| Commit message (Collapse) | Author | Age | Files | Lines |
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Apparently we need disable-EZ flagged, not just "does Z writes".
Fixes
dEQP-GLES31.functional.image_load_store.early_fragment_tests.no_early_fragment_tests_depth_fbo
on 7278, even though it passed in simulation.
Signed-off-by: Eric Anholt <[email protected]>
Fixes: 051a41d3d56e ("v3d: Add support for the early_fragment_tests flag.")
(cherry picked from commit cd5e0b272919a654079620adecd2abe24ff51233)
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Some NVIDIA hardware can accept 128 fragment shader input components,
but only have up to 124 varying-interpolated input components. We add a
new cap to express this cleanly. For most drivers, this will have the
same value as PIPE_SHADER_CAP_MAX_INPUTS for the fragment shader.
Fixes KHR-GL45.limits.max_fragment_input_components
Conflicts resolved by Dylan
Signed-off-by: Karol Herbst <[email protected]>
[imirkin: rebased, improved docs/commit message]
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: 19.0 <[email protected]>
(cherry picked from commit 6010d7b8e8bee1bcea2b329cf6d3b44c5fc3ca66)
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Reported by Coverity: in the case of unsupported modifier request, the
code does not jump to the “fail” label to destroy the acquired resource.
CID: 1435704
Signed-off-by: Ernestas Kulik <[email protected]>
Fixes: 45bb8f295710 ("broadcom: Add V3D 3.3 gallium driver called "vc5", for BCM7268.")
(cherry picked from commit 90458bef544ac46a912f06e73f71c3cb20fdaaf6)
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The sampler border color is encoded in the TMU's blending format (half
floats, 32-bit floats, or integers) and must be clamped to the format's
range unorm/snorm/int ranges by the driver. Additionally, the TMU doesn't
know about how we're abusing the swizzle to support BGRA, A, and LA, so we
have to pre-swizzle the border color for those.
We don't really want to spend half a kb on sampler states in most cases,
so skip generating the variants when the border color is unused or is
0,0,0,0.
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Samplers are small (8-24 bytes), so allocating 4k for them is a huge
waste.
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When the sampler view is in sample-stencil mode, we need to return uint
stencil values. To do that, fill in the format table to return R8I, and
have the sampler view point at the separate stencil buffer.
Fixes dEQP-GLES31.functional.stencil_texturing.format.depth32f_stencil8_2d
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We need to pick the 8-bit unorm value out, not the depth component.
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Fixes OOMs in the CTS's packed_pixels.varied_rectangle.* tests -- the
series of texture uploads at the start before texturing occurred would end
up all sitting around as cached jobs for reuse. By flushing immediately,
peak active BO usage goes from 150M to 40M.
We could maybe put some limits on how many jobs we keep around, but blits
seem particularly unlikely to get reused for other drawing.
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This is the GLES 3.2 minmax, and also what the closed source driver does.
Avoids hitting OOMs in the CTS's
dEQP-GLES3.functional.texture.units.all_units.only_cube.1.
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We don't want to pull the compiler into every include in the gallium
driver, so just make a new little header to store the limits.
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The compiler has its limits under V3D_* (like most V3D stuff), so sync up
with that.
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Signed-off-by: Karol Herbst <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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I had bugs in the old path where I was laying out as tiled (so we'd render
tiled) but then only allocating space in the shared object for linear
rendering. The resource_from_handle makes it so the same layout choices
are made in both the import and export scanout cases. Also, fixes a leak
of the fd that was tripping up the CTS.
Now that we're checking PIPE_BIND_SHARED to choose to use RO, the
DRM_FORMAT_MOD_LINEAR check wasn't needed any more.
Fixes visual corruption and MMU faults in X in renderonly mode.
Fixes: bd09bb1629a7 ("v3d: SHARED but not necessarily SCANOUT buffers on RO must be linear.")
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Part of fixing DRI3 rendering with RO on X11.
Fixes: e113b21cb779 ("v3d: Add renderonly support.")
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We don't have a way to talk to RO about modifiers it can do yet, so assume
the minimum.
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This is only exposed on V3D 4.1+, because we didn't have the TMU write
operations for images on 3.3 (To do GLES 3.1 there, you have to lower it
to SSBO load/stores, which is a problem to solve later).
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So far I assume that all the buffers get written. If they weren't, you'd
probably be using UBOs instead.
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This was an arbitrary "we support lots of stuff" value when I started the
driver. However, at 400 we expose OES_gpu_shader5, which claims support
for dynamically indexing samplers, which the driver doesn't do yet.
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Otherwise, the simulator raises the GMP interrupt and waits for it to be
handled, and v3d ends up spinning in v3d_hw_tick(). Aborting right when
violation happens gives us a chance to look at the backtrace of whatever
thread triggered the violation.
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Fixes
dEQP-GLES31.functional.state_query.integer.max_framebuffer_height_getboolean
when GLES3 is enabled.
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This will be needed for SSBOs and image_load_store.
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This is part of GLES 3.1, and with the NIR lowering we're now passing the
GLES31 testcases.
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the naming is a bit confusing no matter how you look at it. Within SPIR-V
"global" memory is memory accessible from all threads. glsl "global" memory
normally refers to shader thread private memory declared at global scope. As
we already use "shared" for memory shared across all thrads of a work group
the solution where everybody could be happy with is to rename "global" to
"private" and use "global" later for memory usually stored within system
accessible memory (be it VRAM or system RAM if keeping SVM in mind).
glsl "local" memory is memory only accessible within a function, while SPIR-V
"local" memory is memory accessible within the same workgroup.
v2: rename local to function as well
v3: rename vtn_variable_mode_local as well
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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I noticed that a VS I was debugging was missing all of its output stores
-- outputs_written was for POS, VAR0, VAR3, while the shader's variables
were POS, VAR9, and VAR12. I'm not sure what outputs_written is supposed
to be doing here, but we can just walk the declared variables and avoid
both this bug and the emission of extra stvpms for less-than-vec4
varyings.
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Before, I had per-stage entryoints with some helpers shared between them.
As I extended for compute shaders and shader-db, it turned out that the
other common code in the middle wanted to be shared too.
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Looking at some assembly dumps for an optimization, we were clearly
missing important parts of the shader!
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We'll still fail at draw time, but this avoids a regression in shader-db
execution once I enable TLB writes in precompiles.
Fixes: b38e4d313fc2 ("v3d: Create a state uploader for packing our shaders together.")
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This allows the original shader-db project's run.c runner to parse things
easily, and is probably a good thing to have for GL_ARB_debug_output in
general. I formatted it more like Intel's so I can mostly reuse their
report script.
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I've been using my apitrace-based shader-db so far, but it's slow
(apitrace decompression), intrusive (apitrace windows spamming the
screen), and doesn't have much coverage. The original shader-db provides
a lot more coverage and compiles faster, at the expense of not having the
actual runtime variant key. As v3d has a lot less runtime variation than
vc4 did, this tradeoff makes more sense.
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This is the right channel to report these things, so that end-users don't
need to know each driver's custom debug options.
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This lets the driver use pipe_debug_message() for GL_ARB_debug_output.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The shadow state is now in the sampler.
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i915 render nodes refuse the dumb ioctls, so the simulator would crash on
the original non-apitrace shader-db. Replace them with direct i915 calls
if we detect that we're on one of their gem fds.
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This calls the expensive uif offset function once per utile, but it still
gets us a 212.218% +/- 2.41216% (n=10) win on 1024x1024 glTexImage over
calling it on each pixel.
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This lets us store the non-PBO glTexImage data directly into the tiled
image without making an extra untiled memcpy for the gallium transfer.
Improves 1024x1024 TexImage perf by ~19%, mostly from not thrashing around
in the kernel mapping and unmapping the transfer's temporary area.
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They're raster order anyway, so we'd assertion fail along with wasting
bandwidth.
Fixes: 6ad9e8690d14 ("v3d: Add support for texturing from linear.")
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We're waiting for the jobs-completed count to increment (with wrapping),
not to reach its starting state. This mostly ended up working out because
the next v3d_hw_tick() for a submit CL would end up doing the TFU
operation first, but it did fail when a blit was used for glReadPixels()
at the end of a test.
Fixes: ee0549ff9ab3 ("v3d: Add the V3D TFU submit interface to the simulator.")
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In the UAPI, the first BO is the destination, and the one the kernel
should do an exclusive reservation on. Currently we only do exclusive
reservations, anyway. However, in the simulator path I was only copying
back the "destination" BO (actually src in this case), and this caused
regressions once I fixed the simulator to actually complete TFU before
returning (since otherwise, the TFU op would happen at the start of the
next CL submit and the draw would get the right contents).
Fixes: 976ea90bdca2 ("v3d: Add support for using the TFU to do some blits.")
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These have all been floating in my head, and while I've thought about
encoding them in issues on gitlab once they're enabled, they also make
sense to just have in the area of the code you'll need to work in.
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This will be a lot easier than my usual "38400.000000? that looks like a
viewport scale" decoding strategy.
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Follows 3954331aff23 ("vc4: Pull uinfo->data[i] dereference out to the top
of the loop.") which showed a large performance win for vc4, but also
cleans up the code a decent bit.
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In trying to enable compute shaders, I found that a bunch of deqp-gles31's
compute stuff wanted to interact with indirect dispatch. This was easy to
do on its own.
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This should ease my debugging next time I screw it up.
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Just like vc4, we have to support linear shared BOs for X11 on arbitrary
displays. When we're faced with a request to texture from one of those,
make a shadow image that we copy using the TFU at the start of the draw
call.
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This will be useful in particular for blits from raster to UIF for X11.
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