| Commit message (Collapse) | Author | Age | Files | Lines |
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This is in no way optimal, but there seems to be some problems
mixing at the moment, lots of hangs, it is possible, just need
to figure out more magic.
Signed-off-by: Dave Airlie <[email protected]>
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This adds the atoms and gallium api implementations,
along with support for compress/decompress paths for
shader images.
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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so that we can use TXF.
The cubemap blit pixel shader code size: 148 -> 92 bytes
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This is a direct port of Marek Olšáks patch
"radeonsi: increase performance for DRI PRIME
offloading if 2nd GPU is CIK or VI" to r600.
It uses SDMA for the detiling blit from renderoffload VRAM
to GTT, as SDMA is much faster for tiled->linear blits from
VRAM to GTT.
Testing on a dual Radeon HD-5770 setup reduced the time
for the render offload gpu to get its rendering into
system RAM from approximately 16 msecs for simple rendering
at 1920x1080 pixel 32 bpp to 5 msecs, a > 3x speedup!
This was measured using ftrace to trace the time the radeon kms
driver waited on the dmabuf fence of the renderoffload gpu to
complete.
All in all this brought the time for a flip down from 20 msecs
to 9 msecs, so the prime setup can display at full 60 fps instead
of barely 30 fps vsync'ed.
The current r600 implementation supports SDMA on Evergreen and
later, but not R600/R700 due to some bugs apparently present
in their SDMA implementation.
Signed-off-by: Mario Kleiner <[email protected]>
Cc: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is a left-over of when I considered generalizing the separate stencil
support. I do prefer the new name since it emphasizes what flushing vs.
non-flushing means from a functional point-of-view, namely special handling
of the texture format.
v2: adjust r600_init_color_surface as well
Reviewed-by: Marek Olšák <[email protected]>
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v2: adjust r600_init_color_surface as well
Reviewed-by: Marek Olšák <[email protected]>
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This improves MSAA resolve performance.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Tested-by: Grazvydas Ignotas <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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v3: use PFP_SYNC_ME on EG-CM only when supported by the kernel,
otherwise use MEM_WRITE + WAIT_REG_MEM to emulate that
Reviewed-by: Alex Deucher <[email protected]>
Tested-by: Grazvydas Ignotas <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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The GL spec has been clarified and the new rule says we should just
copy 1 sample. u_blitter does the right thing.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This allows resolving RGBA into RGBX.
This should improve HL2 Lost Coast performance.
Reviewed-by: Alex Deucher <[email protected]>
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Changes:
- don't flush DB for fast color clears
- don't flush any caches for initial clears
- remove the flag from si_copy_buffer, always assume shader coherency
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Oded Gabbay <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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It's the same as radeonsi. This adds guard band support to r600g.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Only CMASK and DCC clears can use this, because only textures can be so
large.
Reviewed-by: Nicolai Hähnle <[email protected]>
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r600_set_active_query_state does it better.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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"radeon_winsys_cs_handle *cs_buf" is now equivalent to "pb_buffer *buf".
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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See: `commit e82c527f1fc2f8ddc64954ecd06b0de3cea92e93`
which is where a block in src maps to a pixel in dst and vice versa.
e.g. DXT1 <-> R32G32_UINT
DXT5 <-> R32G32B32A32_UINT
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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These are unnecessary and are likely just left overs from prior
work.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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just disable it by not setting the predication bit
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Discovered by luck. This code path hasn't been exercised since transform
feedback was implemented.
Reviewed-by: Nicolai Hähnle <[email protected]>
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instead of always doing both.
Usually, only depth is needed, so stencil decompression is useless.
Reviewed-by: Michel Dänzer <[email protected]>
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Similarly to scissor states, we can use single atom to track all viewport
states. This will allow to simplify dirty atom handling later.
Signed-off-by: Marek Olšák <[email protected]>
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As suggested by Marek Olšák, we can use single atom to track all scissor
states. This will allow to simplify dirty atom handling later.
Signed-off-by: Marek Olšák <[email protected]>
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The main idea is to avoid setting CB_COLORi_INFO = 0 for i>0 repeatedly
when those colorbuffers aren't used. This is mainly for glamor.
Same for DB. Z_INFO and STENCIL_INFO need to be cleared only once.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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This is analogous to r300_mark_atom_dirty() used by r300, and will
be used by later patches. For common radeon code, appropriate helper
is called through a function pointer.
No functional changes.
Signed-off-by: Marek Olšák <[email protected]>
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Fixed by the CB_SHADER_MASK fix.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=73528
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82186
Cc: 10.4 10.5 10.6 <[email protected]>
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That's either framebuffer caches or caches for shader resources.
The motivation is that framebuffer caches need to be flushed very rarely
here.
Reviewed-by: Michel Dänzer <[email protected]>
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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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Cc: [email protected]
Acked-by: Michel Dänzer <[email protected]>
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I have a piglit test that hits this.
Acked-by: Michel Dänzer <[email protected]>
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Rectangles are easier than triangles for the rasterizer.
Reviewed-by: Michel Dänzer <[email protected]>
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This fixes 3D texture support in all these cases, because array_size is 1
with 3D textures and depth0 actually contains the "array size".
util_max_layer is universal and returns the last layer index for any texture
target.
A lot of the cases below can't actually be hit with 3D textures, but let's
be consistent.
This fixes a failure in:
piglit layered-rendering/clear-color-all-types 3d single_level
for r600g and radeonsi, which was caused by an incorrect CMASK size
calculation.
Cc: [email protected]
Reviewed-by: Michel Dänzer <[email protected]>
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We need this for radeonsi, and it might be useful for other drivers,
too.
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It doesn't work and our docs say so too.
Cc: [email protected]
Reviewed-by: Michel Dänzer <[email protected]>
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This fixes broken rendering in DOTA 2.
Cc: 10.0 10.1 [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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