| Commit message (Collapse) | Author | Age | Files | Lines |
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This gives us a string representation of a GPU ID.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We'll want these in non-Gallium devices.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Nothing Gallium about it.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Fixes minor coverity warning about the format specifier.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We'll compute the size with the new scratchpad helpers.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We'll need this so we can allocate a stack for the batch large enough
for all the jobs within it.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Identified by cppcheck.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The size of the scratchpad (as well as some tiler details) depend on the
contents of the batch, so we need to wait to defer filling out the FBD
until after all draws are queued.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We'll need it in pan_context.c
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Add missing texture/render formats supported by hardware.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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The only format that needs swizzle is R8 emulated with L8, so we can get
rid of the SWIZ(X, Y, Z, W) everywhere.
Note: R8G8 also had a swizzle, but it wasn't necessary.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Note: no srgb render target support before HALTI3
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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This supports all sRGB formats, without having them in the format table.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Added support for pause/resume transform feedback.
Fixed DrawTransformFeedback.
Reviewed-by: Jan Zielinski <[email protected]>
Reviewed-by: Krzysztof Raszkowski <[email protected]>
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The Vulkan spec doesn't have any words for vertex attributes alignment.
Fixes a test failure on GFX6 and a GPU hang on GFX10 with:
dEQP-VK.spirv_assembly.instruction.spirv1p4.entrypoint.tess_con_pc_entry_point
vkpipeline-db results on GFX10:
Totals from affected shaders:
SGPRS: 463772 -> 472972 (1.98 %)
VGPRS: 343208 -> 343752 (0.16 %)
Spilled SGPRs: 323 -> 336 (4.02 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Code Size: 13806200 -> 14164472 (2.60 %) bytes
Max Waves: 84021 -> 83755 (-0.32 %)
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2161
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Our current implementation of performance queries is fairly harsh
because it completely flushes and invalidates the 3d pipeline caches
at the beginning and end of each query. An argument can be made that
this is how performance should be measured but it probably doesn't
reflect what the application is actually doing and the actual cost of
draw calls.
A more appropriate approach is to just stall the pipeline at
scoreboard, so that we measure the effect of a draw call without
having the pipeline in a completely pristine state for every draw
call.
v2: Use end of pipe PIPE_CONTROL instruction for Iris (Ken)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This was initially intended to fix issues with the query timings going
occassionally high.
It turns out there was a bug in the attribution of OA reports to our
context when parsing the OA data. This led to reports flagged with
other context IDs to be included in our queries results.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We were passing cl->bo, which is NULL, so v3d_job_add_bo was a no-op.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Christian Gmeiner <[email protected]>
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Fix build error after llvm-10.0 commit ("1b2842bf902a [Alignment][NFC]
CreateMemSet use MaybeAlign").
../src/gallium/drivers/swr/swr_shader.cpp: In member function ‘void (* BuilderSWR::CompileGS(swr_context*, swr_jit_gs_key&))(HANDLE, HANDLE, SWR_GS_CONTEXT*)’:
../src/gallium/drivers/swr/swr_shader.cpp:738:65: error: no matching function for call to ‘BuilderSWR::MEMSET(llvm::Value*&, llvm::Constant*, int, long unsigned int)’
MEMSET(pStream, C((char)0), VERTEX_COUNT_SIZE + CONTROL_HEADER_SIZE, sizeof(float) * KNOB_SIMD_WIDTH);
^
In file included from ../src/gallium/drivers/swr/rasterizer/jitter/builder.h:163:0,
from ../src/gallium/drivers/swr/swr_shader.cpp:43:
src/gallium/drivers/swr/rasterizer/jitter/gen_builder.hpp:51:11: note: candidate: llvm::CallInst* SwrJit::Builder::MEMSET(llvm::Value*, llvm::Value*, uint64_t, llvm::MaybeAlign, bool, llvm::MDNode*, llvm::MDNode*, llvm::MDNode*)
CallInst* MEMSET(Value *Ptr, Value *Val, uint64_t Size, MaybeAlign Align, bool isVolatile = false, MDNode *TBAATag = nullptr, MDNode *ScopeTag = nullptr, MDNode *NoAliasTag = nullptr)
^
src/gallium/drivers/swr/rasterizer/jitter/gen_builder.hpp:51:11: note: no known conversion for argument 4 from ‘long unsigned int’ to ‘llvm::MaybeAlign’
In file included from ../src/gallium/drivers/swr/rasterizer/jitter/builder.h:163:0,
from ../src/gallium/drivers/swr/swr_shader.cpp:43:
src/gallium/drivers/swr/rasterizer/jitter/gen_builder.hpp:56:11: note: candidate: llvm::CallInst* SwrJit::Builder::MEMSET(llvm::Value*, llvm::Value*, llvm::Value*, llvm::MaybeAlign, bool, llvm::MDNode*, llvm::MDNode*, llvm::MDNode*)
CallInst* MEMSET(Value *Ptr, Value *Val, Value *Size, MaybeAlign Align, bool isVolatile = false, MDNode *TBAATag = nullptr, MDNode *ScopeTag = nullptr, MDNode *NoAliasTag = nullptr)
^
src/gallium/drivers/swr/rasterizer/jitter/gen_builder.hpp:56:11: note: no known conversion for argument 4 from ‘long unsigned int’ to ‘llvm::MaybeAlign’
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Jan Zielinski <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Partial depth/stencil clear and skipping unused attachments.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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A renderpass is a tile load/store cycle.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes push constants not updating in some cases.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We don't have an entry for cpp 128 in the tile_alignment table, but I don't
think the HW supports this at all (blob driver just doesn't have 8x msaa).
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Use a special format which allows sampling the stencil and set the correct
swizzle.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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GPU hangs if SAMPMASK_REGID is used without this bit.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We don't have layered rendering and ir3 doesn't support this intrinsic, so
just set it to zero for now.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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It looks like the actual tile alignment requirement is less than 32x32, but
in some cases input attachment texture needs 64 alignment.
Reduced the h alignment to 16 to compensate and it seems to work fine.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Use DIV_ROUND_UP and stop trying to increase the tile_count width/height
once tile_align_w/tile_align_h are reached.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fix a mistake in the y2 coordinate.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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pColorBlendState is allowed to be NULL if subpass has >0 color attachments
but they are all unused.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is supported only on newer kernels.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We would like to query properties other than product ID.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Here we use the NIR based builder to add everything to the resource
list execpt for SSO packed varyings. Since the details of those
varyings get lost during packing we leave the special handing to
the GLSL IR pass for now. In order to do this we add some bools
to the build resource list functions.
Using the NIR based resource list builder gets us a step closer to
using a native NIR based linker. It should also be faster than the
GLSL IR builder, one because the NIR optimisations should mean we
add less entries due to better optimisations, and two because nir
gives us better lists to work with and we don't need to walk the
entire IR to find the resources.
Ack-by: Alejandro Piñeiro <[email protected]>
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In a following commit we will use a NIR based builder to build the
OpenGL resource list, so we want to delay this call a little.
Ack-by: Alejandro Piñeiro <[email protected]>
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This is required so we can use the NIR linker to link GLSL in
addition to spirv.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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This adds support for adding names of varying to the resource list
which is required for us to use this function with the glsl linker.
Support for names is optional for spirv which is why it had not been
added yet.
This is mostly a copy of the GLSL IR code adapted to nir.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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These fields added in the previous commit will be used to make use
of a NIR based GLSL linker.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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These will be used to provide NIR linking functionality to GLSL.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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This is needed to make use of nir_build_program_resource_list().
Reviewed-by: Alejandro Piñeiro <[email protected]>
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