| Commit message (Collapse) | Author | Age | Files | Lines |
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Acked-by: Pierre Moreau <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Fixes a number of draw buffers piglit tests.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Fixes some early-z arb_shader_image_load_store piglit tests.
Reviewed-by: Marek Olšák <[email protected]>
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When NIR is enabled, TGSI must not be used. When NIR is disabled, TGSI
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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v2: * Check whether the node src and dst registers are NULL before using
them.
* fix a type in the commit message.
Two cases are handled with this patch:
1. If copy propagation tries to eliminated a move from a relative
array access then it could optimize
MOV R1, ARRAY[RELADDR_1]
MOV R2, ARRAY[RELADDR_2]
OP2 R3, R1 R2
into
OP2 R3, ARRAY[RELADDR_1], ARRAY[RELADDR_2]
which is forbidden, because there is only one address register available.
2. When MULADD(x,a,MUL(x,c)) is handled
MUL TMP, R1, ARRAY[RELADDR_1]
MULLADD R3, R1, ARRAY[RELADDR_2], TMP
by folding this into
ADD TMP, ARRAY[RELADDR_2], ARRAY[RELADDR_1]
MUL R3, R1, TMP
which is also forbidden.
Test for these cases and reject the optimization if a forbidden combination
of relative access would be created.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103142
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Pessimistically spills arrays if GPR limit is exceeded.
v2: fix r600 support [airlied]
Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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On r600 we use the scratch mem with read/read_ind, in that case
sb should track the rw_gpr as a dst instead of a src.
This stops the whole shader being optimised out.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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v2: add Glenn's fixes
Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Spills have to happen after the VLIW bundle currently
processed, so defer emitting the spill op.
Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This fixes:
KHR-GL45.texture_gather.swizzle
on cayman and redwood.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Imported from RadeonSI.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Add a build option to control building some of the misc tools we
have. Also set the executables to install, presumably you want
that if you're asking for the build.
v2: set 'install:' to the with_tools value, not true (Jordan)
handle 'all' in a the comma list (Dylan)
Add freedreno's tools (Dylan)
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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This ports the texture gather integer workaround from radeonsi.
This fixes:
KHR-GL45.texture_gather.plain-gather-uint/int*
v2: add rect support, fix 2d array shadow
Reviewed-by: Roland Scheidegger <[email protected]> (on irc)
Signed-off-by: Dave Airlie <[email protected]>
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This is taken from Glenn Kennards scratch series, but separated
out as a cleanup by me.
Reviewed-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The hw gives us coverage for pixel, not for individual fragment shader
invocations, in case execution isn't per pixel (eg, unlike cm, actually
cannot do "real" minSampleShading, it's either per-pixel or per-fragment,
but it doesn't really make a difference here).
Also, with msaa disabled, the hw still gives us a mask corresponding to
the number of samples, where GL requires this to be 1.
Fix this up by masking the sampleMaskIn bits with the bit corresponding to
the sampleID, if we know this shader is always executed at per-sample
granularity. (In case of a per-sample frequency shader and msaa disabled,
the sampleID will always be 0, so this works just fine there.)
Fixing this for the minSampleShading case will need a shader key (radeonsi
uses the prolog part for) (for eg, could get away with a single bit, cm
would need more bits depending on sample/invocation ratio, or read the
bits from a uniform), unless we'd want to always use a sample mask uniform
(which is probably not a good idea, as it would make the ordinary common
msaa case slower for no good reason).
This fixes some parts of piglit arb_sample_shading-samplemask (with fixed
test), in particular those which use a sampleID, still failing others
as expected.
Reviewed-by: Dave Airlie <[email protected]>
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For some reason, we were iterating through the code twice (first just for
instructions needing barycentrics, then for instructions and input dcls).
Move things around slightly so this is no longer necessary.
There also was a unnedeed enabling of the fixed_pt_position_gpr - this is only
needed if the per-sample interpolation comes from an input, not from an
instruction (just move the assert where it belongs) (since the sample id to
sample from comes from a tgsi src in this case, and isn't sampleID).
Otherwise there should be no functional change.
Reviewed-by: Dave Airlie <[email protected]>
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No functional change (compile tested only).
Reviewed-by: Dave Airlie <[email protected]>
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Fixes: 2d5b5d267e (r600: work out target mask at framebuffer bind.)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104989
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I hope the actual dropping of MSB is ok, but that's what's already
happened before this change.
Reviewed-by: Marek Olšák <[email protected]>
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This reverts commit 6f82b8d8d0a986aac28e7bec47fc313fb950475c.
This broke scons build, and reportedly clover with autotools/meson too.
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Building gallium is faster by 7.5 seconds on a 4core/8thread 3GHz CPU.
(gallium build time is reduced by 15% when building only radeonsi)
Non-recursive makefiles are great!
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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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Reviewed-by: Marek Olšák <[email protected]>
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This will be reused by the nir backend in a later patch.
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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Reviewed-by: Marek Olšák <[email protected]>
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This fixes a regression for now, in the future we should gather
the used components properly.
V2: just set for VS and correctly handle doubles
Fixes: be973ed21f6e "radeonsi: load the right number of components for VS inputs and TBOs"
Reviewed-by: Marek Olšák <[email protected]>
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If we have gaps in the shader mask we have to have 0x1 in them
according to a comment in radeonsi, and this is required to fix
the test at least on cayman.
We also need to record the highest one written to write to the
ps exports reg.
This fixes:
KHR-GL45.enhanced_layouts.fragment_data_location_api
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If we only get 1,2,3,6 framebuffers we want a sparse target mask.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Since enhanced layouts allows setting specific MRT outputs, we
can get sparse outputs, so we have to calculate the shader
mask earlier.
v1.1: update checks for state update (Roland)
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
KHR-GL45.enhanced_layouts.xfb_vertex_streams
Reviewed-by: Roland Scheidegger <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Set render cond and emit atom.
Fixes:
KHR-GL45.compute_shader.conditional-dispatching
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We need to get the grid sizes earlier to fill in to the const
buffer.
Fixes:
KHR-GL45.compute_shader.built-in-variables
and
KHR-GL45.compute_shader.dispatch-indirect
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This cleans up and fixes the previous fix even more.
Buffers from textures start at max const,
buffers from buffers/images come in from the 168 offset.
This fixes a bunch of:
KHR-GL45.shader_storage_buffer_object*
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For buffers we want the size in bytes,
For images we want it in elements.
This fixes:
KHR-GL45.shader_storage_buffer_object.advanced-unsizedArrayLength-cs-std430-vec-pad
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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for frag shaders we get a value in the key, I expect I need
to make compute work better
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The compute emission path always emits this currently, and emitting
it on the fragment path breaks the blitter.
This fixes gpu hangs in KHR-GL45.compute_shader.resource-texture
Reviewed-by: Roland Scheidegger <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This has 4 srcs.
This fixes:
KHR-GL45.shader_atomic_counter_ops_tests.ShaderAtomicCounterOpsExchangeTestCase
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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With sb enabled on cayman, this was overwriting the proper
cf index value with random ones if the dst gpr was 2 or 3,
only save the value for a MOVA instruction.
Fixes:
KHR-GL45.gpu_shader5.uniform_blocks_array_indexing
(on cayman with sb)
Cc: <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes a few CTS cases in :
KHR-GL45.texture_view.view_sampling
some multisample cases are still broken, but not sure this is
the same problem.
v2: fix more cases
Cc: <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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CC r600_shader.lo
r600_shader.c: In function ‘egcm_int_to_double’:
r600_shader.c:4543:12: error: ‘ctx’ is a pointer; did you mean to use ‘->’?
if (ctx.bc->chip_class == CAYMAN)
^
->
Fixes: 35b430157776 ("r600/fp64: fix integer->double conversion")
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Doing a straight uint/int->fp32->fp64 conversion causes
some precision issues, Roland suggested splitting the
integer into two portions and doing two separate
int->fp32->fp64 conversions then adding the results.
This passes the tests in CTS and piglit.
[airlied: fix cypress conversion opcodes]
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Enable vcn encode for HEVC main profile on Raven.
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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