| Commit message (Collapse) | Author | Age | Files | Lines |
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AFAIK brw_emit_select_pipeline() is only called once during context
init on Gen4-5, at which point the pipeline is likely to be already
idle so it may just happen to work by luck regardless of the MI_FLUSH.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Switching the current pipeline while it's not completely idle or the
read and write caches aren't flushed can lead to corruption. Fixes
misrendering of at least the following Khronos CTS test:
ES31-CTS.shader_image_load_store.basic-allTargets-store-fs
The stall and flushes are no longer required on Gen8+.
v2: Emit PIPE_CONTROL with non-zero post-sync op before the write
cache flush on SNB due to hardware bug. (Ken)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93323
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This hardware bug can cause a hang on context restore while the
current pipeline is set to GPGPU (BDWGFX HSD 1909593). In addition to
clearing the valid bit, mark the CC state as dirty to make sure that
the CC indirect state pointer is re-emitted when we switch back to the
3D pipeline.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be used on Gen8+ to make sure that the color calculator
state pointers are re-emitted when switching back to the 3D pipeline
after some GPGPU workload due to a hardware workaround. There are
other state bits already defined that could be used to achieve the
same effect but they all cause a ton of unrelated state to be
re-emitted (e.g. BRW_NEW_STATE_BASE_ADDRESS), so just define a new
one, state bits are cheap.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reduces local memory usage in a lot of Metro 2033 Redux and a few KSP
shaders:
total local used in shared programs : 54116 -> 30372 (-43.88%)
Probably modest advantage to execution, but it's an imporant
prerequisite to dropping some of the TGSI optimizations done by the
state tracker.
Signed-off-by: Ilia Mirkin <[email protected]>
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Previously we were treating any indirect temp array usage to mean that
everything should end up in lmem. The MemoryOpt pass would clean a lot
of that up later, but in the meanwhile we would lose a lot of
opportunity for optimization.
This helps a lot of Metro 2033 Redux and a handful of KSP shaders:
total instructions in shared programs : 6288373 -> 6261517 (-0.43%)
total gprs used in shared programs : 944051 -> 945131 (0.11%)
total local used in shared programs : 54116 -> 54116 (0.00%)
A typical case is for register usage to double and for instructions to
halve. A future commit can also optimize local memory usage size to be
reduced with better packing.
Signed-off-by: Ilia Mirkin <[email protected]>
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Indirect constbuf indexing works by using very large offsets. However if
an indirect constbuf index load is const-propagated, it becomes a very
large const offset. Take that into account when legalizing the SSA by
moving the high parts of that offset into the file index. Also disallow
very large (or small) indices on most other instructions.
This fixes regressions in ubo_array_indexing/*-two-arrays piglit tests.
Fixes: abd326e81b (nv50/ir: propagate indirect loads into instructions)
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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This fixes the recently posted mipmap + texture views piglit test.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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I'm not sure about the consequences of this bug, but it's definitely
dangerous.
This applies to SI, CIK, VI.
Cc: 11.0 11.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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For those formats that support hw mipmap generation, use the
DXGenMips command. Otherwise fallback to the mipmap generation utility.
Tested with piglit, OpenGL apps (Heaven, Turbine, Cinebench)
v2: make sure the texture surface was created with the render target bind flag
set relocation flag to SVGA_RELOC_WRITE for the texture surface
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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The actual increment of the num-generate-mipmap counter will be done
in a subsequent patch when hw generate mipmap is supported.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This patch adds a new interface to support hardware mipmap generation.
PIPE_CAP_GENERATE_MIPMAP is added to allow a driver to specify
if this new interface is supported; if not supported, the state tracker will
fallback to mipmap generation by rendering/texturing.
v2: add PIPE_CAP_GENERATE_MIPMAP to the disabled section for all drivers
v3: add format to the generate_mipmap interface to allow mipmap generation
using a format other than the resource format
v4: fix return type of trace_context_generate_mipmap()
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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To silence a compiler warning. Trivial.
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The OpenGL specifications for bitfieldExtract() says:
The result will be undefined if <offset> or <bits> is negative, or if
the sum of <offset> and <bits> is greater than the number of bits
used to store the operand.
Therefore passing bits=32, offset=0 is legal and defined in GLSL.
But the earlier SM5 ubfe/ibfe opcodes are specified to accept a bitfield width
ranging from 0-31. As such, Intel and AMD instructions read only the low 5 bits
of the width operand, making them not able to implement the GLSL-specified
behavior directly.
This commit adds ubfe/ibfe operations from SM5 and a lowering pass for
bitfield_extract to to handle the trivial case of <bits> = 32 as
bitfieldExtract:
bits > 31 ? value : bfe(value, offset, bits)
Fixes:
ES31-CTS.shader_bitfield_operation.bitfieldExtract.uvec3_0
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92595
Reviewed-by: Connor Abbott <[email protected]>
Tested-by: Marta Lofstedt <[email protected]>
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The OpenGL specifications for bitfieldInsert() says:
The result will be undefined if <offset> or <bits> is negative, or if
the sum of <offset> and <bits> is greater than the number of bits
used to store the operand.
Therefore passing bits=32, offset=0 is legal and defined in GLSL.
But the earlier SM5 bfi opcode is specified to accept a bitfield width
ranging from 0-31. As such, Intel and AMD instructions read only the low
5 bits of the width operand, making them not able to implement the
GLSL-specified behavior directly.
This commit fixes the lowering of bitfield_insert to handle the trivial
case of <bits> = 32 as
bitfieldInsert:
bits > 31 ? insert : bfi(bfm(bits, offset), insert, base)
Fixes:
ES31-CTS.shader_bitfield_operation.bitfieldInsert.uint_2
ES31-CTS.shader_bitfield_operation.bitfieldInsert.uvec4_3
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92595
Reviewed-by: Connor Abbott <[email protected]>
Tested-by: Marta Lofstedt <[email protected]>
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We check that a bunch of raster operations are disabled in
blit_copy_pixels(). We also need to check that color logicop is
disabled.
Reviewed-by: Marek Olšák <[email protected]>
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The whole point of AMD_pinned_memory is that applications don't have to map
buffers via OpenGL - but they're still allowed to, so make sure we don't break
the link between buffer object and user memory unless explicitly instructed
to.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This accomodates a streaming pattern where the discard flag is set when the
application wraps back to the beginning of the buffer.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Drivers are expected to avoid unnecessary work when possible in this code
path.
Reviewed-by: Marek Olšák <[email protected]>
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It makes sense to re-use pipe->invalidate_resource for the purpose of
glInvalidateBufferData, but this function is already implemented in vc4
where it doesn't have the expected behavior. So add a capability flag
to indicate that the driver supports the expected behavior.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Change the check to be in line with what the quoted spec fragment says.
I have sent out a piglit test for this as well.
Reviewed-by: Ian Romanick <[email protected]>
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Some confusion between pb_buffer and radeon_bo as well as between
radeon_drm_winsys and radeon_winsys.
Reviewed-by: Marek Olšák <[email protected]>
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The internal Mesa format used for a texture might not match the one
requested in the internalFormat when the texture was created, for
example if the driver is internally remapping RGB textures to RGBA.
Otherwise it can cause false positives for completeness if one mipmap
image is created as RGBA and the other as RGB because they would both
have an RGBA Mesa format. If we check the InternalFormat instead then
we are directly checking the API usage which I think better matches
the intention of the check.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93700
Reviewed-by: Anuj Phogat <[email protected]>
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I spotted this while looking for what needs updating in future platforms.
I'm too lazy to go through the git logs, but it was probably missed by Jason
when all the brw refactoring happened.
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Ilia changed shader-db's run.c to not expect messages to contain a
newline in shader-db commit 51bbc8035.
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Intel/AMD's hardware instructions do not handle arguments of 32.
Constant evaluation should not produce a result different from the
hardware instruction.
The s/1ull/1u/ change is intentional: previously we wanted defined
behavior for the "1 << 32" case, but we're making this case undefined so
we can make it 1u and save ourselves a 64-bit operation.
Reviewed-by: Ian Romanick <[email protected]>
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Shifting into the sign bit is undefined, as is shifting by 32.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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If a Python codegen script failed, it would write a zero-byte file,
which on subsequent invocations of make would trick it into thinking the
file was appropriately generated.
Reviewed-by: Ian Romanick <[email protected]>
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We would like to be able to combine
result.x = bitfieldExtract(src0.x, src1.x, src2.x);
result.y = bitfieldExtract(src0.y, src1.y, src2.y);
result.z = bitfieldExtract(src0.z, src1.z, src2.z);
result.w = bitfieldExtract(src0.w, src1.w, src2.w);
into a single ivec4 bitfieldInsert operation. This should be possible
with most drivers.
This patch changes the offset and bits parameters from scalar ints
to ivecN or uvecN. The type of all three operands will be the same,
for simplicity.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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We would like to be able to combine
result.x = bitfieldInsert(src0.x, src1.x, src2.x, src3.x);
result.y = bitfieldInsert(src0.y, src1.y, src2.y, src3.y);
result.z = bitfieldInsert(src0.z, src1.z, src2.z, src3.z);
result.w = bitfieldInsert(src0.w, src1.w, src2.w, src3.w);
into a single ivec4 bitfieldInsert operation. This should be possible
with most drivers.
This patch changes the offset and bits parameters from scalar ints
to ivecN or uvecN. The type of all four operands will be the same,
for simplicity.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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TGSI doesn't use these - it just translates ir_quadop_bitfield_insert
directly. NIR can handle ir_quadop_bitfield_insert as well.
These opcodes were only used for i965, and with Jason's recent patches,
we can do this lowering in NIR (which also gains us SPIR-V handling).
So there's not much point to retaining this GLSL IR lowering code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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NIR's bfm, like Intel/AMD's hardware instructions and GLSL IR's
ir_binop_bfm takes <bits> as src0 and <offset> as src1.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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A shader in Unreal4 uses the result of divide by zero in its color
output, producing NaN and triggering this assertion since NaN is not
equal to itself.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93560
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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To silence a compiler warning about a const/non-const mismatch.
Reviewed-by: Ian Romanick <[email protected]>
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I added this code right at the end, and got it wrong.
Only used by the WGL_ARB_render_texture code.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 4b2d9f29e9b75cbbeb76ccf753a256e11f07ee1a)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 330aa44a0da7548000a6b2fc2bb580e9c8e733cc)
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The RGBX surface formats aren't renderable so we internally remap them
to RGBA when rendering. They are retained as RGBX when used as
textures. However since the previous patch fast clears are disabled
for surfaces that use a different format for rendering than for
texturing. To avoid this situation we can just pretend not to support
RGBX formats at all. This will cause the upper layers of mesa to pick
an RGBA format internally instead. This should be safe because we
always override the alpha component to 1.0 for RGBX in the texture
swizzle anyway. We could also do this for all gens except that it's a
bit more difficult when the hardware doesn't support texture
swizzling. Gens using the blorp have further problems because that
doesn't implement this swizzle override.
Reviewed-by: Anuj Phogat <[email protected]>
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And FACE becomes integer instead of float.
Reviewed-by: Edward O'Callaghan <[email protected]>
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It will become a system value, not an input.
Reviewed-by: Edward O'Callaghan <[email protected]>
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Fixes CTS test:
ES31-CTS.shader_image_load_store.negative-linkErrors
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93410
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Fixes regression on SSO tests that have both non-compute and
compute programs in a program pipeline.
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93532
Reviewed-by: Marta Lofstedt <[email protected]>
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Commit 8926dc8 added a check where we add packed varyings of output
stage only when we have multiple stages, however duplicates are already
handled by changes in commit 0508d950 and we want to add outputs also in
case where we have only one stage.
Fixes regression caused by 8926dc8 for following test:
ES31-CTS.program_interface_query.separate-programs-vertex
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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some compiler was unhappy.
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