| Commit message (Collapse) | Author | Age | Files | Lines |
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I was trying to skip state updates when !dirty, and suspiciously
everything was always dirty.
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Cleans up some output to be more obvious in a piglit test I'm looking at.
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
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When mapping the buffer a second time, we need to use the new pointer,
not the one from the previous mapping. Otherwise, we will most likely
crash.
Apparently, we've just been getting lucky and getting the same
bo->virtual pointer in both cases. libdrm probably has a hand in that.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: [email protected]
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This was being generated frequently by matrix multiplies of 2 and
3-channel vertex attributes (which have the 0 or 1 loaded in the shader).
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This will be used more in the next commits.
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Copy propagating these might result in reading the r4 after some other
instruction has written r4. Just prevent all copy propagation of this for
now.
Fixes bad rendering with upcoming indirect register access support, where
the copy propagation was consistently happening across another read.
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Merging VS and CS into the same struct wasn't winning us anything except
for not allocating a separate BO (but if we want to pack programs into
BOs, we should pack not just those 2 programs together). What it was
getting us was a bunch of code duplication about hash table lookups and
propagating vc4_compile contents into a vc4_compiled_shader.
I was about to make the situation worse with indirect uniform buffer
access.
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I wanted to make another set of texture uploads for handling reladdr
constants, and duplicating all the bitshifting looked like a terrible
idea. In the process, this fixes a swap of the s/t texture wrap modes.
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Under the simulator, reading registers before writing them triggers an
assertion failure. c->undef gets treated as r0, which will usually be
written, but not if it's used in the first instruction. We should
definitely not be aborting in this case, and return some sort of undefined
value instead.
Fixes glsl-user-varying-ff.
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The border color is only needed when using the GL_CLAMP_TO_BORDER or
(deprecated) GL_CLAMP wrap modes; all others ignore it, including the
common GL_CLAMP_TO_EDGE and GL_REPEAT wrap modes.
In those cases, we can skip uploading it entirely, saving a bit of space
in the batchbuffer. Instead, we just point it at the start of the
batch (offset 0); we have to program something, and that address is safe
to read.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Write-back caching cannot be used for buffers being scanned out by the
display engine; surfaces used for scan-out must be write-through or
uncached. I originally chose WT for render targets because it works in
all cases. However, we really want to use write-back caching where
possible, as it is more efficient.
Most renderbuffers are not used for scanout - off-screen FBOs certainly
are fine, and non-pageflipped backbuffers should be fine as well. So
in most cases WB will work. However, we don't know what will be used
for scan-out, so we instead simply use the PTE value specified by the
kernel, as it knows these things.
This matches our MOCS choice on Haswell.
Fixes performance regressions since commit ee4484be3dc827cf15bcf109f5
in a microbenchmark (spotted by Eero Tamminen). Improves performance
in GLBenchmark 2.7/EgyptHD by 7.44362% +/- 0.496939% (n=55) on a
Broadwell GT2. Improves performance in a bunch of other microbenchmarks
by ~15% or so.
Signed-off-by: Kenneth Graunke <[email protected]>
Reported-by: Eero Tamminen <[email protected]>
Reviewed-by: Daniel Vetter <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Cc: [email protected]
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Like BDW_MOCS_WB and BDW_MOCS_WT, this specifies that we want to use all
three caches (L3, LLC, and eLLC where available), but leaves the LLC
caching mode up to the kernel's page table entry.
This allows the kernel to pick WB/WT/UC based on whether it's using a
buffer for scanout.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Daniel Vetter <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Cc: [email protected]
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These days, most driver debug output happens via stderr, not stdout.
Some applications (such as Xephyr) also appear to close stdout which
makes these messages go nowhere.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Putting those in VRAM can cause long pauses due to buffers being moved
into / out of VRAM.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=84662
Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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This is a common production of st_glsl_to_tgsi, because CMP takes a float
argument.
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This is a common production of st_glsl_to_tgsi, which uses negate flags on
source arguments to handle subtraction.
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The non-base NPOT levels are stored as POT-aligned images. We get that
POT alignment by minifying the POT-aligned base level.
This means that level strides are also POT aligned, so we have to tell the
rendering mode config that our resource is larger than the actual
requested area.
Fixes the fbo-generatemipmap-formats NPOT cases. Regresses
depthstencil-render-miplevels 273 * -- the texture presentation now works
(where it was completely broken before), it looks like there's some
overflow of image bounds happening at the lower miplevels.
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Now this whole setup matches the kernel's file layout much more closely.
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This brings us the -128/128 clamping on the w component.
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Thanks to robclark for pointing out that I was probably failing to do this
when I reported a "bug" in his lowering code.
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It was broken by 343b014b57ecc5431477e090100e6a26edbda540.
Signed-off-by: Chia-I Wu <[email protected]>
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It's fairly easy, thanks to Rob Clark's lowering code. Fixes
two-sided-lighting and 4 vertex-program-two-side testcases, while
regressing 8 testcases that involve enabling two-sided color while only
initializing one of the two colors in the VS. If you're enabling two
sided color, it's of course expected that you really do set up both
colors, so this is still an improvement (and when we set up a linker for
TGSI, we'll hopefully fix those 8 fails).
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Acked-by: Rob Clark <[email protected]>
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Acked-by: Rob Clark <[email protected]>
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Lots of drivers need to transform the weird instructions in TGSI into
reasonable scalar ops, and this code can make those translations
canonical.
Acked-by: Rob Clark <[email protected]>
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The simulator assertion fails if you have a write to a reg and then a read
(for example, in the NOP side of an instruction), even if the read isn't
used for anything. By setting unused raddrs to NOP, we avoid the problem
(since only the phsyical registers are tracked).
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I'm going to be doing the same logic for some more fields next.
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v2: Do not demote items that are already in the pool
Signed-off-by: Niels Ole Salscheider <[email protected]>
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Original patch by Petri Latvala <[email protected]>:
Add an optimization pass that drops min/max expression operands that
can be proven to not contribute to the final result. The algorithm is
similar to alpha-beta pruning on a minmax search, from the field of
AI.
This optimization pass can optimize min/max expressions where operands
are min/max expressions. Such code can appear in shaders by itself, or
as the result of clamp() or AMD_shader_trinary_minmax functions.
This optimization pass improves the generated code for piglit's
AMD_shader_trinary_minmax tests as follows:
total instructions in shared programs: 75 -> 67 (-10.67%)
instructions in affected programs: 60 -> 52 (-13.33%)
GAINED: 0
LOST: 0
All tests (max3, min3, mid3) improved.
A full shader-db run:
total instructions in shared programs: 4293603 -> 4293575 (-0.00%)
instructions in affected programs: 1188 -> 1160 (-2.36%)
GAINED: 0
LOST: 0
Improvements happen in Guacamelee and Serious Sam 3. One shader from
Dungeon Defenders is hurt by shader-db metrics (26 -> 28), because of
dropping of a (constant float (0.00000)) operand, which was
compiled to a saturate modifier.
Version 2 by Iago Toral Quiroga <[email protected]>:
Changes from review feedback:
- Squashed various cosmetic changes sent by Matt Turner.
- Make less_all_components return an enum rather than setting a class member.
(Suggested by Mat Turner). Also, renamed it to compare_components.
- Make less_all_components, smaller_constant and larger_constant static.
(Suggested by Mat Turner)
- Change mixmax_range to call its limits "low" and "high" instead of
"range[0]" and "range[1]". (Suggested by Connor Abbot).
- Use ir_builder swizzle helpers in swizzle_if_required(). (Suggested by
Connor Abbot).
- Make the logic more clearer by rearrenging the code and commenting.
(Suggested by Connor Abbot).
- Added comment to explain why we need to recurse twice. (Suggested by
Connor Abbot).
- If we cannot prune an expression, do not return early. Instead, attempt
to prune its children. (Suggested by Connor Abbot).
Other changes:
- Instead of having a global "valid" visitor member, let the various functions
that can determine this status return a boolean and check for its value
to decide what to do in each case. This is more flexible and allows to
recurse into children of parents that could not be prunned due to invalid
ranges (so related to the last bullet in the review feedback).
- Make sure we always check if a range is valid before working with it. Since
any use of get_range, combine_range or range_intersection can invalidate
a range we should check for this situation every time we use any of these
functions.
Version 3 by Iago Toral Quiroga <[email protected]>:
Changes from review feedback:
- Now we can make get_range, combine_range and range_intersection static too
(suggested by Connor Abbot).
- Do not return NULL when looking for the larger or greater constant into
mixed vector constants. Instead, produce a new constant by doing a
component-wise minmax. With this we can also remove of the validations when
we call into these functions (suggested by Connor Abbot).
- Add a comment explaining the meaning of the baserange argument in
prune_expression (suggested by Connor Abbot).
Other changes:
- Eliminate minmax expressions operating on constant vectors with mixed values
by resolving them.
No piglit regressions observed with Version 3.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76861
Reviewed-by: Connor Abbott <[email protected]>
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Patch fixes following test case from 'shaders-with-varyings' WebGL
conformance suite: "vertex shader with unused varying and fragment
shader with used varying must succeed"
v2: emit still a warning if the condition happens (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Instead of crashing.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=79155#c5
Reviewed-by: Marek Olšák <[email protected]>
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When a shader needs N surfaces, we should upload N surfaces and not depend on
how many are bound. This commit is larger than it should be because we did
not export how many surfaces a surface uses before.
Signed-off-by: Chia-I Wu <[email protected]>
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When a shader needs N samplers, we should upload N samplers and not depend on
how many are bound.
Signed-off-by: Chia-I Wu <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
v2: fix svga too
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It only needs the constant buffer with clip planes and read-write resources
for the GS->VS ring and streamout. That's 2 pointers.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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I hope this is correct.
Reviewed-by: Michel Dänzer <[email protected]>
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We only support 16 vertex attribs, not 32.
Reviewed-by: Michel Dänzer <[email protected]>
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This is a wrong place to flush caches to say the least.
I don't think we need to flush the instruction caches if we don't patch
shaders with DMA.
Reviewed-by: Michel Dänzer <[email protected]>
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st/mesa has the same flag in its shader key, we don't need to do it
in the driver anymore.
Instead, use TGSI_INTERPOLATE_LOC_SAMPLE, which is what st/mesa sets.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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The first compiled shader is sometimes useless, because the key doesn't match
the key for the draw call where it's used.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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