| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Debugging a shader-db reported cycle count regression from the tex
coalescing, I eventually figured out that the texture latencies were
totally bogus. Really fixing it will probably involve mirroring
vc4_qir_schedule.c's texture fifo management here.
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This isn't as complete as I would like (can't merge interpolation because
of the implicit r5 dependency, doesn't work with control flow), but this
was cheap and easy.
Improves 3DMMES Taiji performance by 1.15353% +/- 0.299896% (n=29, 16)
total instructions in shared programs: 99810 -> 99059 (-0.75%)
instructions in affected programs: 10705 -> 9954 (-7.02%)
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For texturing, there won't be a fixed limit on how many writes there are,
so we need to compute uses up front.
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The dead code elimination wants it to be safe, and I actually got
segfaults due to it being unsafe with the new coalescing pass.
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The VPM write logic will be basically the same as the texture coordinate
write logic we need, and it's not really related to the VPM read logic
other than the reuse of the use_count array.
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For now we're still just generating MOVs, but this will let us fold into
other ops in the future. No difference on shader-db.
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Every caller was dereffing the qinst, and this will let us make the number
of sources vary depending on the destination of the qinst so that we can
have general ALU ops that store to tex_[strb] and get an implicit uniform.
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This may have made a tiny bit of sense when we had one 4-arg inst per
shader, but if we only ever put 2 things in, having a pointer to 2 things
almost every instruction is pointless indirection.
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This was used originally for unorm4x8 packs, but we now represent those as
a series of packed movs.
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Among other things, blits would clear existing SO targets which would
cause a bunch of updates from u_blitter to be missed.
Fixes fbo-scissor-blit fbo, probably among many others.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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This is not allowed for indirect accesses because the source
GPR might be erased by a subsequent instruction (WaR hazard)
if we don't emit a read dep bar.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This will allow to use MOV instead of LD. The main advantage is
that MOV doesn't require a read dependency barrier while LD does,
and so this will both reduce barriers pressure and the number of
stall counts needed to read data from constant memory.
This is currently only for user uniform accesses. I should do
something similar when loading from the driver constant buffer
but it seems like a bit tricky to handle for now.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Currently clears only operate on the 0th array index (ignoring surface
layout parameters). Instead normalize to take a RTAI like all the
load/store tile logic does, and use ComputeSurfaceAddress to properly
take the surface state's lod/array index into account.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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The non-fast-clear path was never updated after clear colors were passed
in as floats. Remove the now-harmful conversion from unorm8.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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When switching render target array indexes (as might happen in a GS, or
in a future change, with layered clears), if the previous state is
HOTTILE_CLEAR, we should actually clear the tile before saving it off.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[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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Bad type cast for stencil clear value was picking up structure
padding bytes.
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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This fixes gl-coord-replace-doesnt-eliminate-frag-tex-coords
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Fixes a few things:
- sprite coords only apply to generic varyings, and are a bitmask
- back color only applies in 2-sided lighting mode
- handle some odd situations between only some front/back colors being
there. This is only semi-legal in GL, but we shouldn't start
crashing.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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We were previously not marking the "regular" flat outputs as flat when
flatshading was enabled.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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The way that dual-source blending is described for GLES2 is very odd,
and we end up with a shader that both has this property set *and* has a
color1 value to be used as the second source. While changing the state
tracker is an option, it seems more reliable to verify that the
broadcast is only done on color0.
Fixes arb_blend_func_extended-fbo-extended-blend-pattern_gles2
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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This is the same value that llvmpipe uses. Since swr uses the same
sampler logic, makes sense for this value to also be the same. Most
applications don't care.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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I was getting a weird segfault from GCC 4.9.3:
0x00007ffff54f27aa in strlen () from /lib64/libc.so.6
(gdb) bt
#0 0x00007ffff54f27aa in strlen () from /lib64/libc.so.6
#1 0x00007ffff4f128e5 in get_cie_encoding (cie=cie@entry=0x7ffff6e09813)
at /gcc-4.9.3/libgcc/unwind-dw2-fde.c:272
#2 0x00007ffff4f1318e in classify_object_over_fdes (ob=ob@entry=0xd7bb90, this_fde=0x7ffff7f11010)
at /gcc-4.9.3/libgcc/unwind-dw2-fde.c:628
#3 0x00007ffff4f135ba in init_object (ob=0xd7bb90)
at /gcc-4.9.3/libgcc/unwind-dw2-fde.c:749
#4 search_object (ob=ob@entry=0xd7bb90, pc=pc@entry=0x7ffff4f11f4d <_Unwind_RaiseException+61>)
at /gcc-4.9.3/libgcc/unwind-dw2-fde.c:961
#5 0x00007ffff4f13e62 in _Unwind_Find_registered_FDE (bases=0x7fffffffd358, pc=0x7ffff4f11f4d <_Unwind_RaiseException+61>)
at /gcc-4.9.3/libgcc/unwind-dw2-fde.c:1025
#6 _Unwind_Find_FDE (pc=0x7ffff4f11f4d <_Unwind_RaiseException+61>, bases=bases@entry=0x7fffffffd358)
at /gcc-4.9.3/libgcc/unwind-dw2-fde-dip.c:450
#7 0x00007ffff4f11197 in uw_frame_state_for (context=context@entry=0x7fffffffd2b0, fs=fs@entry=0x7fffffffd100)
at /gcc-4.9.3/libgcc/unwind-dw2.c:1245
#8 0x00007ffff4f11b15 in uw_init_context_1 (context=context@entry=0x7fffffffd2b0, outer_cfa=outer_cfa@entry=0x7fffffffd660, outer_ra=0x7ffff518d23b <__cxa_throw+91>)
at /gcc-4.9.3/libgcc/unwind-dw2.c:1566
#9 0x00007ffff4f11f4e in _Unwind_RaiseException (exc=0xd7c250)
at /gcc-4.9.3/libgcc/unwind.inc:88
#10 0x00007ffff518d23b in __cxa_throw () from /usr/lib/gcc/x86_64-pc-linux-gnu/4.9.3/libstdc++.so.6
#11 0x00007ffff51ed556 in std::__throw_out_of_range(char const*) ()
from /usr/lib/gcc/x86_64-pc-linux-gnu/4.9.3/libstdc++.so.6
#12 0x00007fffea778be0 in std::map<pipe_format, SWR_FORMAT, std::less<pipe_format>, std::allocator<std::pair<pipe_format const, SWR_FORMAT> > >::at (
this=0x7fffebeb4c40 <mesa_to_swr_format(pipe_format)::mesa2swr>,
__k=@0x7fffffffd73c: PIPE_FORMAT_RGTC1_UNORM)
at /usr/lib/gcc/x86_64-pc-linux-gnu/4.9.3/include/g++-v4/bits/stl_map.h:549
#13 0x00007fffea776aee in mesa_to_swr_format (format=PIPE_FORMAT_RGTC1_UNORM) at swr_screen.cpp:597
We can just void this whole issue by not using exceptions in the
first place.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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This table exists for the purpose of determining renderable formats.
Without a StoreTile implementation, that can't happen.
This basically removes rendering support to all L/LA/I formats. They can
be re-added when/if StoreTile implementations are added.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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This is a bit of a mega-commit, but unfortunately there's no great way
to break this up since a lot of different pieces have to match up. Here
we do the following:
- change surface layout to match swr's Load/StoreTile expectations
- fix sampler settings to respect all sampler view parameters
- fix stencil sampling to read from secondary resource
- respect pipe surface format, level, and layer settings
- fix resource map/unmap based on the new layout logic
- fix resource map/unmap to copy proper parts of stencil values in and
out of the matching depth texture
These fix a massive quantity of piglits, including all the
tex-miplevel-selection ones.
Note that the swr native miptree layout isn't extremely space-efficient,
and we end up using it for all textures, not just the renderable ones. A
back-of-the-envelope calculation suggests about 10%-25% increased memory
usage for miptrees, depending on the number of LODs. Single-LOD textures
should be unaffected.
There are a handful of regressions as a result of this change:
- Some textureGrad tests, these failures match llvmpipe. (There are
debug settings allowing improved gallivm sampling accurancy.)
- Some layered clearing tests as swr doesn't currently support that. It
was getting lucky before because enough other things were broken.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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My thought in having both arguments conditionally moved was that it should
theoretically save some power by not doing work in those channels.
However, it ends up costing us instructions because we can't
register-coalesce the first of the MOVs, and it also introduces extra
scheduling dependencies. The instruction cost would swamp whatever power
benefit I was hoping for.
shader-db results:
total instructions in shared programs: 100548 -> 99741 (-0.80%)
instructions in affected programs: 42450 -> 41643 (-1.90%)
With obvious outliers removed (I had an X11 emacs running over the network
in the "after" case), 3DMMES Taiji showed 1.07231% +/- 0.488241% fps
improvement (n=18, 30).
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I screwed this up in fdad4d24024ab7bc9b6b9cb6288f8b76ccac0d89 which was
supposed to be making this code more maintainable. What's amazing is
multithreaded FS showed the wins it did despite this bug.
shader-db results:
total instructions in shared programs: 103535 -> 100548 (-2.89%)
instructions in affected programs: 83794 -> 80807 (-3.56%)
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Gallium core just changed to start setting MSAA enabled in the rasterizer
state even with samples==1 buffers. This caused disagreements in our
driver between binning and rasterization state, which the simulator threw
assertion failures about. Keep the single-sampled samples==1 behavior for
now.
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I dropped the first hunk of this change last minute when I decided it
wasn't actually needed, and apparently failed to piglit it in simulation.
The simulator threw an an assertion in gl-1.0-drawpixels-color-index,
which queued up 5 coordinates (3 before a switch, two after) before
loading the result.
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this fixes compile failures since 86514d84e0beec47c82da4888db12bf07f33cb83
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Reviewed-by: Timothy Arceri <[email protected]>
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The former calculations were for min/max y. The width/height don't take
translate into account.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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This may ultimately be possible to support, but for now it's not hooked
up and the swr core only supports this output from GS.
This normally wouldn't matter, but we lie about supporting GL 3.2, and
also the blitter and st/mesa will make use of this functionality if
claimed.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Multiple buffers may reference client arrays. When this happens, we
might reach for scratch space multiple times, which could cause later
arrays to invalidate the pointers allocated for the earlier ones.
This fixes copyteximage 2D_ARRAY.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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Currently a sequence like draw/map/draw/map will cause the second map to
not wait for the second draw. This is because the first map will clear
the resource business bit, and the second draw won't reset it since no
state has changed.
swr_update_derived does a tiny bit of extra work, including updating the
SWR_BACKEND_STATE as well as waiting for prending fences. If that's a
problem, we could call swr_update_resource_status directly from
draw/clear handlers.
Fixes clearbuffer-stencil, clearbuffer-depth, clearbuffer-depth-stencil,
and clearbuffer-display-lists.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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The minification should happen before alignment, not after. See similar
logic on ComputeLODOffsetY. The current logic requires unnecessarily
large textures when there's an initial NPOT size.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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There's no guarantee that mip width/height will be a multiple of the
compressed block size. Doing a divide by the block size first yields
different results than GL expects, so we do the divide at the end.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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