| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Only resident bindless descriptors are currently updated and
re-uploaded, this makes sure that the non-resident ones are
also updated.
Signed-off-by: Samuel Pitoiset <[email protected]>
Cc: "17.2" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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just use the new scratch buffer.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes random hangs with Unigine Valley.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102201
Fixes: 064550238ef0 ("radeonsi: use CLEAR_STATE to initialize some registers")
Reviewed-by: Nicolai Hähnle <[email protected]>
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The driver supported this since way before the GL spec for it existed.
Just need to support both the per-stream and for all streams variants
(which are identical due to only supporting 1 stream).
Passes piglit arb_transform_feedback_overflow_query-basic.
Reviewed-by: Jose Fonseca <[email protected]>
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The driver was supposed to support this since way before the GL spec for it
existed, albeit it was apparently broken, so fix and enable it.
Reviewed-by: Jose Fonseca <[email protected]>
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src0.x is always read for the LOD, irrespective of which outputs are
read.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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This affects which inputs are marked as used. In a situation where only
the texture instruction uses an input, it might have been ignored as
unused due to input masks.
Affects subtests of KHR-GL45.texture_cube_map_array.sampling
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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CID: 1416243, 1416244, 1416255
CC: [email protected]
Reviewed-by: Bruce Cherniak <[email protected]>
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The vce firmware interface should now be stable, all firmwares with
major version equals to 53 are supported.
Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <christian.koenig at amd.com>
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The rasterizer being empty can happen e.g. during clears
Signed-off-by: Ilia Mirkin <[email protected]>
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This passes both gl-1.0-logicop and gl-1.1-xor piglits.
Signed-off-by: Ilia Mirkin <[email protected]>
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Changed all register and instruction names, works the same.
v2: Rebase on build system changes (by anholt)
v3: Fix build on clang (by anholt, reported by Rob)
Signed-off-by: Jonas Pfeil <[email protected]>
Tested-by: Rob Herring <[email protected]>
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If you don't pass this, the compiler refuses to compile the assembly for
pre-v7 CPUs. This also keeps us from building identical, non-NEON code on
aarch64 and x86.
Fixes: a373f77662c5 ("vc4: Use a wrapper file to set VC4_BUILD_NEON instead of CFLAGS.")
v2: Fix Android build by just appending NEON_C_SOURCES when
ARCH_ARM_HAVE_NEON.
Tested-by: Rob Herring <[email protected]>
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It makes performance worse by a very small (hard to measure) amount.
We've done extensive profiling of this feature internally.
Cc: 17.1 17.2 <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Christian König <[email protected]>
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For memobj imports we weren't setting the surface to 0, which
meant sometimes we'd end up with tile_swizzle garbage, which
would corrupt rendering.
This seems to fix the image corruption on the imported memory
objects in vrdashboard for me.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Since we don't iterate to a fixed point, we can end up in situations
where we have a SAT instruction + a long immediate. This is not legal.
However since it's immediately computable, just run unary straight away
to handle the situation.
Fixes: 24a799ad35a82 ("nv50/ir: fix ConstantFolding with saturation")
Reported-by: Tobias Klausmann <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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While technically correct, this can lead to e.g. getImmediate assuming
that it can walk up the value chain. It could be fixed to not do this,
but it seems easier and less error-prone to just not link the two values
to save on one LValue object.
Signed-off-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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otherwise there is corruption in most apps.
Fixes: 0fe0320 radeonsi: use optimal packet order when doing a pipeline sync
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes corrupted shadows in Unigine Valley.
The corruption disappeared when I stopped setting IMG_DATA_FORMAT_24_8
for depth.
Cc: 17.2 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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UE4Editor has this issue.
This commit prevents hangs (release build) or assertion failures (debug
build). It doesn't fix the editor, but catastrophic scenarios are
prevented.
Cc: 17.1 17.2 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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For mul(a, +-1) codegen can generate OP_MOV with a saturation flag
set which is ignored at emission. The same can happen with add(a, 0),
and others.
Adding an assert for detecting more of such issues.
Fixes wrongly rendered water in Hitman Absolution running under wine.
Also a few shaders in Mad Max and Alien Isolation produce such MOVs.
CC: <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Tobias Klausmann <[email protected]>
[imirkin: generalize the fix for other cases]
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Process most new SET packets in parallel with previous draw calls, then
flush caches and wait, start the draw, and do L2 prefetches last.
This decreases the [CP busy / SPI busy] ratio (verified with GRBM perf
counters). In other words, the time window when shaders are idle (between
(the wait and the draw) is much shorter now.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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so that we don't rely on si_pm4_state_enabled_and_changed, allowing us
to move prefetches after draw calls.
v2: ckear the dirty mask after unbinding shaders
Tested-by: Dieter Nützel <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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I'd like to be able to move the prefetch call site around.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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also set max_alignment on amdgpu.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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R8_UNORM textures can be emulated by means of L8 and a swizzle.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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This patch adds support for large shaders on GC3000. For example the "terrain"
glmark benchmark with a large fragment shader will work after this.
If the GPU supports ICACHE, shaders larger than the available state area will
be uploaded to a bo of their own and instructed to be loaded from memory on
demand. Small shaders will be uploaded in the usual way. This mimics the
behavior of the blob.
On GPUs that don't support ICACHE, this patch should make no difference.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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GC3000 has changed from a separate store for VS and PS uniforms
to a single, unified one. There is backwards compatibilty functionalty,
however this does not work correctly together with ICACHE.
This patch adds explicit support, although in the simplest way possible:
the PS/VS uniforms split is still fixed and hardcoded. It should
make no difference on hardware that does not have unified uniform
memory.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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v2: fix an indentation error
v3: don't enable for r600
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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v2: move from r600_common to radeonsi
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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v2: remove unnecessary returns
v3 (Timothy Arceri): updated trace
v4 (Timothy Arceri): actually dump the params in trace
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]> (v2)
Reviewed-by: Samuel Pitoiset <[email protected]>
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v2: also consider gfx9 metadata
v3: ref/unref memobj->buf
v4: add refcount comment
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Plumbing for importing memobj backed textures.
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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v2: fix comment regarding fd ownership, define pipe_memory_object
v3: remove stray return
v4 (Timothy Arceri): update trace
v5 (Timothy Arceri): actually dump the params in trace
Reviewed-by: Marek Olšák <[email protected]> (v3)
Reviewed-by: Samuel Pitoiset <[email protected]>
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Android build changes to avoid the following building error:
target C: libmesa_pipe_radeonsi <= external/mesa/src/gallium/drivers/radeonsi/si_pipe.c
...
In file included from external/mesa/src/gallium/drivers/radeonsi/si_pipe.c:38:
external/mesa/src/compiler/nir/nir.h:48:10: fatal error: 'nir_opcodes.h' file not found
^
1 error generated.
Fixes: da62a31c5b "radeonsi: add nir include paths"
Reviewed-by: Emil Velikov <[email protected]>
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Also, access the options directly, allowing us to get rid of the
PIPE_SCREEN_xxx flags.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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