| Commit message (Collapse) | Author | Age | Files | Lines |
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A past commit added the ability to compile "optimized" shader variants
asynchronously (not stalling the app).
This commit builds upon that and adds what is basically a runtime shader
linker. If a VS output isn't used by the currently-bound PS, a new VS
compilation is started without that output. The new shader variant
is used when it's ready.
All apps using separate shader objects I've seen had unused VS outputs.
Eliminating unused/useless VS outputs also eliminates the corresponding
vertex attribute loads.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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It's just tgsi_shader_info with DEFAULT_VAL varyings removed.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is the first user of optimized monolithic shader variants.
Cull distances can't be disabled by states.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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there is no VS epilog in this case
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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key->part.*: prolog and epilog flags only
key->as_{ls,es}: special flags
key->mono.*: flags for monolithic compilation only
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixed piglits:
- arb_cull_distance/clip-cull-3
- arb_cull_distance/clip-cull-4
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Company Of Heroes 2 needs only 24.
This saves 512 bytes of CE RAM per shader stage.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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We don't want opt4Space here.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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FORCE_TILING should disable it. It has no effect now, but that may change
soon.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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When the uploading of shader fails on si_shader_binary_upload(),
it returns -ENOMEM. We should handle si_shader_binary_upload() failure path
on si_create_compute_state().
CID 1394027
v2: Fixes from Edward O'Callaghan's review
a) Update explicitly return value check with "si_shader_binary_upload() < 0"
b) Update commit message.
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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It turns out that noone actually cares if the address computations overflow,
be it the stride mul or the offset adds.
Wrap around seems to be explicitly permitted even by some other API (which
is a _very_ surprising result, as these overflow computations were added just
for that and made some tests pass at that time - I suspect some later fixes
fixed the actual root cause...). So the requirements in that other api were
actually sane there all along after all...
Still need to make sure the computed buffer size needed is valid, of course.
This ditches the shiny new widening mul from these codepaths, ah well...
And now that I really understand this, change the fishy min limiting
indices to what it really should have done. Which is simply to prevent
fetching more values than valid for the last loop iteration. (This makes
the code path in the loop minimally more complex for the non-indexed case
as we have to skip the optimization combining two adds. I think it should
be safe to skip this actually there, but I don't care much about this
especially since skipping that optimization actually makes the code easier
to read elsewhere.)
Reviewed-by: Jose Fonseca <[email protected]>
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Don't keep the ofbit. This is just a minor simplification, just adjust
the buffer size so that there will always be an overflow if buffers aren't
valid to fetch from.
Also, get rid of control flow from the instanced path too. Not worried about
performance, but it's simpler and keeps the code more similar to ordinary
fetch.
Reviewed-by: Jose Fonseca <[email protected]>
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The code for elts and linear paths was nearly 100% identical by now - with
the elts path simply having some additional gather for the elements in the
main loop (with some additional small differences before the main loop).
Hence nuke the separate functions and decide this at jit shader execution
time (simply based on the presence of the elts pointer).
Some analysis shows that the generated vs jit functions seem to be just very
minimally more complex than the former elts functions, and almost none of the
additional complexity is in the main loop (basically just the branch logic
for the branch fetching the actual indices).
Compared to linear, the codesize of the function is of course a bit larger,
however the actual executed code in the main loop appears to be near 100%
identical (the additional code looking up indices is skipped as expected).
So, I would not expect a (meaningful) performance difference with the
generated code, neither with elts nor linear, this does however roughly
half the compilation time (the compiled shaders should also use only half
the memory of course).
Reviewed-by: Jose Fonseca <[email protected]>
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This is a bit simpler. Mostly to make it easier to unify the paths later...
Reviewed-by: Jose Fonseca <[email protected]>
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This was kind of strange, since it replaced indices which were only
overflowing due to bias with MAX_UINT. This would cause an overflow later
in the shader, except if stride was 0, however the vertex id would be
essentially random then (-1 + eltBias). No test cared about it, though.
So, drop this and just use ordinary int arithmetic wraparound as usual.
This is much simpler to understand and the results are "more correct" or
at least more consistent (vertex id as well as actual fetch results just
correspond to wrapped around arithmetic).
There's only one catch, it is now possible to hit the cache initialization
value also with ushort and ubyte elts path (this wouldn't be an issue if
we'd simply handle the eltBias itself later in the shader). Hence, we need
to make sure the cache logic doesn't think this element has already been
emitted when it has not (I believe some seriously bad things could happen
otherwise). So, borrow the logic which handled this from the uint case, but
not before fixing it up...
Reviewed-by: Jose Fonseca <[email protected]>
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vsplit_get_base_idx explicitly returned idx 0 and set the ofbit
in case of overflow. We'd then check the ofbit and use idx 0 instead of
looking it up. This was necessary because DRAW_GET_IDX used to return
DRAW_MAX_FETCH_IDX and not 0 in case of overflows.
However, this is all unnecessary, we can just let DRAW_GET_IDX return 0
in case of overflow. In fact before bbd1e60198548a12be3405fc32dd39a87e8968ab
the code already did that, not sure why this particular bit was changed
(might have been one half of an attempt to get these indices to actual draw
shader execution - in fact I think this would make things less awkward, it
would require moving the eltBias handling to the shader as well).
Note there's other callers of DRAW_GET_IDX - those code paths however
explicitly do not handle index buffer overflows, therefore the overflow
value doesn't matter for them.
Also do some trivial simplification - for (unsigned) a + b, checking res < a
is sufficient for overflow detection, we don't need to check for res < b too
(similar for signed).
And an index buffer overflow check looked bogus - eltMax is the number of
elements in the index buffer, not the maximum element which can be fetched.
(Drop the start check against the idx buffer though, this is already covered
by end check and end < start).
Reviewed-by: Jose Fonseca <[email protected]>
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Include swr library and include -DHAVE_SWR in the compile line.
v3: split to a separate commit
Reviewed-by: Emil Velikov <[email protected]>
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v4: Add windows-specific gen_knobs.{cpp|h} changes
v5: remove aggresive squashing of gen_knobs.py to this commit; added
SConscript to EXTRA_DIST in Makefile.am
Reviewed-by: Emil Velikov <[email protected]>
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Modify gen_knobs.py so that each invocation creates a single generated
file. This is more similar to how the other generators behave.
v5: remove Scoscript edits from this commit; moved to commit that first
adds SConscript
Acked-by: Emil Velikov <[email protected]>
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To buils The SWR driver (currently optional, not compiled by default)
v3: add option as opposed to target
Reviewed-by: Emil Velikov <[email protected]>
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- Handle dynamic library loading for windows
- Implement swap for gdi
- fix prototypes
- update include paths on configure-based build for swr_loader.cpp
v2: split to multiple patches
v3: split and reshuffle some more; renamed title
v4: move Makefile.am changes to other commit. Modify header files
Reviewed-by: Emil Velikov <[email protected]>
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There are 2 swr_create_screen() functions. One in swr_loader.cpp, which
is used during driver init, and the other is hiding in swr_screen.cpp,
which ends up in the arch-specific .dll/.so.
Rename the second one to swr_create_screen_internal(), to avoid confusion
in header files.
Reviewed-by: Emil Velikov <[email protected]>
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Reorder header files so that we have a chance to defined NOMINMAX before
mesa include files include windows.h
v3: split from bigger patch
Reviewed-by: Emil Velikov <[email protected]>
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Added hooks for screen creation and swap. Still keep llvmpipe the default
software renderer.
v2: split from bigger patch
v3: reword commit message
Reviewed-by: Emil Velikov <[email protected]>
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v2: reworded commit message
Reviewed-by: Emil Velikov <[email protected]>
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Drivers that contain C++ .hpp files need to ignore them too, along
with .h files, when building source file lists.
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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Fixes:
ES31-CTS.functional.texture.border_clamp.formats.depth24_stencil8_sample_stencil.nearest_size_pot
ES31-CTS.functional.texture.border_clamp.formats.depth24_stencil8_sample_stencil.nearest_size_npot
ES31-CTS.functional.texture.border_clamp.formats.depth32f_stencil8_sample_stencil.nearest_size_pot
ES31-CTS.functional.texture.border_clamp.formats.depth32f_stencil8_sample_stencil.nearest_size_npot
ES31-CTS.functional.texture.border_clamp.unused_channels.depth24_stencil8_sample_stencil
ES31-CTS.functional.texture.border_clamp.unused_channels.depth32f_stencil8_sample_stencil
Cc: "13.0" <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Still far from perfect, but a few small steps in the right direction.
- Split build systems, compilers, third party tools
- Mention building mesa for Android (part of AOSP)
- Drop explicit "other" dependencies. Reference to disto methods to
get them.
- HTML 4.01 Traditional compliance fixes - mixed ul and br tags.
- nuke dead links README.{CYGWIN,VMS}
v2: Squash typos, add note about buggy flex 2.6.2 (Eric), add Suse
zipper command (Tobias).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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A mixed bag of updates/fixes - mostly aiming at removing no longer
applicable directories.
Add a few more state-trackers, drivers, etc. alongside "XXX more" where
applicable. Attribute for the GLSL/NIR movement and nukage of
src/egl/docs.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Properly document the whole process:
- Brief on what, when, where
- Picking, testing, branchpoints, pre-release announcement
- Releasing, announcement, website and bugzilla updates
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fix the odd tag so that we're HTML 4.01 Traditional compliant
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Currently they are buried within the text, making it hard to find.
Move them to the top and be clear what is _not_ a good idea.
v2: Minor commit polish, use only "resending" as suggested by Matt.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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With earlier commit we folded all the xlib handling in --enable-glx, but
we forgot to update the documentation.
Elaborate on --enable-debug and drop mentions about depenencies.
v2: Grammar - s|haven't|hasn't| (Eric)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v2: Improve grammar - add missing "to" (Eric).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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