| Commit message (Collapse) | Author | Age | Files | Lines |
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This handles the usual case. 8-bit register access parallels 16-bit
access, but with one major caveat: in 8-bit mode, only half of the
register file is actually (directly) accessible as sources. In
particular, for each 16-bit integer register (hrN), we can only index a
*single* 8-bit integer (qrN), corresponding to the lower 8-bits. To get
the upper 8-bits, it is required to do an explicit shift. For example,
to add the bytes of a 16-bit integer hr0.x and get the result as an
8-bit qr0, you'd need to do something like:
ilsr hr1.x, hr0.x, #8
iadd qr0.x, qr0.x, qr1.x
This scheme diverges from 32-bit registers, in that both the upper and
lower halves of a 32-bit register are individually accessible as a pair
of half registers. For contrast, to add the lower and upper 16-bits of a
32-bit integer r0.x, you can just:
iadd hr0.x, hr0.x, hr1.x
Since hr1.x = upper 16-bit of r0.x.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Meanwhile, we're forced to disable dest_override, since it's not yet
clear how this interacts with other bitnesses (it'll likely need to be
overhauled in any case).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Per OpenCL.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We silently ignored certain bits of the mask, which causes issues when
disassembly 8/64-bit ops.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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In preparation for 8-bit and 64-bit operands, let's not reinforce the
32-bit-centric biases in the ISA.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Since it is dependent on the tile mode (ie. disabled for smaller mipmap
levels), we should handle it a similar way to fd_resource_level_linear().
The code previously mostly did the right thing because the old helper
took the tile mode.
Signed-off-by: Rob Clark <[email protected]>
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Best to keep it encapsulated in the helper which returns layer/level
offset (and actually use that helper everywhere) rather than spreading
the logic around the code.
Also add a helper to find UBWC offset, to complete the encapsulation.
Signed-off-by: Rob Clark <[email protected]>
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Small cleanup. They are just an array of data and only ever linear/
uncompressed.
Signed-off-by: Rob Clark <[email protected]>
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If someone is importing a buffer, we can't really know the state of it's
contents, so assume it is valid.
Signed-off-by: Rob Clark <[email protected]>
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There are still some fallbacks we'll need to handle before we can enable
UBWC by default. I think we may need to fallback to uncompressed if
image atomic operations are used. And we still need to sort out how to
handle image and sampler views of compressed resources if the image/
sampler view is using a format that does not support compression. (I
think the latter should hopefully be uncommon outside of deqp/piglit.)
But at least this gets us to the point where supertuxkart works properly
with UBWC enabled ;-)
Signed-off-by: Rob Clark <[email protected]>
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A few fixes that get UBWC working for the games/benchmarks where I
noticed problems before (in particular and manhattan, and stk (modulo
image support for UBWC when compute shaders are used for post-process
effects):
+ fix the size of the UBWC meta buffer (ie, the offset to color
pixel data) that is returned by ->fill_ubwc_buffer_sizes()
+ correct size/layout for 8 and 16 byte per pixel formats
+ limit the supported formats.. Note all formats that can be
tiled can be compressed.
Signed-off-by: Rob Clark <[email protected]>
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Corrects tex state ubwc pitch/size
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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These add a lot of complexity, and I currently can't measure any
performance benefit from having them. In the past, I seem to recall
seeing a benefit in drawoverhead scores, but currently it looks like
dropping them is either a wash or 1-2% faster.
Drop them to simplify allocations.
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This should happen regardless, but let's be paranoid.
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This ports commit 9e7b0988d6e98690eb8902e477b51713a6ef9cae from anv
to iris. Thanks to Lionel for noticing that it was missing!
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The STATE_BASE_ADDRESS "Size" fields can only hold 0xfffff in pages,
and 0xfffff * 4096 = 4294963200, which is 1 page shy of 4GB.
So we can't use the top page.
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st/mesa's PBO upload path binds a vertex shader that doesn't use any
textures, but leaves the existing sampler views bound in place. This
was tricking us into thinking the PBO destination might be bound for
texturing in some cases. In Civilization VI, this fixes a false self-
dependency issue that was preventing CCS_E compression on upload.
Fixing this slightly improves frame times.
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Factoring code with resource_get_handle.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110443
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Dave Airlie [email protected]
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This is a port of Danylo's eca4a6548d07bbbb02a7768edb397bad7b72cfc2
which fixed the hang on i965. It fixes GPU hangs in his new Piglit
test, arb_blend_func_extended-dual-src-blending-discard-without-src1.
I avoided my own review feedback here, and decided to simply adjust
3DSTATE_PS_BLEND rather than BLEND_STATE_ENTRY[0]. It has never been
clear to me which the hardware uses in every case. However, whacking
the enable in 3DSTATE_PS_BLEND seems to be sufficient to fix the hang,
and that packet is already dynamic, so it's easy to handle. I'd rather
avoid making BLEND_STATE_ENTRY[0] dynamic unless I have to.
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Support nir_op_ftrunc by turning it into a mov with a round to integer
output modifier.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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We just need to do a sequence of commands to flush the cache.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Wire up support to sample from the fb (and force GMEM rendering when we
have fb reads). The existing GLSL IR lowering for blend_equation_advanced
does the rest.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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And a comment.. since we are mixing units of bytes/dwords/vec4,
hopefully this will avoid some unit confusion.
Signed-off-by: Rob Clark <[email protected]>
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[Alyssa: Add comment explanation]
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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valgrind crashes when we try to initialize host logging. This
env var can be used to disable logging.
v2: rebase onto "svga: move host logging to winsys".
Cc: [email protected]
Reviewed-by: Neha Bhende <[email protected]>
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This patch adds a host_log interface to svga_winsys and
moves the host logging code to the winsys layer.
Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
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Some constant- and texture upload buffer data may bounce in malloced
buffers before being transferred to hardware buffers. In the case of
texture upload buffers this seems to be an oversight. In the case of
constant buffers, code comments indicate that we want to avoid mapping
hardware buffers for reading when copying out of buffers that need
modification before being passed to hardware. In this case we avoid
data bouncing for upload manager buffers but make sure buffers that
we read out from stay in malloced memory.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This depends on "ac,ac/nir: use a better sync scope for shared atomics"
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It has been noted that the lima GP has a limit of 512 instructions,
after which the shaders don't work and fail silently.
This commit adds a check to make the shader compilation abort when the
shader exceeds this limit, so that we get a clear reason for why the
program will not work.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Redundant via the midgard shader dump.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Small buffer subdatas which are essentially doing a memcpy were getting
bogged down by all the overhead of creating new transfers.
Signed-off-by: David Riley <[email protected]>
Reviewed-by: Gurchetan Singh <[email protected]>
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Intersecting transfer queue entries allow for the possibility of
extending an existing transfer instead of creating a new one (and all
the associated mappign/unmapping).
Signed-off-by: David Riley <[email protected]>
Reviewed-by: Gurchetan Singh <[email protected]>
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Signed-off-by: David Riley <[email protected]>
Reviewed-by: Gurchetan Singh <[email protected]>
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Recently we added checks to try and deny multisampled shader images.
Unfortunately, this messed up imageBuffers, which have sample_count = 0,
which are also used in PBO download, causing us hit CPU map fallbacks.
Fixes: b15f5cfd20c iris: Do not advertise multisampled image load/store.
Reviewed-by: Rafael Antognolli <[email protected]>
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If no view is bound we still should reset the override to 0
and array mode.
This should fix misrendering in firefox WebRender since
the pbo sampler was removed.
Fixes: 1250383e36 (st/mesa: remove sampler associated with buffer texture in pbo logic)
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Update Archrast parser to use stats, used with an internal tool
Reviewed-by: Bruce Cherniak <[email protected]>
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For use by an internal tool
Reviewed-by: Bruce Cherniak <[email protected]>
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Update gen_archrast.py to properly generate event IDs
Reviewed-by: Bruce Cherniak <[email protected]>
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- Update meson.build
- Includes current_build_dir() fix
meson/swr: replace hard-coded path with current_build_dir()
Fixes: 93cd9905c8fbb98985ae "swr/rast: Cleanup and generalize gen_archrast"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Alok Hota <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
- Clean up meson.build (remove foreach loop, replace with single call)
- Update SConscript
- use `$SOURCES` to call `CodeGenerate` with multiple source files
Reviewed-by: Bruce Cherniak <[email protected]>
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If we don't update this for all primitive-types, we end up rendering
slightly offset points and lines up until the point where the first
triangle gets drawn. This is obviously not correct, and violates
OpenGL's repeatability rule.
Signed-off-by: Erik Faye-Lund <[email protected]>
Fixes: ca9c413647b ("softpipe: Respect gl_rasterization_rules in
primitive setup.")
Reviewed-By: Gert Wollny <[email protected]>
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This will enable calls to the interpolateAt* functions, but also a bunch
of other features.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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