| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This prevents clover from using unsupported devices.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
CC: "10.0 10.1" <[email protected]>
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This makes it easy to compare output between different cards, especially
for ones that you don't have (and/or not in the current machine).
Signed-off-by: Ilia Mirkin <[email protected]>
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This should pave the way to being able to use the compiler without a
context. Also leads to cleaner code.
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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Signed-off-by: Ilia Mirkin <[email protected]>
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Similar to u_blitter, u_upload_mgr is now a client of the pipe context. Its
creation needs to be delayed until the context has been (almost) initialized.
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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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Reviewed-by: Michel Dänzer <[email protected]>
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This will be used for changing texture properties without modifying
pipe_resource like r600g, but not in this series. For now, this change
allows consolidation of pipe_surface functions.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Same as r600g.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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v2: use one of the htile registers instead
Reviewed-by: Michel Dänzer <[email protected]>
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db_z_info was unused. This just renames the variable to match the register
name.
Now, db_depth_info is unused on Evergreen.
Both variables will be needed on SI though.
Reviewed-by: Michel Dänzer <[email protected]>
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I'm gonna use this in radeonsi.
Reviewed-by: Michel Dänzer <[email protected]>
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It doesn't depend on anything else.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
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All GTT memory mappings are coherent and therefore can be persistent.
Reviewed-by: Fredrik Höglund <[email protected]>
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Required for ARB_buffer_storage.
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Cc: "10.0 10.1" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This adds support to gallium for a TG4 instruction,
and two CAPs. The first CAP is required for GL_ARB_texture_gather.
The second CAP is required to expose GL_ARB_gpu_shader5.
However so far we haven't found any hardware that natively
exposes the textureGatherOffsets feature from GL, so just
lower it for now. If hardware appears for this we can add
another CAP to allow TG4 to take 4 offsets.
v2: add component selection src and a cap to say
hw can do it. (st can use to help control
GL_ARB_gpu_shader5/GLSL 4.00). Add docs.
v3: rename to SM5, add docs.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The offsets will be stored in the handles parameter. This makes
it possible to use sub-buffers.
v2:
- Style fixes
- Add support for constant sub-buffers
- Store handles in device byte order
v3:
- Use endian helpers
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Using generic shaders caused a measurable fps drop, which was isolated to
use of full precision (vs half precision) output. This is an attempt to
regain that lost performance by using half precision solid/blit shaders
(when the output format is not float32).
Note: for the built-in shaders, I would not expect them to be register
starved. And in fact it is the solid frag shader that seems to have the
biggest impact. So I suspect you get double the pixel pipe units (or
half the cycles) when the output is half precision. So there may be
some gain to using half precision output for application shaders as
well, even though the rest of register usage is still full precision.
But for half precision to work for more complex shaders, we need to deal
with some constraints, like cat2 needing same precision for it's two src
registers. So for now it is not enabled by default except for the
built-in shaders.
Signed-off-by: Rob Clark <[email protected]>
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Start putting in place infrastructure to deal with multiple shader
variants. Initially we'll use this for two sided color (frag) and
binning pass (vert) shaders. Possibly need for others later (such
as YUV vs RGB eglImage?).
Signed-off-by: Rob Clark <[email protected]>
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Easier than making more extensive use of rpt, and the more compact
shaders seem to bring some bit of performance boost. (Perhaps repeat
flag benefits are more than just instruction cache, possibly it saves
on instruction decode as well?)
Signed-off-by: Rob Clark <[email protected]>
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Instead in the common code, construct these shaders from TGSI. For now
we let a2xx keep it's hand coded shaders, as it's compiler isn't quite
up to the job yet. All the same it is a net drop in code size and gets
rid of special cases.
Signed-off-by: Rob Clark <[email protected]>
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Make things configurable, and tweak the API a bit to avoid an extra
tgsi_shader_scan(). Getting closer to something generic which can be
moved out of freedreno and shaderd by other drivers.
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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Unfortunately there's only one RT_ARRAY_MODE setting for all
attachments, so clears were previously truncated to the minimum number
of layers any attachment had. Instead set the RT_ARRAY_MODE to 512 (the
max number of layers) before doing the clear. This fixes
gl-3.2-layered-rendering-clear-color-mismatched-layer-count.
Also fix clears of individual layered rt/zeta, in case it ever happens.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christoph Bumiller <[email protected]>
Cc: 10.1 <[email protected]>
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Use tex->bo_format instead of zs->format in ilo_blitter_rectlist_clear_zs()
because the latter may be combined depth/stencil format. hiz_can_clear_zs()
is no-op for GEN7+, but move the GEN check so that the assertions are tested.
Finally, call the fast depth clear function from ilo_clear().
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It is needed for 3DSTATE_CLEAR_PARAMS, and can also be used to track what
value the slice has been cleared to.
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Improve comments for the flags, and explicitly separate their uses in slice
flags and resolve flags.
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3DSTATE_STENCIL_BUFFER inherits some states from 3DSTATE_DEPTH_BUFFER. We
need to emit both even the surface is stencil only.
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Layer offsetting is possible when it is level 0, layer 0.
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It happens to work because PIPE_USAGE_STAGING is 0x100.
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Assume the bo has been written by another process, which will trigger a HiZ
resolve.
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We were turning non-memory spill slots into NULL.
Cc: 10.1 <[email protected]>
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Since we are now consuming two ringbuffers at a time, we probably want a
pool larger than 4.. but we don't need each individual ringbuffer to be
so large, so offset the pool size increase by reducing rb size.
Signed-off-by: Rob Clark <[email protected]>
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It seems the write-after-read hazard that applies to texture fetch
instructions, also applies to sfu instructions.
Also, cat5/cat6 instructions do not have a (ss) bit, so in these
cases we need to insert a dummy nop instruction with (ss) bit set.
Signed-off-by: Rob Clark <[email protected]>
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Fixes radeonsi emitting command streams to the kernel even when there
have been no draw calls before a flush, potentially powering up the GPU
needlessly.
Incidentally, this also cuts the runtime of piglit gpu.py in about half
on my Kaveri system, probably because an X11 client going away no longer
always results in a command stream being submitted to the kernel via
glamor.
Bugzilla: https://bugzilla.kernel.org/show_bug.cgi?id=65761
Cc: "10.1" [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Seems texture sample instructions don't immediately consume there
src(s). In fact, some shaders from blob compiler seem to indiciate that
it does not even count the texture sample instructions when calculating
number of delay slots to fill for non-sample instructions. (Although so
far it seems inconclusive as to whether this is required.)
In particular, when a src register of a previous texture sample
instruction is clobbered, the (ss) bit is needed to synchronize with the
tex pipeline to ensure it has picked up the previous values before they
are overwritten.
Signed-off-by: Rob Clark <[email protected]>
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