| Commit message (Collapse) | Author | Age | Files | Lines |
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Android build system will try to compile vk_format_table.c
as a shipped source, but at compile time it will be missing,
we move it to generated source, where it belongs
Fixes: f4e499ec791 ("radv: add initial non-conformant radv vulkan driver")
Signed-off-by: Mauro Rossi <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Robert Foss <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This uses the common compiler passes abstraction to help radv
avoid fixed cost compiler overheads. This uses a linked list per
thread stored in thread local storage, with an entry in the list
for each target machine.
This should remove all the fixed overheads setup costs of creating
the pass manager each time.
This takes a demo app time to compile the radv meta shaders on nocache
and exit from 1.7s to 1s. It also has been reported to take the startup
time of uncached shaders on RoTR from 12m24s to 11m35s (Alex)
v2: fix llvm6 build, inline emit function, handle multiple targets
in one thread
v3: rebase and port onto new structure
v4: rename some vars (Bas)
v5: drag all code into radv for now, we can refactor it out later
for radeonsi if we make it shareable
v6: use a bit more C++ in the wrapper
v7: logic bugs fixed so it actually runs again.
v8: rebase on top of radeonsi changes.
v9: drop some C++ headers, cleanup list entry
v10: use pop_back (didn't have enough caffeine)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This adds support for the KHR_display extension to the radv Vulkan
driver. The driver now attempts to open the master DRM node when the
KHR_display extension is requested so that the common winsys code can
perform the necessary operations.
v2:
* Simplify addition of VK_USE_PLATFORM_DISPLAY_KHR to
vulkan_wsi_args
Suggested-by: Eric Engestrom <[email protected]>
v3:
Adapt to new wsi_device_init API (added display_fd)
v4:
Adopt Jason Ekstrand's coding conventions
Declare variables at first use, eliminate extra whitespace
between types and names. Wrap lines to 80 columns.
Suggested-by: Jason Ekstrand <[email protected]>
v5:
Add vkCreateDisplayModeKHR. This doesn't actually create
new modes, it only looks to see if the requested parameters
matches an existing mode and returns that.
Suggested-by: Jason Ekstrand <[email protected]>
Signed-off-by: Keith Packard <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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This is RADV specific code.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Now the "ac/nir" prefix will really be the shared code between
RadeonSI and RADV, that might avoid confusions in the future.
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
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Passes
dEQP-VK.api.smoke.*
dEQP-VK.wsi.android.*
with android-cts-7.1_r12 .
Unlike the initial anv implementation this does
use syncobjs instead of waiting on the CPU.
This is missing meson build coverage for now.
One possible todo is that linux 4.15 now has a
sycall that allows us to export amdgpu fence to
a sync_file, which allows us not to force all
fences and semaphores to use syncobjs. However,
I had trouble with my kernel crashing regularly
with NULL pointers, and I'm not sure how beneficial
it is in the first place given that intel uses
syncobjs for all fences if available.
Reviewed-by: Dave Airlie <[email protected]>
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This ports radv to using the anv entrypoint/extension generator
code.
No differences on enabled extensions list in vulkaninfo.
Acked-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Otherwise it will be missing from the tarball, leadin to build failure.
Fixes: d4d777317b9 ("radv: move shaders related code to radv_shader.c")
Signed-off-by: Emil Velikov <[email protected]>
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Reduce size of radv_pipeline.c and improve code isolation. More
code can probably moved but it's a start.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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At the moment, debugging radv is not really easy because the
driver doesn't report enough information when it hangs. This
new file will be the main location for all debug tools.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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In order to resolve into DCC enabled dests we need to use
the fragment shader. This reuses the code from the compute
path and implements a resolve path in vertex/fragment shader.
This code isn't used until later.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Not needed anymore.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This drops all the radv WSI code in favour of using
the new shared code that was ported from anv
This regresses Talos for now, Jason has pointed out
the bug is in Talos and we should wait for them to fix it.
Reviewed-by: Jason Ekstrand <[email protected]>
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Otherwise they'll be missing from the tarball and the build will fail.
Signed-off-by: Emil Velikov <[email protected]>
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This squashes all the radv development up until now into
one for merging.
History can be found:
https://github.com/airlied/mesa/tree/semi-interesting
This requires llvm 3.9 and is in no way considered
a conformant vulkan implementation. It can run a number
of vulkan applications, and supports all GPUs using
the amdgpu kernel driver.
Thanks to Intel for providing anv and spirv->nir,
and Emil Velikov for reviewing build integration.
Parts of this are:
Reviewed-by: Nicolai Hähnle <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
Authors: Bas Nieuwenhuizen and Dave Airlie
Signed-off-by: Dave Airlie <[email protected]>
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