| Commit message (Collapse) | Author | Age | Files | Lines |
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This fixes arb_color_buffer_float-render GL_RGBA16F.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
(cherry picked from commit 3de9fa8ff47bd6b186f9d57511cb9fe08618f62f)
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Split out a few helpers from fd3_program so we don't have to duplicate
for fd4_program.
Signed-off-by: Rob Clark <[email protected]>
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Gets rid of a namespace conflict w/ a4xx which wants an fd4_draw()
version of fd_draw()..
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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This reverts commit 94bb33617d1e8978dc52b8aaa4eb41bfb6703f79.
Which somehow broke gnome-shell.. and needs more investigation. For
now, revert..
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Also fix z16 restore format which was completely wrong.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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The optimization of avoiding restore (mem2gmem) if there was a clear
falls down a bit if you don't have a fullscreen scissor. We need to
make the decision logic a bit more clever to keep track of *what* was
cleared, so that we can (a) completely skip mem2gmem if entire buffer
was cleared, or (b) skip mem2gmem on a per-tile basis for tiles that
were completely cleared.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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If app only updates (for example) vertex uniforms, it would be nice to
only re-emit those and not also frag uniforms. Means we need to mark
the first frag shader const buffer dirty after a clear.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Because we reuse various bits of emit code (for state/vertex/prog/etc)
for both regular draws and internal draws (gmem<->mem, clear, etc), the
number of parameters getting passed around has been growing. Refactor
to group these into fd3_emit. This simplifies fxn signatures, avoids
passing around shader key on the stack, etc. It also gives us a nice
place to cache shader-variant lookup to avoid looking up shader variants
multiple times per draw (without having to *also* pass them around as
fxn args everywhere).
Signed-off-by: Rob Clark <[email protected]>
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Get rid of fd3_vertex_buf and use fd_vertex_state directly for all
draws. Removes a tiny bit of CPU overhead for munging around the vertex
state every time it is emitted, but more importantly it cleans things up
for later optimizations, so the emit paths don't have to special case
internal draws (gmem<->mem, clears, etc) with regular draws.
Instead of constructing fd3_vertex_buf array each time for internal
draws, and context init time pre-create solid_vbuf_state and
blit_vbuf_state.
Signed-off-by: Rob Clark <[email protected]>
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Now that the freedreno_lowering code is moved to tgsi_lowering, remove
our private copy and switch over to using the common version.
Signed-off-by: Rob Clark <[email protected]>
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Fixes a few issues, including a potential empty-IB (which triggers gpu
hangs in piglit occlusion_query_meta_no_fragments)
Signed-off-by: Rob Clark <[email protected]>
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Possibly we should map the front color to black (zeroes). But not sure
there is a way to do that without generating a shader variant.
Signed-off-by: Rob Clark <[email protected]>
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Makes the command stream a bit tighter when there are lots of
immediates.
Signed-off-by: Rob Clark <[email protected]>
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Above a certain limit use CACHE mode instead of BUFFER mode. This
should solve gpu hangs with large shader programs.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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We need to keep track if a state change other than frag/vert shader
state will trigger us to need a different shader variant, and if
necessary mark the appropriate shader state as dirty. Otherwise we will
forget to re-emit the shader state.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Keep the existing function as a common helper. But this lets us move an
a2xx specific hack out of common code. And the PIPE_TEX_WRAP_CLAMP
emulation will require an a3xx specific hack. So rather than piling on
hacks, split this out.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Among other things, fixes a bug for fixed point registers/bitfields.
Signed-off-by: Rob Clark <[email protected]>
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Still some open questions.. and at any rate, no additional piglit passes
due to various wrap modes that we need to emulate in at least some
cases :-(
But it does fix some mystery page-faults.. So add some comments in the
code where there are things that we need to emulate or do more r/e, and
push as-is.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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We need the .w component to end up in .x, since the hw appears to fetch
gl_FragColor starting with the .x coordinate regardless of MRT format.
As long as we are doing this, we might as well throw out the remaining
unneeded components.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Since software primitive-restart emulation is going to be removed (and
anyways, mostly seemed to be crash prone in combination with
u_primconvert and oddball scenarios (like PIPE_PRIM_POLYGON with only a
single vertex), might as well do it in hardware (which fortunately
didn't turn out to be too hard to figure out).
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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We can't rely on the value from the assembler if relative addressing is
used. So instead use the max of declared-consts (which does not include
compiler immediates) and what we get from the assembler (which does).
Signed-off-by: Rob Clark <[email protected]>
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Fixes some assumptions about first_level being zero.
Signed-off-by: Rob Clark <[email protected]>
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Move the bits we want to share between generations from fd3_program to
ir3_shader. So overall structure is:
fdN_shader_stateobj -> ir3_shader -> ir3_shader_variant -> ir3
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\- ir3_shader_variant -> ir3
So the ir3_shader becomes the topmost generation neutral object, which
manages the set of variants each of which generates, compiles, and
assembles it's own ir.
There is a bit of additional renaming to s/fd3_compiler/ir3_compiler/,
etc.
Keep the split between the gallium level stateobj and the shader helper
object because it might be a good idea to pre-compute some generation
specific register values (ie. anything that is independent of linking).
Signed-off-by: Rob Clark <[email protected]>
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First step of reoganization split out compiler (so it can be shared
between a3xx and a4xx). Rename ir3_shader -> ir3 (since we'll want
the name ir3_shader for a higher level object).
Signed-off-by: Rob Clark <[email protected]>
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The scheduler also needs to be aware of predicate register (p0) in
addition to address register (a0).
Signed-off-by: Rob Clark <[email protected]>
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Remove some obsolete comments, rename deref->addr.
Signed-off-by: Rob Clark <[email protected]>
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It seems like for the most part, different behaviors, workarounds, etc,
should be conditional on GPU patch revision (ie. a320.0 vs a320.2)
rather than GPU id (a320 vs a330).
Signed-off-by: Rob Clark <[email protected]>
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The fixed size heap is a remnant of the fdre-a3xx assembler. Yet it is
convenient for being able to free the entire data structure in one shot
without worrying about leaking nodes.
Change it to dynamically grow the heap size (adding chunks) as needed so
we don't have an artificial upper limit on shader size (other than hw
limits) and don't always have to allocate worst-case size.
Signed-off-by: Rob Clark <[email protected]>
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Don't assert (debug builds) or assign random uninitialized value for
predicate register (p0).. that screws up kill, etc.
Signed-off-by: Rob Clark <[email protected]>
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Actually what we currently handle is just the SCALED versions, and not
the int versions. The difference probably matters more when we actually
support integer in the compiler.
Signed-off-by: Rob Clark <[email protected]>
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