| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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It's the same behavior that we use for later LLVM.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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the parameter will be used later
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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the parameter will be used later
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This will allow us to send shader debug info via the context's debug callback.
Reviewed-by: Edward O'Callaghan <[email protected]> (v1)
Reviewed-by: Marek Olšák <[email protected]>
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The output via stderr is very helpful for ad-hoc debugging tasks, so that remains
unchanged, but having the information available via debug messages as well
will allow the use of parallel shader-db runs.
Shader stats are always provided (if the context is a debug context, that is),
but you still have to enable the appropriate R600_DEBUG flags to get
disassembly (since it is rather spammy and is only generated by LLVM when we
explicitly ask for it).
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This will allow us to send shader debug info.
Reviewed-by: Edward O'Callaghan <[email protected]> (v1)
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The fixed alignment of u_upload_mgr will go away.
This is the first step.
The motivation is that one u_upload_mgr can have multiple users,
each allocating from the same buffer, but requiring a different alignment.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This allows the state tracker to know that the various draw parameters
are available in vertex shaders.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This option allows replacing a single shader by a pre-compiled ELF object
as generated by LLVM's llc, for example. This can be useful for debugging a
deterministically occuring error in shaders (and has in fact helped find
the causes of https://bugs.freedesktop.org/show_bug.cgi?id=93264).
v2: drop the debug flag, use DEBUG_GET_ONCE_OPTION instead
Reviewed-by: Marek Olšák <[email protected]>
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This changes the count slightly (because of si_generate_gs_copy_shader), but
this is only relevant for the driver-specific num-compilations query. It sets
the stage for the next commit.
Reviewed-by: Marek Olšák <[email protected]>
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If oViewport is written, vertex reuse need to be turned off.
If oViewport is constant, vertex reuse is fine, and VPORT_PROVOKE_DISABLE
need to be set. (We don't know if oViewport is constant so we
skip this.)
Fixes: arb_viewport_array-render-viewport-2 and some CTS tests.
v2: drop writing to provoke disable, drop write in initial
state.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The incorrectly computed register count caused lockups.
Reviewed-by: Edward O'Callaghan <[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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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Cc: 11.0 11.1 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]
Reviewed-by: Edward O'Callaghan <[email protected]>
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v2: fix dual source blending
Reviewed-by: Alex Deucher <[email protected]>
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Both caused a crash due to a division by zero in that function.
This is an alternative fix.
Cc: 11.0 11.1 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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This adds the double code to the geometry shader input handling.
Reviewed-by: Michel Dänzer <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This handles loading doubles from LDS properly.
Reviewed-by: Michel Dänzer <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Cc: "11.1" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Use NULL tests of the form `if (ptr)' or `if (!ptr)'.
They do not depend on the definition of the symbol NULL.
Further, they provide the opportunity for the accidental
assignment, are clear and succinct.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[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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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This shaves a bit more time off the startup of programs that don't
actually use performance counters.
Reviewed-by: Marek Olšák <[email protected]>
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The compiler has more information and is able to optimize the bits
it sets in these registers.
Reviewed-by: Marek Olšák <[email protected]>
CC: <[email protected]>
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In the future, these will be used by other shaders types.
Reviewed-by: Marek Olšák <[email protected]>
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Expose most of the performance counter groups that are exposed by Catalyst.
Ideally, the driver will work with GPUPerfStudio at some point, but we are not
quite there yet. In any case, this is the reason for grouping multiple
instances of hardware blocks in the way it is implemented.
The counters can also be shown using the Gallium HUD. If one is interested to
see how work is distributed across multiple shader engines, one can set the
environment variable RADEON_PC_SEPARATE_SE=1 to obtain finer-grained performance
counter groups.
Part of the implementation is in radeon because an implementation for
older hardware would largely follow along the same lines, but exposing
a different set of blocks which are programmed slightly differently.
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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Reviewed-by: Marek Olšák <[email protected]>
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Requires proper kernel tiling configuration so check the tiling
config registers.
v2: send the right version of the patch
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
Cc: [email protected]
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The offset is different on CI and newer.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This reduces the shader key for ES.
Use a fixed attrib location based on (semantic name, index).
The ESGS item size is determined by the physical index of the highest ES
output, so it's almost always larger than before, but I think that
shouldn't matter as long as the ESGS ring buffer is large enough.
Reviewed-by: Michel Dänzer <[email protected]>
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I discovered that increasing the ESGS ring size fixes GS hangs on Tonga,
so let's do it properly.
There is now a separate init_config_gs_rings state that is not immutable,
because GS rings are resized when needed.
This also saves some memory. Most apps won't need more than 1MB
per ring per shader engine.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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