| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Reviewed-by: Marek Olšák <[email protected]>
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v2: keep using r600_texture_reference
Reviewed-by: Marek Olšák <[email protected]>
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It is the same for all levels.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Height should be aligned with 2 macroblocks, thus making safer
for tiled mode
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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v2: - squashed the patches
- use INT_MAX
- clamp max_const_buffer_size
- check the DRM version in radeon
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Vedran Miletić <[email protected]>
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Getting LLVM IRs of hanging shaders have never been easier.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This will be needed after some LLVM changes that haven't landed yet.
v2: - use LLVMIsConstant to fix an LLVM assertion failure.
LLVMSetMetadata doesn't work with constants.
- don't set float metadata as string
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Signed-off-by: sonjiang <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: sonjiang <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: sonjiang <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[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: Nicolai Hähnle <[email protected]>
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DRI3:
- Only slows clears can enable it for the first frame.
- A good PS/draw ratio can enable it for other frames.
DRI2:
- Only slows clears can enable it for a frame.
- Page-flipped color buffers are unref'd at the end of each frame,
so it can't be enabled in any other way.
- Relying on slow clears is sufficient for our synthetic benchmarks.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Vedran Miletić <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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DCC for displayable surfaces is allocated in a separate buffer and is
enabled or disabled based on PS invocations from 2 frames ago (to let
queries go idle) and the number of slow clears from the current frame.
At least an equivalent of 5 fullscreen draws or slow clears must be done
to enable DCC. (PS invocations / (width * height) + num_slow_clears >= 5)
Pipeline statistic queries are always active if a color buffer that can
have separate DCC is bound, even if separate DCC is disabled. That means
the window color buffer is always monitored and DCC is enabled only when
the situation is right.
The tracking of per-texture queries in r600_common_context is quite ugly,
but I don't see a better way.
The first fast clear always enables DCC. DCC decompression can disable it.
A later fast clear can enable it again. Enable/disable typically happens
only once per frame.
The impact is expected to be negligible because games usually don't have
a high level of overdraw. DCC usually activates when too much blending
is happening (smoke rendering) or when testing glClear performance and
CMASK isn't supported (Stoney).
v2: rename stuff, add assertions
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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for a later use
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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AA lines are not completely correct (see TODO), but everything else
should be.
+ 3 linestipple piglits
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Vedran Miletić <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Vedran Miletić <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Vedran Miletić <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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pa_su_poly_offset_db_fmt_cntl usages were removed in
previous patches.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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radeonsi will set more fields
Reviewed-by: Nicolai Hähnle <[email protected]>
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It will be removed from the firmware for the Polaris.
Cc: 12.0 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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We don't need the clamped version and we don't have to use any intrinsic.
Stats on Tonga:
15382 shaders in 9128 tests
Totals:
SGPRS: 1230560 -> 1230560 (0.00 %)
VGPRS: 469577 -> 462504 (-1.51 %)
Code Size: 22089908 -> 21730052 (-1.63 %) bytes
LDS: 598 -> 598 (0.00 %) blocks
Scratch: 283648 -> 281600 (-0.72 %) bytes per wave
Max Waves: 125664 -> 126969 (1.04 %)
Wait states: 0 -> 0 (0.00 %)
Totals from affected shaders:
SGPRS: 547280 -> 547280 (0.00 %)
VGPRS: 269132 -> 262059 (-2.63 %)
Code Size: 15709604 -> 15349748 (-2.29 %) bytes
LDS: 198 -> 198 (0.00 %) blocks
Scratch: 74752 -> 72704 (-2.74 %) bytes per wave
Max Waves: 47840 -> 49145 (2.73 %)
Wait states: 0 -> 0 (0.00 %)
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Michel Dänzer <[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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also print the average count per frame
Reviewed-by: Nicolai Hähnle <[email protected]>
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We could also do MSAA resolve in a compute shader like Vulkan and remove
these workarounds.
v2: comment the magic numbers
Reviewed-by: Nicolai Hähnle <[email protected]>
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for easier access
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fix warnings like these due to HAVE_LIBDRM being inconsistently defined:
external/libdrm/include/drm/drm.h:839:30: warning: redefinition of typedef 'drm_clip_rect_t' is a C11 feature [-Wtypedef-redefinition]
typedef struct drm_clip_rect drm_clip_rect_t;
HAVE_LIBDRM needs to be set project wide to fix this. This change also
harmlessly links libdrm with everything, but simplifies the makefiles a
bit.
Signed-off-by: Rob Herring <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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This converts to testing for 64-bit types and renames some things
in anticipation of 64-bit integer support.
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This was for some old unsupported LLVM version.
Only si_create_context creates the target machine now.
r600g doesn't use this function.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Allocating it has no effect, but it adds overhead (useless DCC clear).
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Also add dcc_fast_clear_size for clearing only the necessary subset
of DCC. For no AA, it's equal to the size of the whole DCC level.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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