| Commit message (Collapse) | Author | Age | Files | Lines |
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We won't have an FD if we're just having the server wait on a fence
created by eglCreateSyncKHR(). Our seqno fences will happen in order, so
server-side waits are no-ops in that case. Fixes
dEQP-EGL.functional.sharing.gles2.multithread.simple_egl_server_sync.buffers.gen_delete
Fixes: b0acc3a5628c ("broadcom/vc4: Native fence fd support")
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Fixes:
dEQP-GLES2.shaders.struct.uniform.sampler_array_fragment
dEQP-GLES2.shaders.struct.uniform.sampler_array_vertex
dEQP-GLES2.shaders.struct.uniform.sampler_nested_fragment
dEQP-GLES2.shaders.struct.uniform.sampler_nested_vertex
Cc: [email protected]
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Similar to what I did for V3D, provide some description of the uniforms.
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Reduces the size of vc4_uniforms.o by about 10%. We would basically
always end up loading the cachline of uinfo->data[i] anyway, so it should
be good for performance as well as making the code a bit cleaner.
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The HW only executes a load once the tile coordinates packet happens, and
only tracks one at a time, so by emitting our two MSAA loads back to back
we would end up with an undefined color or Z buffer. The simulator
doesn't seem to care, but sync up the RCL generation with the kernel
anyway.
Fixes dEQP-EGL.functional.render.multi_context.gles2.rgb888_window
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Fixes texturing from EGL images created from cubemap faces, as in
dEQP-EGL.functional.image.create.gles2_cubemap_negative_x_rgba_texture
Cc: [email protected]
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Reviewed-by: Erik Faye-Lund <[email protected]>
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With earlier rework the user and provider of the symbol are within the
same binary. Thus there's no point in exporting the function.
Spotted while reviewing patch from Chuck, that nearly added another
unneeded PUBLIC function.
Cc: Chuck Atkins <[email protected]>
Cc: Tim Rowley <[email protected]>
Fixes: f50aa21456d "(swr: build driver proper separate from rasterizer")
Signed-off-by: Emil Velikov <[email protected]>
Tested-by: Chuck Atkins <[email protected]>
Reviewed-By: George Kyriazis <[email protected]<mailto:[email protected]>>
Tested-by: Chuck Atkins <[email protected]<mailto:[email protected]>>
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This just makes sure we're currently up-to-date with what
virglrenderer has.
Signed-off-by: Erik Faye-Lund <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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This matches what this field is called in virglrenderer's copy of
this.
This reduces the diff between the two different versions of
virgl_hw.h, and should make it easier to upgrade the file in
the future.
Signed-off-by: Erik Faye-Lund <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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Fixes: bd1925562ad1 ("vc4: Convert the driver to emitting the shader record using pack macros.")
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Noticed when trying to run current Mesa on rpi's downstream kernel.
Fixes: b0acc3a5628c ("broadcom/vc4: Native fence fd support")
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This is needed to ensure that we don't get blocked waiting for VPM space
with bin/render overlapping.
Cc: "18.2" <[email protected]>
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VC5 isn't a useful name any more, just stick to v3d.
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We already guarded all OP_SULDP against out of bound accesses, but we
ended up just reusing whatever value was stored in the dest registers.
Fixes CTS test shader_image_load_store.incomplete_textures
v2: fix for loads not ending up with predicates (bindless_texture)
v3: fix replacing the def
Cc: <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
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mitigates hurt shaders after adding sqrt:
total instructions in shared programs : 5456166 -> 5454825 (-0.02%)
total gprs used in shared programs : 647522 -> 647551 (0.00%)
total shared used in shared programs : 389120 -> 389120 (0.00%)
total local used in shared programs : 21064 -> 21064 (0.00%)
total bytes used in shared programs : 58288696 -> 58274448 (-0.02%)
local shared gpr inst bytes
helped 0 0 0 516 516
hurt 0 0 27 2 2
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
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./GpuTest /test=pixmark_piano 1024x640 30sec:
301 -> 327 points
shader-db:
total instructions in shared programs : 5472103 -> 5456166 (-0.29%)
total gprs used in shared programs : 647530 -> 647522 (-0.00%)
total shared used in shared programs : 389120 -> 389120 (0.00%)
total local used in shared programs : 21064 -> 21064 (0.00%)
total bytes used in shared programs : 58459304 -> 58288696 (-0.29%)
local shared gpr inst bytes
helped 0 0 27 8281 8281
hurt 0 0 21 431 431
v2: use NVISA_GM200_CHIPSET
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
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Users are encouraged to switch to LLVM 6.0 released in March 2018.
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Darren Powell <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Zeroing memory after calloc is not necessary. This also allows to avoid
possible crash when allocation fails, because memset is called before
checking screen for NULL.
Fixes: a29d63ecf71546c4798c6 "swr: refactor swr_create_screen to allow
for proper cleanup on error"
Reviewed-by: Eric Engestrom <[email protected]>
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To make dEQP-GLES31.functional.ssbo.layout.random.all_shared_buffer.23
finish sooner on the older CPUs. (otherwise it gets killed and we fail
the test)
Acked-by: Dave Airlie <[email protected]>
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CXXLD gallium_dri.la
../../../../src/gallium/drivers/vc4/.libs/libvc4.a(vc4_cl_dump.o): In function `vc4_dump_cl':
src/gallium/drivers/vc4/vc4_cl_dump.c:45: undefined reference to `clif_dump_init'
src/gallium/drivers/vc4/vc4_cl_dump.c:82: undefined reference to `clif_dump_destroy'
../../../../src/broadcom/cle/.libs/libbroadcom_cle.a(cle_libbroadcom_cle_la-v3d_decoder.o): In function `v3d_field_iterator_next':
src/broadcom/cle/v3d_decoder.c:902: undefined reference to `clif_lookup_bo'
Fixes: e92959c4e0 ("v3d: Pass the whole clif_dump structure to v3d_print_group().")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107423
CC: Eric Anholt <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Andres Gomez <[email protected]>
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Python 2 had string_escape and unicode_escape codecs. Python 3 only has
the latter. These work the same as far as we're concerned, so let's use
the future-proof one.
However, the reste of the code expects unicode strings, so we need to
decode them again.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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This fixes the following dEQP-GLES31 cases from NotSupported to
Pass for me:
- dEQP-GLES31.functional.blend_equation_advanced.state_query.*
- dEQP-GLES31.functional.blend_equation_advanced.basic.*
- dEQP-GLES31.functional.blend_equation_advanced.srgb.*
- dEQP-GLES31.functional.blend_equation_advanced.msaa.*
- dEQP-GLES31.functional.blend_equation_advanced.barrier.*
- dEQP-GLES31.functional.draw_buffers_indexed.overwrite_*advanced_blend_eq*
- dEQP-GLES31.functional.state_query.indexed.blend_equation_advanced_*
- dEQP-GLES31.functional.debug.negative_coverage.*.advanced_blend.*
Signed-off-by: Erik Faye-Lund <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In gallium, supporting FBFETCH means supporting non-coherent fetches, but
in virglrenderer, due to technical reasons this is backed by coherent
fetches instead. This means we don't need to do anything for the barriers.
However, if we don't have a texture_barrier implementation, we get crashes
because the non-coherent extensions is exposed.
So, let's leave this as a NOP for now.
[airlied: I've got a more complete impl of this somewhere, once we
land the host side].
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Erik Faye-Lund <[email protected]>
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Reviewed-by: Gurchetan Singh <[email protected]>
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This uses new protocol to send the default sizes to the host.
Reviewed-by: Gurchetan Singh <[email protected]>
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This hooks up compute shader creation and launch grid support.
Reviewed-by: Gurchetan Singh <[email protected]>
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Framebuffer without attachments now supports 16 samples.
Tested-by: Dieter Nützel <[email protected]>
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and use pipe_resource::nr_storage_samples instead of
r600_texture::num_color_samples.
Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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When texture buffers are used as images in compute shaders, the guest
never sees the modified data since the TBO is always marked as clean.
Fixes most dEQP-GLES31.functional.image_load_store.buffer.* tests.
Example test cases:
dEQP-GLES31.functional.image_load_store.buffer.load_store.r32ui
dEQP-GLES31.functional.image_load_store.buffer.qualifiers.coherent_r32f
dEQP-GLES31.functional.image_load_store.buffer.format_reinterpret.rgba8_rgba8ui
Note: virglrenderer side patch also needed to bind TBOs correctly
Reviewed-by: Dave Airlie <[email protected]>
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Reviwed-by: Gert Wollny <[email protected]>
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Reviwed-by: Gert Wollny <[email protected]>
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v2: add max image samples support
Reviwed-by: Gert Wollny <[email protected]>
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Fixes: d0bed0b4944d ("etnaviv: support HI performance counters")
Cc: [email protected]
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Chris Healy <[email protected]>
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This matches what CLIF parsing expects, and makes
TILE_BINNING_MODE_CONFIGURATION_COMMON_CONFIGURATION into a much more
legible TILE_BINNING_MODE_CFG_COMMON.
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The CLIF format expects american english spelling, and the rest of Mesa is
too. I was previously adhering to the spec's spelling, which is
counterproductive.
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This makes us match up with the V3D HW team's names a bit more.
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A few of the upcoming changes would make the V3D_DEBUG=cl output less
readable, so let's make proper CLIF file production be under a separate
V3D_DEBUG=clif flag.
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V3D only has one of these (the top 16 bits of a float32) left in its CLs,
but VC4 had many more. This gets us proper pretty-printing of the values
instead of a large uint.
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This should be some simpler memcpying at draw time, and makes the next
change easier.
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I copied this value from radeonsi, but it was wrong, 1024
seems to be correct answer from looking at gpuinfo.
This should fix a few compute shader related hangs. (at least in CTS)
Cc: <[email protected]>
(airlied: pushed because it avoids hangs)
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Somehow this got lost from the initial MSAA patch.
Signed-off-by: Rob Clark <[email protected]>
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To avoid serializing, this has the user constant buffer always be 65536
bytes and enabled unless it's required that something else is used for
constant buffer 0.
Fixes artifacts with at least XCOM: Enemy Within, 0 A.D. and Unigine
Valley, Heaven and Superposition.
v2: changed uniform_buffer_bound to be bool instead of a uint32_t
v3: remove magic constants
v3: remove pointless code in nvc0_validate_driverconst
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100177
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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