| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Francisco Jerez <[email protected]>
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We could potentially support the right combination of 8888 to 565, but the
important thing for now is to not mix up our orderings of 8888. Fixes
fbo-copyteximage regressions.
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Fixes regressions in fbo-generatemipmap-formats on depth/stencil (which
does blits to work around baselevel/lastlevel).
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We don't know who else has written to it, so we'd better update it every
time. This makes the gears spin in X again.
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This accelerates the path for generating the shadow tiled texture when
asked to sample from a raster texture (typical in glamor).
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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 will be other blit code showing up, and it seems like the place
you'd look.
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I want to be able to have multiple jobs being set up at the same time (for
example, a render job to do a little fixup blit in the course of doing a
render to the main FBO).
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So, it turns out my simulator doesn't *quite* match the hardware. And the
errata about raster textures tells you most of what's wrong, but there's
still stuff wrong after that. Instead, if we're asked to sample from
raster, we'll just blit it to a tiled temporary.
Raster textures should only be screen scanout, and word is that it's
faster to copy to tiled using the tiling engine first than to texture from
an entire raster texture, anyway.
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This fixes the idiv tests in piglit.
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These are required to get piglit's idiv tests working. The
unsigned<->float conversions are wrong, but are good enough to get
piglit's small ranges of values working.
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This lets us plug in a better blit implementation and have it impact the
shadow update, too.
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There was no reason to tie the two packets' values together.
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We're over-allocating our BCL in vc4_draw.c, so this never mattered.
However, new RCL-only blit support might end up here without having set up
any BCL contents.
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This wouldn't have mattered except in the worst case scenario RCL setup.
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Tested using the GLSL 1.30 tests for integer abs(). Not currently used,
but it was one of the new opcodes used by robclark's idiv lowering.
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I was previously using temporary disables of VC4 optimization to show the
benefits of improved NIR optimization, but this can get me quick and dirty
numbers for NIR-only improvements without having to add hacks to disable
VC4's code (disabling of which might hide ways that the NIR changes would
hurt actual VC4 codegen).
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NIR brings us better optimization than I would have bothered to write
within the driver, developers sharing future optimization work, and the
ability to share device-specific lowering code that we and other
GLES2-level drivers need.
total uniforms in shared programs: 13421 -> 13422 (0.01%)
uniforms in affected programs: 62 -> 63 (1.61%)
total instructions in shared programs: 39961 -> 39707 (-0.64%)
instructions in affected programs: 15494 -> 15240 (-1.64%)
v2: Add missing imov support, and assert that there are no dest saturates.
v3: Rebase on the target-specific algebraic series.
v4: Rebase on gallium-includes-from-NIR changes in mater.
v5: Rebase on variables being in lists instead of hash tables.
v6: Squash in intermediate changes that used the NIR-to-TGSI pass (which
I'm not committing)
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I had regressed them for a while with the NIR work.
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This cleans up more instructions generated by uniform array indexing
multiplies.
total instructions in shared programs: 39989 -> 39961 (-0.07%)
instructions in affected programs: 896 -> 868 (-3.12%)
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This cleans up some pointless operations generated by the in-driver mul24
lowering (commonly generated by making a vec4 index for a matrix in a
uniform array).
I could fill in other operations, but pretty much anything else ought to
be getting handled at the NIR level, I think.
total uniforms in shared programs: 13423 -> 13421 (-0.01%)
uniforms in affected programs: 346 -> 344 (-0.58%)
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The hardware just uses the low 24 lines, saving us an AND to drop the high
bits.
total uniforms in shared programs: 13433 -> 13423 (-0.07%)
uniforms in affected programs: 356 -> 346 (-2.81%)
total instructions in shared programs: 40003 -> 39989 (-0.03%)
instructions in affected programs: 910 -> 896 (-1.54%)
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The hardware uses the low 24 bits in integer multiplies, so we can have
fewer high bits (and so probably drop them more frequently).
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This has been useful once again while trying to debug stride issues
between render targets and texturing.
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Fixes some non-power-of-two texture rendering when I force ARGB8888 to
raster.
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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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The enum compared to was 0, so it worked out, but it sure looked wrong.
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I'm experimenting with a workaround for raster texture misrendering on
hardware, and this lets me look at the format chosen when computing
strides.
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They don't do anything special for us, but I've been told by kernel
maintainers that relying on dumb for my acceleration-capable buffers
is not OK.
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I'd like to compile as much of the device-specific code as possible
when building for simulator, and using if (using_simulator) instead of
ifdefs helps.
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I keep rewriting these.
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The only hackish ones are llvmpipe and softpipe, which currently return
the same string as for get_vendor(), while ideally they should return
the CPU vendor.
Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Needed by ARB_gpu_shader5.
v2: select DMAD for FMA with double precision
v3: add and select DFMA
Reviewed-by: Ilia Mirkin <[email protected]>
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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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The optimization passes are always regenerating it and throwing it away,
but it's not hard to keep track of.
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I may want them in optimization passes, and they're not really particular
to the program translation stage.
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This lets us more intelligently decide which uniform values should be put
into temporaries, by choosing the most reused values to push to temps
first.
total uniforms in shared programs: 13457 -> 13433 (-0.18%)
uniforms in affected programs: 1524 -> 1500 (-1.57%)
total instructions in shared programs: 40198 -> 40019 (-0.45%)
instructions in affected programs: 6027 -> 5848 (-2.97%)
I noticed this opportunity because with the NIR work, some programs were
happening to make different uniform copy propagation choices that
significantly increased instruction counts.
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v2: add alignment restrictions to docs, fix indentation in headers
Reviewed-by: Christian König <[email protected]>
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Right now the places that used to emit a mov.sf just put the SF on the
previous instruction when it generated the source of the SF value. Even
without optimization to push the sf up further (and kill thus potentially
kill more MOVs), this gets us:
total uniforms in shared programs: 13455 -> 13457 (0.01%)
uniforms in affected programs: 3 -> 5 (66.67%)
total instructions in shared programs: 40296 -> 40198 (-0.24%)
instructions in affected programs: 12595 -> 12497 (-0.78%)
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Resolving a multisampled depth texture into
a single sampled texture is supported on >= SM4.1
hw. It is possible some previous hw support it.
The ability was tested on radeonsi and nvc0.
Apparently is is also supported for radeon >= r700.
This patch adds the MULTISAMPLE_Z_RESOLVE cap and
add it to the drivers. It is advertised for drivers
for which it is sure the ability is supported.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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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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I could have done this in the bit that generates the ANDs and ORs, but
it's probably generally useful. Sadly, I still need this even if I move
to NIR, because I can't yet express my read of the destination color in
NIR, which I would need to move my blend/logicop/colormask handling into
NIR.
total uniforms in shared programs: 13497 -> 13455 (-0.31%)
uniforms in affected programs: 101 -> 59 (-41.58%)
total instructions in shared programs: 40797 -> 40296 (-1.23%)
instructions in affected programs: 1639 -> 1138 (-30.57%)
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Since the VPM reads have to be in order, it's useful to see their indices
in the dump.
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