| Commit message (Collapse) | Author | Age | Files | Lines |
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This is Jonas Pfeil's code from the kernel, brought back to Mesa by
anholt.
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The format isn't flagged as enabled at runtime yet, because we need kernel
validation support.
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The loop is scanning until the original max_ip (size of the BO), but we
want to not examine any code after the PROG_END's delay slots. There was
a block trying to do that, except that we had some early continue
statements if the signal wasn't a PROG_END or a BRANCH.
The failure mode would be that a valid shader is rejected because some
undefined memory after the PROG_END slots is parsed as a branch and the
rest of its setup is illegal. I haven't seen this in the wild, but
valgrind was complaining and the new userland simulator code started
triggering it.
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A few weeks ago, Jose Fonseca suggested [0] we use .editorconfig files
to try and enforce the formatting of the code, to which Michel Dänzer
suggested [1] we start by importing the existing .dir-locals.el
settings. The first draft was discussed in the RFC [2].
These .editorconfig are a first step, one that has the advantage of
requiring little to no intervention from the devs once the settings
files are in place, but the settings are very limited. This does have
the advantage of applying while the code is being written.
This doesn't replace the need for more comprehensive formatting tools
such as clang-format & clang-tidy, but those reformat the code after
the fact.
[0] https://lists.freedesktop.org/archives/mesa-dev/2016-June/121545.html
[1] https://lists.freedesktop.org/archives/mesa-dev/2016-June/121639.html
[2] https://lists.freedesktop.org/archives/mesa-dev/2016-July/123431.html
Acked-by: Nicolai Hähnle <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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We're already checking that branch instructions are within the
contents of the shader and the proper PROG_END sequence is present.
The other thing we need in the presence of branching is to verify that
the shader doesn't overflow past the end of the uniforms stream.
To do that, we require that at the start of any basic block reading
uniforms have the following instructions:
load_imm temp, <offset within uniform stream>
add unif_addr, temp, unif
The instructions are generated by userspace, and the kernel verifies
that the load_imm is of the expected offset, and that the add adds it
to a uniform. We track which uniform in the stream that is, and at
draw call time fix up the uniform stream to have the address of the
start of the shader's uniforms for that draw call.
Signed-off-by: Eric Anholt <[email protected]>
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This isn't used yet, it's just a first step toward loop validation.
During the main parsing of instructions, we need to know when we hit a new
basic block so that we can reset validated state.
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This reduces how much we need to pass around as arguments, which was
becoming more of a problem with looping validation.
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Clean up misrepetitions ('if if', 'the the' etc) found throughout the
comments. This has been done manually, after grepping
case-insensitively for duplicate if, is, the, then, do, for, an,
plus a few other typos corrected in fly-by
v2:
* proper commit message and non-joke title;
* replace two 'as is' followed by 'is' to 'as-is'.
v3:
* 'a integer' => 'an integer' and similar (originally spotted by
Jason Ekstrand, I fixed a few other similar ones while at it)
Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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There's no reason we couldn't do non-MSAA full resolution tile buffer
load/stores, but we would have claimed buffer overflow was being
attempted. Nothing does this currently.
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I was thinking this was the only MSAA resolve thing, so it should be noted
separately, but actually load/store general also do MSAA resolve.
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I missed this when bringing over the kernel changes.
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I had my understanding of this bit flipped. We're using the full register
space, so we need to say so.
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Since the conversion to keeping validated shaders around for the BO's
lifetime, we haven't been checking that rendering doesn't happen to
shaders. Make vc4_use_bo check that always, and just don't use it for the
VC4_MODE_SHADER case (so now modes are unused)
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This more closely matches the kernel behavior on shader validation now.
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Drops 40 bytes of code from validation.
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We don't want anything to appear after we've kicked off the render (and
thus job flush), since that might then get written out to the tile
allocation state.
Signed-off-by: Eric Anholt <[email protected]>
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It wasn't validating enough, and we don't need the packet.
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It's the same value for loads and stores, because they're basically the
same packet.
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This avoids a security issue where userspace could have written the tile
state/tile alloc behind the GPU's back, and will apparently be necessary
for fixing stability bugs (tile state buffers are missing some top bits
for the tile alloc's address).
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There weren't that many variations of RCL generation, and this lets us
skip all the in-kernel validation for what we generated.
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I was thinking of the MIN opcode in terms of unsigned math, but it's
signed, so if you used a negative array index, you could read before the
UBO. Fixes segfaults under simulation in piglit array indexing tests with
mprotect-based guard pages.
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Our array only goes to R3, and R4 is a special case that shouldn't be
used.
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This reduces the diff to the kernel, and will be useful when I make the
kernel allocate more BOs as part of validation.
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I want to notice discrepancies when I diff -u between Mesa and the kernel.
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Just because we put the source in a subdir, doesn't mean we need helper
libraries in the build. This will also simplify the Android build setup.
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After profiling on real hardware, I found a few ways to cut down the
kernel overhead.
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For blitting, we want to fire off an RCL-only job. This takes a bit of
tweaking in our validation and the simulator support (and corresponding
new code in the kernel).
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There was no reason to tie the two packets' values together.
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16 / cpp happens to be the same as utile_w on the only raster format
supported (4 bytes per pixel), but simulator/hw source code generally
talks in terms of utiles.
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New BO create and mmap ioctls are added. The submit ABI gains a flags
argument, and the pointers are fixed at 64-bit. Shaders are now fixed at
the start of their BOs.
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This limits the style changes to modes inherited from prog-mode. The
main reason to do this is to avoid setting fill-column for people
using Emacs to edit commit messages because 78 characters is too many
to make it wrap properly in git log. Note that makefile-mode also
inherits from prog-mode so the fill column should continue to apply
there.
v2: Apply to all the .dir-locals.el files, not just the one in the
root directory.
Acked-by: Michel Dänzer <[email protected]>
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Small immediates have the downside of taking over the raddr B field, so
you might have less chance to pack instructions together thanks to raddr B
conflicts. However, it also reduces some register pressure since it lets
you load 2 "uniform" values in one instruction (avoiding a previous load
of the constant value to a register), and increases some pairing for the
same reason.
total uniforms in shared programs: 16231 -> 13374 (-17.60%)
uniforms in affected programs: 10280 -> 7423 (-27.79%)
total instructions in shared programs: 40795 -> 41168 (0.91%)
instructions in affected programs: 25551 -> 25924 (1.46%)
In a previous version of this patch I had a reduction in instruction count
by forcing the other args alongside a SMALL_IMM to be in the A file or
accumulators, but that increases register pressure and had a bug in
handling FRAG_Z. In this patch is I just use raddr conflict resolution,
which is more expensive. I think I'd rather tweak allocation to have some
way to slightly prefer good choices for files in general, rather than risk
failing to register allocate by forcing things into register classes.
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Previously, the kernel would dispatch thread 0, wait, then dispatch thread
1. By insisting that the thread contents use semaphores in the right
place, the kernel can sleep for longer by dispatching both threads at
once.
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Fixes 14 ARB_vp tests (which had no lowering done), and should improve
performance of indirect uniform array access in GLSL.
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