| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit fc99cb3c9edee3af773700cf7ebdc60dc02fcaba.
"The performance went down from 64.7 to 51.4 fps in Valley and from 30.8 to
25.1 fps in Heaven on Radeon HD 7970. Other games seem to have also a 10-25%
performance decrease."
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102429
It looks like we can't use the raster config values from the kernel.
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Found by code inspection.
Fixes: c9e8b49b885 ("etnaviv: gallium driver for Vivante GPUs")
Cc: [email protected]
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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If we're rendering to a format without alpha, convert DST_ALPHA blend to
a ONE so that factors are properly computed. This same workaround is
done on a3xx+ as well.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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In 74e39de9324d it was set to 3 and it was reported that 4 caused
tesseract to start spilling VGPRs. This no longer seems to be the
case.
Totals:
SGPRS: 2787844 -> 2787764 (-0.00 %)
VGPRS: 1713121 -> 1712717 (-0.02 %)
Spilled SGPRs: 7532 -> 7532 (0.00 %)
Spilled VGPRs: 49 -> 33 (-32.65 %)
Private memory VGPRs: 2060 -> 2060 (0.00 %)
Scratch size: 2200 -> 2180 (-0.91 %) dwords per thread
Code Size: 79265520 -> 79248360 (-0.02 %) bytes
LDS: 436 -> 436 (0.00 %) blocks
Max Waves: 670535 -> 670608 (0.01 %)
Wait states: 0 -> 0 (0.00 %)
Before:
VGPR SPILLING APPS Shaders SpillVGPR PrivVGPR ScratchSize
EffectsCaveDemo 301 0 256 264
ReflectionsSubwayDemo 264 0 256 264
VehicleGame 295 0 128 132
bioshock-infinite 1140 0 448 516
dirt-showdown 453 33 0 28
gang-beasts 364 0 500 496
kerbal-space-program 1228 0 472 480
tomb-raider-ultra 1199 16 0 20
After:
VGPR SPILLING APPS Shaders SpillVGPR PrivVGPR ScratchSize
EffectsCaveDemo 301 0 256 264
ReflectionsSubwayDemo 264 0 256 264
VehicleGame 295 0 128 132
bioshock-infinite 1140 0 448 516
dirt-showdown 453 33 0 28
gang-beasts 364 0 500 496
kerbal-space-program 1228 0 472 480
The only change in VGPR spills is the elimination of all spills
in Tomb Raider at Ultra settings. Closer examination shows that
the shaders go over the limit because they contain three
expressions a mul, rcp and ubo load. The ubo load is actually
used elsewhere and is therefore stored in a temp already in IR
such as tgsi but glsl ir counts it agaist the if cost.
Acked-by: Nicolai Hähnle <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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We don't actually write them to disk here. That will happen in the
following commit.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Not sure yet if we wanna do this on CIK and VI too.
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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All of the coordinates and LOD args are integers for TXF. This mostly
doesn't matter, except for converting into a levelZero=true operation by
removing an explicit zero LOD. For the comparison against zero to work
properly, the sType of the instruction has to be set correctly.
Fixes: KHR-GL45.robust_buffer_access_behavior.texel_fetch
Reported-by: Karol Herbst <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Only copy this value when in restart drawing mode.
Eliminates valgrind errors when running trivial programs.
Reviewed-by: Bruce Cherniak <[email protected]>
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Bad mistake, sorry.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Use the correct type to fix pointer arithmetic.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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When assertions were disabled, the compiler removed
the call to util_idalloc_alloc() and the first allocated
bindless slot was 0 which is invalid per the spec.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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I think it makes more sense.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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since the way should be as same as UVD
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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use COS+SIN instead.
Reviewed-by: Roland Scheidegger <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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use MUL+MAD+MOV instead.
Reviewed-by: Roland Scheidegger <[email protected]>
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use DP4 or DP3 + ADD.
Reviewed-by: Roland Scheidegger <[email protected]>
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use DP3 instead.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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use MEMBAR instead
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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clip_regs aren't marked dirty when writes_viewport_index is changed.
Cc: 17.2 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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+ 4 piglit regressions, but it's correct accorcing to the GL spec and
performance is more important than piglit.
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: 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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Now we can finally stop flushing L2 data.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Vulkan doesn't do it anymore.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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0 is PIPE_QUERY_OCCLUSION_COUNTER, which is not what we want.
Reviewed-by: Nicolai Hähnle <[email protected]>
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- don't precompile LS and ES (they don't exist on GFX9), compile as VS instead
- don't precompile HS and GS (we don't have LS and ES parts)
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 17.2 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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We have come to the conclusion that it doesn't improve performance.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The workaround will do for now. The root cause is still unknown.
This fixes new piglit: 16in-1out
Cc: 17.1 17.2 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Currently, when the array is full it is resized but it can grow
over and over because we don't try to re-use descriptor slots.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Using VRAM address as bindless handles is not a good idea because
we have to use LLVMIntToPTr and the LLVM CSE pass can't optimize
because it has no information about the pointer.
Instead, use slots indexes like the existing descriptors. Note
that we use fixed 16-dword slots for both samplers and images.
This doesn't really matter because no real apps use image handles.
This improves performance with DOW3 by +7%.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To share common code between rw buffers and bindless descriptors.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Looks like it's useless to initialize that field when CE is
unused. This will also allow to declare more than 64 elements
for the array of bindless descriptors.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The number of bindless descriptors is dynamic and we definitely
have to support more than 256 slots.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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A new pair of user SGPR is needed for loading the bindless
descriptors from shaders. Because the descriptors are global for
all stages, there is no need to add separate indices for GFX9.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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