| Commit message (Collapse) | Author | Age | Files | Lines |
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Also document branches better.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These flags are set when reading back the tilebuffer from a fragment
shader via various mechanisms (including ARM_shader_framebuffer_fetch
and EXT_pixel_local_storage).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This doesn't modify the range, so it can accept a const pointer.
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
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The new OR pattern has been seen in the wild and can end up being
generated by GLSLang. Not sure about the other two new patterns but we
may as well throw them in for completeness. While we're here, we can
drop the '@bool' specifier from the one pattern because specifying True
already implies 1-bit which basically implies boolean.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15321227 -> 15321129 (<.01%)
instructions in affected programs: 3594 -> 3496 (-2.73%)
helped: 6
HURT: 0
total cycles in shared programs: 357481321 -> 357479725 (<.01%)
cycles in affected programs: 44109 -> 42513 (-3.62%)
helped: 6
HURT: 0
VkPipeline-DB results on Kaby Lake:
total instructions in shared programs: 3770504 -> 3769734 (-0.02%)
instructions in affected programs: 19058 -> 18288 (-4.04%)
helped: 163
HURT: 0
total cycles in shared programs: 1417583701 -> 1417569727 (<.01%)
cycles in affected programs: 750958 -> 736984 (-1.86%)
helped: 158
HURT: 1
Reviewed-by: Timothy Arceri <[email protected]>
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Now that we have one-bit booleans, we don't need to rely on looking at
parent instructions in order to figure out if a value is a Boolean most
of the time. We can drop these specifiers and now the optimizations
will apply more generally.
Shader-DB results on Kaby Lake:
total instructions in shared programs: 15321168 -> 15321227 (<.01%)
instructions in affected programs: 8836 -> 8895 (0.67%)
helped: 1
HURT: 31
total cycles in shared programs: 357481781 -> 357481321 (<.01%)
cycles in affected programs: 146524 -> 146064 (-0.31%)
helped: 22
HURT: 10
total spills in shared programs: 23675 -> 23673 (<.01%)
spills in affected programs: 11 -> 9 (-18.18%)
helped: 1
HURT: 0
total fills in shared programs: 32040 -> 32036 (-0.01%)
fills in affected programs: 27 -> 23 (-14.81%)
helped: 1
HURT: 0
No change in VkPipeline-DB
Looking at the instructions hurt, a bunch of them seem to be a case
where doing exactly the right thing in NIR ends up doing the wrong-ish
thing in the back-end because flags are dumb. In particular, there's a
case where we have a MUL followed by a CMP followed by a SEL and when we
turn that SEL into an OR, it uses the GRF result of the CMP rather than
the flag result so the CMP can't be merged with the MUL. Those shaders
appear to schedule better according to the cycle estimates so I guess
it's a win? Also it helps spilling in one Car Chase compute shader.
Reviewed-by: Timothy Arceri <[email protected]>
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This is a field of FLOAT_32_UNSIGNED_INT_24_8_REV texture pixel.
OpenGL spec "8.4.4.2 Special Interpretations" is saying:
"the second word contains a packed 24-bit unused field,
followed by an 8-bit index"
The spec doesn't require us to clear this unused field
however it make sense to do it to avoid some
undefined behavior in some apps.
Suggested-by: Eric Anholt <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110305
Signed-off-by: Andrii Simiklit <[email protected]>
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If a def is used as an condition before its definition, we should also
consider this a case to repair. When repairing, make sure we rewrite
any if conditions too.
Found in while inspecting a SPIR-V conversion from a 'continue block'
that contains a conditional branch. We pull the continue block up to
the beggining of the loop, and the condition in the branch ends up
defined afterwards.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Fixes: 364212f1ede4b "nir: Add a pass to repair SSA form"
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Add memory barrier sync for multiple launch cases, and unbind completed
resources after launch.
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Multiple init buffer within one open instance will cause blank issue.
Updating viewport per frame will fix this issue.
Signed-off-by: James Zhu <[email protected]>
Tested-by: Bruno Milreu <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Correct wrong interpolatation with top/bottom row which caused blur issue.
Signed-off-by: James Zhu <[email protected]>
Tested-by: Bruno Milreu <[email protected]>
Reviewed-by: Marek Olšák <[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 eb9da68cbf23aafb1192beed084b2f05df65dd04)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit b03f51c4b4dfa54775e866b75f68a41862c062c2)
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The current algorithm only supports packing 32-bit types.
If a shader uses both 16-bit and 32-bit varyings, we shouldn't
compact them together.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Follow the spec when selecting the magnification filter (OpenGL 4.5,
section 8.14):
If λ(x, y) is less than or equal to the constant c (see section 8.15)
the texture is said to be magnified;
While we're here also silence a potential warning about implicit float
to double conversion.
v2: Update commit message to contain a reference to the spec as pointed
out by Eric.
Fixes a number of dEQP GLES2 and GLES3 test out of:
dEQP-GLES2.functional.texture.filtering.*
dEQP-GLES2.functional.texture.vertex.2d.filtering.*
dEQP-GLES3.functional.texture.vertex.*.filtering.*
dEQP-GLES3.functional.texture.filtering.*
dEQP-GLES3.functional.texture.shadow.2d.*
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Disable aux when resource seen the first time and EXPLICIT_FLUSH
not being set. This fixes issues seen when launching Xorg and
CCS_E getting utilized.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The T/G shader references and common state will be needed for GLES 3.2.
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We'll need to do a render-based blit for scissors, since the TFU (as seen
in this conditional) can only update a whole surface.
Fixes: 976ea90bdca2 ("v3d: Add support for using the TFU to do some blits.")
Fixes piglit fbo-scissor-blit.
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4.1 and 4.2 both have the same 16k limit, but it I'm seeing GPU hangs in
the CTS at 8k and 16k. 4k at least lets us get one 4k display working.
Cc: [email protected]
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I have v3d allocating enough initial allocation memory that we've been
passing tests without it, but to match kernel behavior more it would be
good to actually exercise the OOM path.
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Sampler of Multisample textures wasn't initialized correct. So when
texture object created as multisample its sampler is initialized in a
individual case. We change the initial state of TEXTURE_MIN_FILTER and
TEXTURE_MAG_FILTER to NEAREST.
These changes are approved by KhronosGroup.
https://github.com/KhronosGroup/OpenGL-API/issues/45
Signed-off-by: Sergii Romantsov <[email protected]>
Signed-off-by: Illia Iorin <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109057
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Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.30 spec says:
"Variables or block members declared as structures are considered
to match in type if and only if structure members match in name,
type, qualification, and declaration order."
Fixes:
* layout-location-struct.shader_test
v2: rebased against master and small fixes
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108250
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Reviewed-by: Marek Olšák <[email protected]>
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While playing with compute shaders, I was getting a random crash,
noticed that bind_state was using the old shader info for comparision,
but gallium allows the shader to be deleted while bound, so this could
lead to a use after free.
This can't happen using the cso cache. As it tracks all of this.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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to indicate write usage per buffer.
This is just a hint (it will be used by radeonsi).
Reviewed-by: Timothy Arceri <[email protected]>
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The GL 4.5 spec says:
"If any enabled array’s buffer binding is zero when DrawArrays or
one of the other drawing commands defined in section 10.4 is called,
the result is undefined."
The result is undefined but it should not crash.
Fixes: gl-3.1-vao-broken-attrib
Signed-off-by: Danylo Piliaiev <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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MI_PREDICATE_DATA is an intermediate storage for the MI_PREDICATE
command's calculations - it holds the result of the subtraction when
the compare operation is SRCS_EQUAL or DELTAS_EQUAL. But the actual
result of the predication is MI_PREDICATE_RESULT, which is what we
want to copy from the render context to the compute context.
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We consider it acceptable, but let's still document it in case people
notice it and are not sure why it's there.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Figure it out once in the build system, then just use that all over the place.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Dump u.tex.first_level instead of dumping u.tex.last_level twice.
Signed-off-by: Guido Günther <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Without that `GALLIUM_DDEBUG=always kmscube -A` would segfault like
#0 0x0000000000000000 in ()
#1 0x0000ffffa72a3c54 in dri2_get_fence_fd (_screen=0xaaaaed4f2090, _fence=0xaaaaed9ef880) at ../src/gallium/state_trackers/dri/dri_helpers.c:140
#2 0x0000ffffa8744824 in dri2_dup_native_fence_fd (drv=0xaaaaed5010c0, disp=0xaaaaed5029a0, sync=0xaaaaed9ef7c0) at ../src/egl/drivers/dri2/egl_dri2.c:3050
#3 0x0000ffffa87339b8 in eglDupNativeFenceFDANDROID (dpy=0xaaaaed5029a0, sync=0xaaaaed9ef7c0) at ../src/egl/main/eglapi.c:2107
#4 0x0000aaaabd29ca90 in ()
#5 0x0000aaaabd401000 in ()
Signed-off-by: Guido Günther <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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Documentation for glDrawPixels with GL_COLOR_INDEX says:
"If the GL is in color index mode, and if GL_MAP_COLOR is true,
the index is replaced with the value that it references in
lookup table GL_PIXEL_MAP_I_TO_I"
We are always in RGBA mode and there is nothing in documentation
about GL_MAP_COLOR in RGBA mode for GL_COLOR_INDEX.
Scale and bias are also only applicable for RGBA format and not
mentioned for GL_COLOR_INDEX.
Thus the behaviour will be on par with i965.
Fixes: gl-1.0-drawpixels-color-index
Signed-off-by: Danylo Piliaiev <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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While at it, fix typo in "rounding error" :P
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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A compute shader is used to reorder DCC data from aligned to unaligned.
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This is the simpler codepath - just disable RB and pipe alignment for DCC.
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so that we can bind DCC (texture) as an image buffer.
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Needed by displayable DCC.
We need to flush L2 after rendering if PIPE_ALIGNED=0 and DCC is enabled.
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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