| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
It's used from both mesa main and gallium.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
| |
Acked-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When an argument for a structure constructor or initializer doesn't
match the expected type, only Section 4.1.10 “Implicit Conversions”
are allowed to try to match that expected type.
From page 32 (page 38 of the PDF) of the GLSL 1.20 spec:
" The arguments to the constructor will be used to set the structure's
fields, in order, using one argument per field. Each argument must
be the same type as the field it sets, or be a type that can be
converted to the field's type according to Section 4.1.10 “Implicit
Conversions.”"
From page 35 (page 41 of the PDF) of the GLSL 4.20 spec:
" In all cases, the innermost initializer (i.e., not a list of
initializers enclosed in curly braces) applied to an object must
have the same type as the object being initialized or be a type that
can be converted to the object's type according to section 4.1.10
"Implicit Conversions". In the latter case, an implicit conversion
will be done on the initializer before the assignment is done."
v2: Remove also the now redundant constant conversion, the
constant_record_constructor helper and the replacement code
(Timothy).
Fixes GL44-CTS.shading_language_420pack.initializer_list_negative
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
|
|
|
|
|
|
|
|
| |
v2: Refactor also the conversion to constant and replacement code
(Timothy).
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Implicit conversions were added in the GLSL 1.20 spec version.
v2: Join the checks for GLSL 1.10 and ESSL (Timothy).
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, for every input, we moved the dispatch mask to the flag
register, then emitted two predicated PLN instructions, one with
centroid barycentric coordinates (for normal pixels), and one with
pixel barycentric coordinates (for unlit helper pixels).
Instead, we can simply emit a set of predicated MOVs at the top of
the program which copy the pixel barycentric coordinates over the
centroid ones for unlit helper pixel channels. Then, we can just
use normal PLNs.
On Sandybridge:
total instructions in shared programs: 7538470 -> 7534500 (-0.05%)
instructions in affected programs: 101268 -> 97298 (-3.92%)
helped: 705
HURT: 9 (all of which are SIMD16 programs)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
| |
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
| |
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
|
|
| |
Test is now in SetupPipeline.
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
|
|
| |
Significant performance increase (up to 2x) on high geometry workloads.
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
| |
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
|
|
|
|
| |
Add support for 0 pitch in fetch.
Add support for USCALE/SSCALE for 32bit integer fetches.
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
| |
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
|
|
|
|
| |
Sync now uses a callback to ensure that it's called by the last
thread moving past a DC. This will help with the new counter
handling.
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
|
|
| |
Avoid nested declarations of the same name within a single function.
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
| |
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
| |
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
| |
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
By allocating and initializing the matrices at context creation, the OS
couldn't even overcommit the pages. This saves about 63k (out of 946k) of
maximum memory size according to massif on simulated vc4
glsl-algebraic-add-add-1. It also means we could potentially relax the
maximum stack sizes, but that should be a separate commit.
v2: Drop redundant Top update, explain why the stack is small at init
time.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
It's only used for rarely-used deprecated GL features
(feedback/rasterpos), so we can skip the memory allocation and
initialization for it most of the time.
Saves about 659k (out of 1605k) of maximum memory size according to massif
on simulated vc4 glsl-algebraic-add-add-1
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
| |
This works out to be a wash in terms of memory usage: We use more memory
to store the separate ALU instructions, but we optimize out a lot of code
as well. The main result, though, is that we do more of our work at link
time rather than draw time.
|
|
|
|
|
|
|
|
|
|
|
|
| |
We don't want to bake the whole array into the FS key, because of the
hashing overhead. But we can keep a set of the arrays seen, and use a
pointer to the copy in as the array's proxy.
Between this and the previous patch, gl-1.0-blend-func now passes on
hardware, where previously it was filling the 256MB CMA area with shaders
and OOMing.
Drops 712 shaders from shader-db.
|
|
|
|
|
|
|
| |
The compiled_fs_id is a proxy for the vc4->prog.fs->input_slots[], but
only the VS dereferences it.
Drops 754 shaders from shader-db.
|
|
|
|
| |
It's a pretty big block, and I was about to make it bigger.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
I found a shader in Tales of Maj'Eyal that contains:
if ssa_21 {
block block_1:
/* preds: block_0 */
...instructions that prevent the select peephole...
vec1 32 ssa_23 = imov ssa_4
vec1 32 ssa_24 = imov ssa_4.y
vec1 32 ssa_25 = imov ssa_4.z
/* succs: block_3 */
} else {
block block_2:
/* preds: block_0 */
vec1 32 ssa_26 = imov ssa_4
vec1 32 ssa_27 = imov ssa_4.y
vec1 32 ssa_28 = imov ssa_4.z
/* succs: block_3 */
}
block block_3:
/* preds: block_1 block_2 */
vec1 32 ssa_29 = phi block_1: ssa_23, block_2: ssa_26
vec1 32 ssa_30 = phi block_1: ssa_24, block_2: ssa_27
vec1 32 ssa_31 = phi block_1: ssa_25, block_2: ssa_28
Here, copy propagation will bail because phis cannot perform swizzles,
and CSE won't do anything because there is no dominance relationship
between the imovs. By making nir_opt_remove_phis handle identical moves,
we can eliminate the phis and rewrite everything to use ssa_4 directly,
so all the moves become dead and get eliminated.
I don't think we need to check "exact" - just the alu sources.
Presumably phi sources should match in their exactness.
On Broadwell:
total instructions in shared programs: 11639872 -> 11638535 (-0.01%)
instructions in affected programs: 134222 -> 132885 (-1.00%)
helped: 338
HURT: 0
v2: Fix return value to be NULL, not false (caught by Iago).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
On Broadwell:
total instructions in shared programs: 11640214 -> 11639872 (-0.00%)
instructions in affected programs: 17744 -> 17402 (-1.93%)
helped: 78
HURT: 0
total spills in shared programs: 2924 -> 2922 (-0.07%)
spills in affected programs: 104 -> 102 (-1.92%)
helped: 1
HURT: 0
total fills in shared programs: 4394 -> 4389 (-0.11%)
fills in affected programs: 237 -> 232 (-2.11%)
helped: 1
HURT: 0
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, we allocated a new VGRF for every undefined definition.
Instead, this patch makes us allocate a new VGRF for every use of an
undefined definition. This makes sure that undefined values are
fully independent of one another, and have live ranges limited to
their single use. This allows register coalescing to combine the
source and destination of MOVs from undefined sources, eliminating
the MOV altogether.
On Broadwell:
total instructions in shared programs: 11641187 -> 11640214 (-0.01%)
instructions in affected programs: 70199 -> 69226 (-1.39%)
helped: 213
HURT: 1
v2: Add a comment (based on Iago's suggested one).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Without this, the X server may accumulate stale Present event contexts
if a client performs several video decoding sessions using the same
window.
v2: Based on Chris Wilson's review:
* Use xcb_discard_reply() instead of free(xcb_request_check())
Reviewed-and-Tested-by: Leo Liu <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Without this, the X server may accumulate stale Present event contexts
if a client ends up creating and destroying DRI drawables for the same
window.
v2: Based on Chris Wilson's review:
* Use xcb_present_select_input_checked so that protocol errors
generated by old X servers can be handled gracefully
* Use xcb_discard_reply() instead of free(xcb_request_check())
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Missed here:
commit a43d286ef7ff65087b1f051d071b829ca7b02073
Author: Kristian Høgsberg <[email protected]>
Date: Fri Mar 28 10:17:11 2014 -0700
gbm: Add import from fd
Cc: Kristian Høgsberg <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Signed-off-by: Eric Anholt <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
We were baking in the LOD of the source level to each shader. Instead,
pass it in as a uniform -- this requires storing it to a temp register,
but that's better than compiling a ton of separate shaders:
total instructions in shared programs: 115032 -> 115036 (0.00%)
instructions in affected programs: 96 -> 100 (4.17%)
LOST: 572
|
|
|
|
|
|
| |
This helps in debugging memory pressure. It would be nice if we could
tell valgrind about it all the way from allocation time to destroy, but we
need a pointer to hand to VALGRIND_MALLOCLIKE_BLOCK.
|
|
|
|
|
|
|
|
|
| |
Found via "valgrind --leak-check=full glxgears".
Signed-off-by: Jan Ziak (http://atom-symbol.net) <[email protected]>
Acked-by: Boyan Ding <[email protected]>
Cc: "12.0 11.2" <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Cc: "12.0" <[email protected]>
|
| |
|
|
|
|
|
|
| |
The ranges are in units of bytes, not dwords. This wasn't caught by
piglit tests because ttn tends to make one big uniform file, so we only
had one UBO range with a src and dst offset of 0.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
nir_opt_peephole_select has the job of removing IF statements with no side
effects. However, if the IF statement's successor didn't have any
instructions in it, we were skipping it, which occurred in mupen64 on vc4
with glsl_to_nir enabled:
instructions in affected programs: 6134 -> 4120 (-32.83%)
total uniforms in shared programs: 38268 -> 38219 (-0.13%)
No changes on Haswell shader-db.
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
| |
I keep wanting to see this version of the NIR.
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
Small decrease in draw call overhead.
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
v2: rebase on top of Brian's commit
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
| |
for piglit with the pipelined hang detection mode
v2: rebase on top of Brian's commit
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97140
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
LLVM doesn't use it.
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
v_fma_f32 runs at FP64 rate (= slow). Alien Isolation and F1 2015 seem
to use fma for all d3d multiply-add instructions, which is silly.
This tries to restore performance for those games.
The main difference between v_mad_f32 and v_fma_f32 is that v_mad doesn't
support denormals, which we don't enable anyway, because they are slow too.
Also, there is code size reduction:
Totals from affected shaders:
VGPRS: 109796 -> 109808 (0.01 %)
Spilled SGPRs: 29995 -> 30022 (0.09 %)
Spilled VGPRs: 12 -> 13 (8.33 %) <-- it's just one shader going from 12 to 13
Code Size: 6667596 -> 6476356 (-2.87 %) bytes
Max Waves: 26931 -> 26899 (-0.12 %)
I've not actually tested real performance.
Reviewed-by: Nicolai Hähnle <[email protected]>
|