli <[email protected]>
Reviewed-by: Nicolas Boichat <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
| |
reported by Greg White.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100892
Cc: 17.1 <[email protected]>
|
|
|
|
|
|
|
|
|
| |
We can just use the new CHVLineWidth field rather than an entirely
different generation's packing function.
v2: Inline the function (requested by Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
| |
We just add another field to gen8.xml for the Cherryview line width,
rather than trying to replicate the gymnastics done in the Vulkan
driver to use gen9 SF pack functions.
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
| |
It works now.
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
| |
Picked from a different branch. When we stop using the scratch patching,
this function will not be called.
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
shaders
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
for scratch support
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|