| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Rob Clark <[email protected]>
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Extract out values for the handful of unknown registers which have
different values across different a6xx models, to simplify adding
support for new a6xx's.
Signed-off-by: Rob Clark <[email protected]>
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These registers don't exist, just remnants of initial port from a5xx.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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When we don't have streamout enabled, we have to read this register to
get the number of primitives emitted.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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This implements the load_vs_primitive_stride_ir3,
load_vs_vertex_stride_ir3 and load_primitive_location_ir3 intrinsics,
used for getting the primitive layout strides and locations.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Since the presence of GS changes how the VS operates we need to track
that in the shader key.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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We know what these do an either write them in the program stateobj or
don't need to write them.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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Consolidate a few more generic shaders setup regs in fd6_emit_shader.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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This add generic stage state setup for HS/DS/GS to the program state
object.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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We're using vs and fs now, and adding hs, ds and gs soon. It's
confusing enough that we have both DS/TCS and HS/TES. At least for VS
and FS there doesn't have to be multiple names.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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We'll be sharing this logic for new shader stages soon.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Use VPC_SO_OVERRIDE to control whether we do streamout in binning or
draw pass. Normally we want to do streamout in binning pass, except
when there is a single tile and binning passed is skipped.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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We could bit doing streamout from binning pass. In this case we want to
use the full VS which doesn't have (potentially streamed out) varyings
stripped out.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Compute the number of writes up front.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Also, swap vs and fs constructor or so fs comes first.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When using xfb and rasterizing, the fragment shader may have fewer
inputs than the vertex shader outputs. We can't rely on gl_Position to
be placed at fs->total_in, but have to instead remember where we add
it in the link map and use that location.
Fixes 100+ tesselation dEQPs under
dEQP-GLES31.functional.tessellation.primitive_discard.*
dEQP-GLES31.functional.tessellation.user_defined_io.*
Reviewed-by: Eric Anholt <[email protected]>
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The AnTuTu "garden" benchmark overflows the fixed size constbuffer
stateobject, so lets be more clever and calculate (a potentially
slightly pessimistic) actual size.
Signed-off-by: Rob Clark <[email protected]>
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Fixes dEQP-GLES3.functional.texture.specification.texstorage3d.size.3d_2x2x2_2_levels
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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If the lowest (largest) mipmap level is too small to tile, then don't
bother pretending.
Note that this requires initializing pipe->screen before
fd_resource_level_linear() is called.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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The driver can't determine PIPE_QUERY_PRIMITIVES_GENERATED or
PIPE_QUERY_PRIMITIVES_EMITTED once we support geometry or
tessellation, since these stages add primitives at runtime. Use the
WRITE_PRIMITIVE_COUNTS event to write back the primitive counts and
implement a hw query for this.
Reviewed-by: Rob Clark <[email protected]>
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The GPU writes out streamout offsets as it goes to the FLUSH_BASE
pointer. We use that value with CP_MEM_TO_REG when appending to the
stream so that we don't have to track the offsets with the CPU in the
driver. This ensures that streamout continues to work once we enable
geometry and tessellation shader stages that add geometry.
Reviewed-by: Rob Clark <[email protected]>
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This looks like clear copy-and-pasteos, and fixes:
dEQP-GLES2.functional.draw.random.40
(on A307 and A630, both tested in the new CI farm)
Reviewed-by: Rob Clark <[email protected]>
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We were clamping the LOD to force non-mipmap filtering, but that means
that the HW doesn't get to select between the min and mag filters.
Setting MIPFILTER_LINEAR_FAR appears to force non-mipmap filtering.
Fixes all failures in dEQP-GLES2.functional.texture.filtering.2d.*
Reviewed-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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If driver-params are required, we really should emit it on every draw
for correctness. And if not required, we should emit a DISABLE so that
un-applied state updates from previous draws don't corrupt the const
state.
Signed-off-by: Rob Clark <[email protected]>
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Worth ~+20% on gl_driver2
Signed-off-by: Rob Clark <[email protected]>
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Which takes ownership of the stateobj. Useful for streaming state-
objs, to avoid an extra ref/unref
Worth ~5% at gl_driver2
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Should be no functional change. Next step is to re-arrange various
const state into different stateobjs.
Signed-off-by: Rob Clark <[email protected]>
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framebuffer_barrier() still depends on the ctx, but the rest can move to
screen.
Signed-off-by: Rob Clark <[email protected]>
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These don't need to be in context, and we'll need them in screen in a
later patch. Plus it's a good cleanup.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Various things we were missing for multiple blits in a single batch.
Signed-off-by: Rob Clark <[email protected]>
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If no clear, and no geometry according to VSC_STATE[pipe] we can skip
the tile entirely. If there is a fast-clear, we can't skip restore
(clear) or resolve IBs, but we can still skip draw IB.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Check VSC_SIZE/VSC_SIZE2 regs from cmdstream to detect overflow, and
skip use of VSC visibility stream when overflow is detected, to avoid
GPU hangs. This is done w/ introduction of some CP_REG_TEST/
CP_COND_REG_EXEC packet pairs.
In addition, eventually (after a frame or two) detect the condition and
resize the VSC buffers until overflow no longer happens.
Note that this significantly reduces the initial size of the VSC
buffers, backing out a previous hack to make them 16x larger than
what should be typically required (the previous "solution" for
VSC overflow).
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Seems this isn't needed anymore on a6xx to control whether visibility
stream is used. And it would be hard to deal with if it was, for
disabling use of VSC stream in draw pass. So just remove it and
simplify things.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Rename to "control_mem", and switch to using a struct to manage the
layout, rather than just ad-hoc hard-coded offsets.
For recovering from VSC stream overflow, we'll need to add more, but
best to clean it up first.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The pscreen param was just there to satisfy pipe_screen::fence_reference
But some of the internal uses passed NULL for screen. Which is a bit
ugly. Instead drop the param and add a shim function to plug into the
screen.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Seems like RB_BLIT_SCISSOR needs to be aligned to (minimum?) tile size.
Fixes intermittent GPU hangs triggered by some of the three.js samples
on https://threejs.org/
Signed-off-by: Rob Clark <[email protected]>
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This is a relatively minimal change to adjust all the gallium interfaces
to use bool instead of boolean. I tried to avoid making unrelated
changes inside of drivers to flip boolean -> bool to reduce the risk of
regressions (the compiler will much more easily allow "dirty" values
inside a char-based boolean than a C99 _Bool).
This has been build-tested on amd64 with:
Gallium drivers: nouveau r300 r600 radeonsi freedreno swrast etnaviv v3d
vc4 i915 svga virgl swr panfrost iris lima kmsro
Gallium st: mesa xa xvmc xvmc vdpau va
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Acked-by: Alyssa Rosenzweig <[email protected]>
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Rob Clark thinks this was likely a workaround for our const buffer
update bugs, and now that it's passing tests, we should be able to
drop it.
renderdoc-traces results:
traces/android/clashofclans.rdc: +6.1% +/- 1.1%
traces/android/candycrush.rdc: +5.2% +/- 1.6%
Reviewed-by: Rob Clark <[email protected]>
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