| Commit message (Collapse) | Author | Age | Files | Lines |
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This patch makes use of the DRM_IOCTL_VC4_GEM_MADVISE ioctl to mark all
BOs placed in the mesa BO cache as purgeable so that the system can
reclaim this memory under memory pressure.
v2:
- Removed BOs from the cache when they've been purged by the kernel
- Check whether the madvise ioctl is supported or not before using it
v3: Don't walk the whole list when we find a busy BO (by anholt, acked by
Boris)
Signed-off-by: Boris Brezillon <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Tested-by: Timothy Arceri <[email protected]>
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160 -> 136 bytes
Reviewed-by: Nicolai Hähnle <[email protected]>
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1752 -> 1736 bytes
Reviewed-by: Nicolai Hähnle <[email protected]>
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216 -> 160 bytes
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Transfer commands can have associated GPU operations.
Enabled by passing GALLIUM_DDEBUG=transfers.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This patch has multiple goals:
1. Off-load the writing of records in 'always' mode to another thread
for performance.
2. Allow using ddebug with threaded contexts. This really forces us to
move some of the "after_draw" handling into another thread.
3. Simplify the different modes of ddebug, both in the code and in
the user interface, i.e. GALLIUM_DDEBUG. In particular, there's
no 'pipelined' anymore, since we're always pipelined; and 'noflush'
is replaced by 'flush', since we no longer flush by default.
4. Fix the fences in pipelining mode. They previously relied on writes
via pipe_context::clear_buffer. However, on radeonsi, those could
(quite reasonably) end up in the SDMA buffer. So we use the newly
added PIPE_FLUSH_{TOP,BOTTOM}_OF_PIPE fences instead.
5. Improve pipelined mode overall, using the finer grained information
provided by the new fences.
Overall, the result is that pipelined mode should be more useful, and
using ddebug in default mode is much less invasive, in the sense that
it changes the overall driver behavior less (which is kind of crucial
for a driver debugging tool).
An example of the new hang debug output:
Gallium debugger active.
Hang detection timeout is 1000ms.
GPU hang detected, collecting information...
Draw # driver prev BOP TOP BOP dump file
-------------------------------------------------------------
2 YES YES YES NO /home/nha/ddebug_dumps/shader_runner_19919_00000000
3 YES NO YES NO /home/nha/ddebug_dumps/shader_runner_19919_00000001
4 YES NO YES NO /home/nha/ddebug_dumps/shader_runner_19919_00000002
5 YES NO YES NO /home/nha/ddebug_dumps/shader_runner_19919_00000003
Done.
We can see that there were almost certainly 4 draws in flight when
the hang happened: the top-of-pipe fence was signaled for all 4 draws,
the bottom-of-pipe fence for none of them. In virtually all cases,
we'd expect the first draw in the list to be at fault, but due to the
GPU parallelism, it's possible (though highly unlikely) that one of
the later draws causes a component to get stuck in a way that prevents
the earlier draws from making progress as well.
(In the above example, there were actually only 3 draws truly in flight:
the last draw is a blit that waits for the earlier draws; however, its
top-of-pipe fence is emitted before the cache flush and wait, and so
the fact that the draw hasn't truly started yet can only be seen from a
closer inspection of GPU state.)
Acked-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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v2: use uncached system memory for the fence, and use the CPU to
clear it so we never read garbage when checking the fence
Reviewed-by: Marek Olšák <[email protected]>
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v2: remove the change to si_fence_server_sync, we'll handle that more
robustly
Reviewed-by: Marek Olšák <[email protected]>
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This requires out-of-band creation of fences, and will be signaled to
the pipe_context::flush implementation by a special TC_FLUSH_ASYNC flag.
v2:
- remove an incorrect assertion
- handle fence_server_sync for unsubmitted fences by
relying on the improved cs_add_fence_dependency
- only implement asynchronous flushes on amdgpu
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The idea is to fix the following interleaving of operations
that can arise from deferred fences:
Thread 1 / Context 1 Thread 2 / Context 2
-------------------- --------------------
f = deferred flush
<------- application-side synchronization ------->
fence_server_sync(f)
...
flush()
flush()
We will now stall in fence_server_sync until the flush of context 1
has completed.
This scenario was unlikely to occur previously, because applications
seem to be doing
Thread 1 / Context 1 Thread 2 / Context 2
-------------------- --------------------
f = glFenceSync()
glFlush()
<------- application-side synchronization ------->
glWaitSync(f)
... and indeed they probably *have* to use this ordering to avoid
deadlocks in the GLX model, where all GL operations conceptually
go through a single connection to the X server. However, it's less
clear whether applications have to do this with other WSI (i.e. EGL).
Besides, even this sequence of GL commands can be translated into
the Gallium-level sequence outlined above when Gallium threading
and asynchronous flushes are used. So it makes sense to be more
robust.
As a side effect, we no longer busy-wait on submission_in_progress.
We won't enable asynchronous flushes on radeon, but add a
cs_add_fence_dependency stub anyway to document the potential
issue.
Reviewed-by: Marek Olšák <[email protected]>
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Cc: Jose Fonseca <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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With Gallium threaded contexts, creating shader/compute states is
effectively a screen operation, so we should not use context state.
In particular, this allows us to avoid using the context's LLVM
TargetMachine.
This isn't an issue yet because u_threaded_context filters out non-async
debug callbacks, and we disable threaded contexts for debug contexts.
However, we may want to change that in the future.
Reviewed-by: Marek Olšák <[email protected]>
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Found by inspection.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The #if guard is probably not 100% equivalent to the previous PIPE_OS
check, but if anything it should be an over-approximation (are there
pthread implementations without barriers?), so people will get either
a good implementation or compile errors that are easy to fix.
Reviewed-by: Marek Olšák <[email protected]>
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We only need the lock to guard changes in the variant linked list. The
actual compilation can happen outside the lock, since we use the ready
fence as a guard.
v2: fix double-unlock
Reviewed-by: Marek Olšák <[email protected]>
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There's a race condition between si_shader_select_with_key and
si_bind_XX_shader:
Thread 1 Thread 2
-------- --------
si_shader_select_with_key
begin compiling the first
variant
(guarded by sel->mutex)
si_bind_XX_shader
select first_variant by default
as state->current
si_shader_select_with_key
match state->current and early-out
Since thread 2 never takes sel->mutex, it may go on rendering without a
PM4 for that shader, for example.
The solution taken by this patch is to broaden the scope of
shader->optimized_ready to a fence shader->ready that applies to
all shaders. This does not hurt the fast path (if anything it makes
it faster, because we don't explicitly check is_optimized).
It will also allow reducing the scope of sel->mutex locks, but this is
deferred to a later commit for better bisectability.
Fixes dEQP-EGL.functional.sharing.gles2.multithread.simple.buffers.bufferdata_render
Reviewed-by: Marek Olšák <[email protected]>
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Radeonsi also sets this flag. Seems to avoid pulling up the desintation
RT value when the dst blend factor is zero if it's not otherwise being
loaded. Among other things, it allows blending to overwrite infinity/NaN
values in the destination RT.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This matches nvc0 behavior, tested with the fbo-float-nan piglit.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tobias Klausmann<[email protected]>
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Fixes: 45bb8f29571 ("broadcom: Add V3D 3.3 gallium driver called "vc5",
for BCM7268.")
Cc: 17.3 <[email protected]>
Signed-off-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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Fixes GL_OUT_OF_MEMORY from streaming-texture-leak (and will hopefully
keep piglit from ooming on my no-swap platform, as well).
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Gallium disables it by removing the streamout buffers, not by binding a
program that doesn't have TF outputs. Fixes piglit
"ext_transform_feedback2/counting with pause"
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Fixes piglit discard-drawarrays.
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We have to compute the queries in software, so we're counting the
primitives by hand. We still need to make sure to not increment the
PRIMITIVES_EMITTED if we overflowed, but leave that for later.
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Fixes all of piglit's OQ tests.
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Fixes crashes when ARB_fp uses texture[1] but not 0, as in piglit's
fp-fragment-position.
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Fixes piglit oes_compressed_etc2_texture-miptree srgb8-alpha8.
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Fixes piglit early-z.
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The lod clamping is what limits you between base and last level, and the
base level field is just there to help decide where the min/mag change
happens.
Fixes tex-miplevel-selection GL2:texture()
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The ordering of the values was even less obvious than I thought, with both
the mip filter and the min filter being in different bits depending on
whether the mip filter is none.
Fixes piglit fs-textureLod-miplevels.shader_test
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The HW doesn't pad the slice's height to make a full 4x4 group of UIF
blocks. We just need to pad to columns, and the start of the next column
appears in the bottom of the previous column's last block.
Fixes piglit fs-textureOffset-2D.
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The alignment of level 0 is non-obvious, so it's hard to turn a faulting
address into a slice without this.
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Fixes piglit glsl-es-3.00/minimum-maximums.txt.
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The field is signed 8.8, so the usual 16.0f fits. Fixes piglit
gl-2.1-minmax.
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They aren't quite in the same order as the gallium defines. Fixes piglit
gl-2.0-two-sided-stencil.
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Only the stencil ref comes in as dynamic state at emit time.
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This is so much more pleasant to write than the manual
V3D33_whatever_pack() calls, and will be useful for when we start doing
actual per-V3D compiles.
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