| Commit message (Collapse) | Author | Age | Files | Lines |
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This fixes it.
States which also need to be taken into account:
- SPI color formats - each down-conversion format supports only a limited set
of SPI formats
- whether MSAA resolving and logic op are enabled
These need special handling:
- blending
- disabled channels
Reviewed-by: Nicolai Hähnle <[email protected]>
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and rename a variable in the function.
SX_PS_DOWNCONVERT will be emitted here.
Reviewed-by: Nicolai Hähnle <[email protected]>
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The motivation is to simplify the Stoney RB+ code.
Intensity is already treated as red except here.
No piglit regressions.
Reviewed-by: Nicolai Hähnle <[email protected]>
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If the tri is fully inside a scissor edge (or rather, we just use the
bounding box of the tri for the comparison), then we can drop these
additional scissor "planes" early. We do not even need to allocate
space for them in the tri.
The math actually appears to be slightly iffy due to bounding boxes
being rounded, but it doesn't matter in the end.
Those scissor rects are costly - the 4 planes from the scissor are
already more expensive to calculate than the 3 planes from the tri itself,
and it also prevents us from using the specialized raster code for small
tris.
This helps openarena performance by about 8% or so. Of course, it helps
there that while openarena often enables scissoring (and even moves the
scissor rect around) I have not seen a single tri actually hit the
scissor rect, ever.
v2: drop individual scissor edges, and do it earlier, not even allocating
space for them.
v3: help the compiler a bit with simpler code, suggested by Brian.
Reviewed-by: Brian Paul <[email protected]>
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Just slightly simpler assembly.
Reviewed-by: Brian Paul <[email protected]>
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When we switched to 64bit rasterization, we could no longer use straight
aligned loads for loading the plane data. However, what the code actually
does for loading 3 planes, is 12 scalar loads + 9 unpacks, and then there's
another 8 unpacks for the transpose we need (!).
It would be possible to do the (scalar) loads of course already transposed
(at least saving the additional unpacks), however instead just use
(un)aligned vector loads, and recalculate the eo values, which is much less
instructions (note in case of the triangle_32_3_4 case, the eo values are
not even used, making the scalar loads + unpacks for them all the more
pointless).
This drops execution time of the triangle_32_3_4 function considerably,
albeit it doesn't really make a measurable difference (for small tris we're
essentially limited by vertex throughput in any case), for triangle_32_3_16
it's essentially noise (the loop is more costly than the initial code there).
(I'm thinking about just ditching storing the eo values in the plane data,
so could switch back to using aligned planes, however right now they are
still used in the other raster functions dealing with planes with scalar
code. Also not touching the ppc code, might not be that bad there in any
case.)
Reviewed-by: Brian Paul <[email protected]>
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It is necessary to share the screen between mesa and gralloc to
properly ref count resources. This implements a hash lookup on
the file description to re-use an already created screen. This is
a similar implementation as freedreno and radeon.
Signed-off-by: Rob Herring <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The change is necessary to avoid the following building error in android:
external/mesa/src/gallium/drivers/nouveau/nouveau_vp3_video_bsp.c: In function 'nouveau_vp3_bsp_next':
external/mesa/src/gallium/drivers/nouveau/nouveau_vp3_video_bsp.c:269:14: error: 'bsp_bo' undeclared (first use in this function)
assert(bsp_bo->size >= str_bsp->w0[0] + num_bytes[i]);
^
This matches the declaration of the variables in question.
Reviewed-by: Ilia Mirkin <[email protected]>
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This happens especially with exports and varying packing, where the last
bits aren't always filled in. We end up trying to do quad-wide stores,
which ends up being a lot of register moves that carefully preserve the
nop value. Instead don't do the stores.
total instructions in shared programs : 6131375 -> 6125267 (-0.10%)
total gprs used in shared programs : 910139 -> 895501 (-1.61%)
total local used in shared programs : 15328 -> 15328 (0.00%)
local gpr inst
helped 0 7442 4693
hurt 0 90 2687
Most of the helped/hurt instruction changes are by one or two ops
because can no longer do quad-wide stores in all cases.
Signed-off-by: Ilia Mirkin <[email protected]>
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If an instruction has multiple defs, we have to do a lot more checks to
make sure that we can move it forward. Among other things, various code
likes to do
a, b = tex()
if () c = a
else c = b
which means that a single phi node will have results pointing at the
same instruction. We obviously can't propagate the tex in this case, but
properly accounting for this situation is tricky. Just don't try for
instructions with multiple defs.
This fixes about 20 shaders in shader-db, including the dolphin efb2ram
shader.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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It appears that the nvidia render engine is quite picky when it comes to
linear surfaces. It doesn't like non-256-byte aligned offsets, and
apparently doesn't even do non-256-byte strides.
This makes arb_clear_buffer_object-unaligned pass on both nv50 and nvc0.
As a side-effect this also allows RGB32 clears to work via GPU data
upload instead of synchronizing the buffer to the CPU (nvc0 only).
Signed-off-by: Ilia Mirkin <[email protected]> # tested on GF108, GT215
Tested-by: Nick Sarnie <[email protected]> # GK208
Cc: [email protected]
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Since we emulate clip-planes, the clip-vertex is used within the VS
itself (thanks to nir_lower_clip). So just ignore it as a VS output.
Fixes a boatload of piglit tests that were asserting on unknown
varying slot.
(Also unrelated spelling/typo fix.)
Signed-off-by: Rob Clark <[email protected]>
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With glsl_to_nir we end up with local variables, instead of global, for
arrays.
Note that we'll eventually have to do something more clever, I think,
when we support multiple functions, but that will probably take some
work in a few places.
Signed-off-by: Rob Clark <[email protected]>
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Something we start to see with glsl_to_nir.
Signed-off-by: Rob Clark <[email protected]>
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With tgsi_to_nir we get this as a normal input with VARYING_SLOT_FACE.
But glsl_to_nir plus nir_lower_system_values this becomes an intrinsic.
Signed-off-by: Rob Clark <[email protected]>
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Experimentally derived max size.
Signed-off-by: Rob Clark <[email protected]>
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When using the "shared" vertex array configuration strategy, we bind
each of the buffers as a separate array. However there can be holes in
such vertex buffer lists, so just emit a disable for those.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Teach the emitter that the two registers are sequential, and drop the
second arg entirely, in favor of a double-wide first argument.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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This largely leaves the existing image logic alone. When image support
is added this will have to be harmonized somehow.
Signed-off-by: Ilia Mirkin <[email protected]>
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Issue a MEM_BARRIER. No idea if this is sufficient. As there are no
tests for this, it'll have to do for now.
Signed-off-by: Ilia Mirkin <[email protected]>
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(address, length) pairs are uploaded to the driver constbuf as well to
make these values available to the shaders.
Signed-off-by: Ilia Mirkin <[email protected]>
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We need to store a lot more info now with per-buffer address/size.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]> (v1)
v1 -> v2: add arg_begin/arg_end around buffer array
Reviewed-by: Samuel Pitoiset <[email protected]>
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Very modest effect, but it's clearly the right thing to do.
total instructions in shared programs : 6131491 -> 6131398 (-0.00%)
total gprs used in shared programs : 910157 -> 910131 (-0.00%)
total local used in shared programs : 15328 -> 15328 (0.00%)
local gpr inst bytes
helped 0 55 85 85
hurt 0 26 20 20
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reduces calls up to 50%
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Following shader-db results on GK110:
total instructions in shared programs : 6141510 -> 6131491 (-0.16%)
total gprs used in shared programs : 910187 -> 910157 (-0.00%)
total local used in shared programs : 15328 -> 15328 (0.00%)
local gpr inst bytes
helped 0 18 821 821
hurt 0 0 0 0
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Add a debug option to select the LLVM SI Machine Scheduler.
R600_DEBUG=sisched
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Just make sure that after we've submitted, we get to at least 5
(global) submits ago before we go on to do more. Prevents up to
seconds of lag with window movement in X with xcompmgr -c. There may
be useful tuning to do in the future, but for now this gets us
usability.
Cc: "11.0 11.1" <[email protected]>
Signed-off-by: Eric Anholt <[email protected]>
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On an error return, the returned seqno will probably be unset, so we'd
lose track of what we've submitted so far for waiting on in the
future.
Cc: "11.0 11.1" <[email protected]>
Signed-off-by: Eric Anholt <[email protected]>
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When RA fails, and we spill, we have to clean everything up before doing
RA again. We were forgetting to reset the hi/lo linked lists - at
least the hi list is guaranteed to still have pointers to now-deleted
RIG nodes.
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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v2: drop inline keyword
drop radeon_llvm_dispose_kernel_module wrapper
v3: move definitions to .c file
use in radeonsi
Signed-off-by: Jan Vesely <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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caused by ce1e7784d08a14a90e6051915f2622424a54dc6e
Trivial.
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The addition of spi_shader_col_format killed all color outputs
in precompiled shaders.
Reviewed-by: Michel Dänzer <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
v2: also set the alpha func (trivial)
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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This way one can reuse it in glsl, nir or other infrastructure without
pulling nir as dependency.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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This currently just writes out the name of dump files, which can be useful
to easily correlate those files with other log outputs (driver debug output,
apitrace calls, etc.)
Reviewed-by: Marek Olšák <[email protected]>
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This changes the default behavior of 'always' mode to be consistent with
hang detection mode.
I have used this to more easily compare dumped command streams using diff.
Reviewed-by: Marek Olšák <[email protected]>
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The new name for the intrinsic was introduced in LLVM r258558.
v2: use ternary operator instead of preprocessor
Reviewed-by: Michel Dänzer <[email protected]> (v1)
Reviewed-by: Marek Olšák <[email protected]>
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This fixes a VM fault and possible lockup in high memory pressure situations.
Cc: "11.1" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The key for a geometry shader would be interpreted as the key for a vertex
shader further down the line, which really doesn't make sense.
This does not affect the contents of shader->key because geometry shaders
don't have any key entries anyway.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Hence remove the misleading branch on is_gs_copy_shader.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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It is only used during shader creation now, so no need to keep it around
afterwards.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We now have an explicit parameter that contains the same information, and
this will allow us to get rid of is_gs_copy_shader in the si_shader struct.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Specifically, when the API switches from using a GS to not using a GS and then
back to using the same GS again, we do not have to re-send all the GS state,
but we do have to send VGT_GS_MODE. So make VGT_GS_MODE consistently be a part
of the VS state.
This fixes a rendering bug in Dolphin, but surely other applications are
affected as well.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93648
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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