| Commit message (Collapse) | Author | Age | Files | Lines |
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It's legal for a buffer-object to have a NULL-resource, but let's just
skip over it, as there's nothing to do.
Signed-off-by: Erik Faye-Lund <[email protected]>
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Issue detected by valgrind.
Fixes: 92d7ca4b1cd ("gallium: add lima driver")
Signed-off-by: Patrick Lerda <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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Treat gl_FragCoord variable as a system value and lower the w component
with a nir pass.
Add the necessary bits for correct codegen.
Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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I have *no* idea what's happening here, but let's not regress an app
that used to work in the mean time while we're figuring it out..
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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In a perfect world, we'd use fp16 varyings for mediump and fp32 for
highp, allowing us to get a performance win without sacrificing
conformance. Unfortunately, we're not there (yet), so it's better we
assume always fp32 than always fp16 to avoid artefacts / breaking a lot
of deqp.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Unbreaks mpv.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Two fixes here, one is that we tried to copyprop non-strictly-SSA values
which was bound to fly in our face. The other was peeling back the imov
workaround.. Turns out we still need that. More research is needed
still, but let's not regress real apps.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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With an outmod, we would need to propagate that through, which is for
future work.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Fixes: commit b53b4573c3f0571253672e44ce7d6310d9f987bf.
Optimization gone wrong. In the future, we should try this again (it's a
net win if implemented right), but at the moment this just regresses.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Some of the dEQP.functional.transform_feedback tests end up doing
the following sequence of operations:
1. BeginTransformFeedback
2. PauseTransformFeedback
3. Draw
4. ResumeTransformFeedback
At step 1, we'd pack 3DSTATE_SO_BUFFER commands saying to zero the
SO_WRITE_OFFSET registers. At step 2, we disable streamout, so step 3
doesn't bother emitting those commands. Then, step 4 re-packs new
3DSTATE_SO_BUFFER commands with offset = 0xFFFFFFFF, saying to continue
appending at the existing offset. This loads the value from the BO as
the offsets - but we never actually zeroed it.
So, just maintain a flag saying "we actually emitted the commands",
and stomp offset back to zero until we emit some.
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I have a platform with vc4 display but V3D 4.x. We can fall back on
kmsro's probing to bring up the v3d gallium driver.
Acked-by: Rob Clark <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This reverts commit ccce9409470c1053c40c822d759b9bd417062bc0, leaving a
note as to why we had to (corruption in chromium, breaking some GLES3.1
tests).
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There are two cases where v3d's sampler view's resource doesn't match the
base's: shadow textures for sampling from raster, and pointing at the
separate depth texture for z32f_s8x24. We only want to update shadow for
the first case.
Fixes
dEQP-GLES31.functional.stencil_texturing.render.depth32f_stencil8_draw
when run after the previous testcase.
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We were emitting a dummy load for when the VS doesn't load any attributes,
but we also need to emit a dummy load for when the render VS loads
attributes but the binner VS doesn't. Fixes simulator assertion failures
and GPU hangs on KHR-GLES31.core.texture_gather.\*
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We are assured that the input segment size field is ignored for
!separate_segs mode, and now the simulator wants an in-range value set
regardless of whether it's functionally ignored or not.
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Reviewed-by: Bruce Cherniak <[email protected]>
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- Emulation of AVX512 built into SIMDLIB
- Remove associated macros
- Remove knobs controlling AVX512 and let emulation handle it
- Refactor variable names for SIMD16
Reviewed-by: Bruce Cherniak <[email protected]>
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- Use 8x2 tiling by default
- Remove associated macros
- Use SIMDLIB emulation for SIMD16 on SIMD8 hardware
- Remove code rot in Load/StoreTile
Reviewed-by: Bruce Cherniak <[email protected]>
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If there is no last fence, due to no rendering happening yet, just
create a new signaled fence and return it, to match the expectations of
the EGL sync fence API.
Fixes random "Could not create sync fence 0x3003" assertion failures from
Skia on Android, coming from the following code:
https://android.googlesource.com/platform/frameworks/base/+/master/libs/hwui/pipeline/skia/SkiaOpenGLPipeline.cpp#427
Reproducible especially with thread count >= 4.
One could make the driver always keep the reference to the last fence,
but:
- the driver seems to explicitly destroy the fence whenever a rendering
pass completes and changing that would require a significant functional
change to the code. (Specifically, in lp_scene_end_rasterization().)
- it still wouldn't solve the problem of an EGL sync fence being created
and waited on without any rendering happening at all, which is
also likely to happen with Android code pointed to in the commit.
Therefore, the simple approach of always creating a fence is taken,
similarly to other drivers, such as radeonsi.
Tested with piglit llvmpipe suite with no regressions and following
tests fixed:
egl_khr_fence_sync
conformance
eglclientwaitsynckhr_flag_sync_flush
eglclientwaitsynckhr_nonzero_timeout
eglclientwaitsynckhr_zero_timeout
eglcreatesynckhr_default_attributes
eglgetsyncattribkhr_invalid_attrib
eglgetsyncattribkhr_sync_status
v2:
- remove the useless lp_fence_reference() dance (Nicolai),
- explain why creating the dummy fence is the right approach.
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Currently if the timeout differs from 0, we'll end up with infinite
wait... even if the user is perfectly clear they don't want that.
Use the new lp_fence_timedwait() helper guarding both waits in an
!lp_fence_signalled block like the rest of llvmpipe.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The function is analogous to lp_fence_wait() while taking at timeout
(ns) parameter, as needed for EGL fence/sync.
v2:
- use absolute UTC time, as per spec (Gustaw)
- bail out on cnd_timedwait() failure (Gustaw)
v3:
- check count/rank under mutex (Gustaw)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]> (v1)
Reviewed-by: Gustaw Smolarczyk <[email protected]>
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Enables:
OES_sample_shading
OES_sample_variables
OES_shader_multisample_interpolation
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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There are a few places that we check if a shader stage input reg is
used/valid (ie. not r63.x).. and there are about to be a bunch more.
So add some helper macros for less open-coding.
Signed-off-by: Rob Clark <[email protected]>
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Pull in updates for sample shading.
Signed-off-by: Rob Clark <[email protected]>
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And add corresponding enums for different sorts of varying
interpolation.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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These fused NOT-ops could maybe help somehow...?
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This was previously thought to be inot, but it's actually a bit more
general than that! :)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We'll want to unify this with main copy prop (and extend to varyings),
but that'll take more care to handle some special cases, so leave it as
a stub pass for now.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This extends copy propagation to respect output modifiers for ALU
instructions, as well as potentially fixing some bugs related to looping
(all dEQP loop tests pass).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This will allow us to copyprop away the move and eliminate the
instruction entirely.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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OpenGL 4.6 Spec:
"5.3.3 Rules
.......
Note: “Updates” via rendering or transform feedback
are treated consistently with updates via GL commands.
Once EndTransformFeedback has been issued, any subsequent
command in the same context that uses the results of the
transform feedback operation will see the results."
v2: removed a wrong comment
( Kenneth Graunke <[email protected]> )
v3: - flush+dirty depends on buffers usage history
- removed an old hack
( Kenneth Graunke <[email protected]> )
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110404
Signed-off-by: Andrii Simiklit <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Just enable it during init_render_context on Gen10+, and move the
Gen9 state tracking into iris_genx_state so it only exists on Gen9.
Reviewed-by: Mike Blumenkrantz <[email protected]>
Reviewed-by: Rafael Antognolli <[email protected]>
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All registers in the array need to be updated if any of them is changed.
Only apps writing gl_ViewportIndex were affected by this bug.
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Needed to track context rolls caused by streamout and ACQUIRE_MEM.
ACQUIRE_MEM can occur outside of draw calls.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110355
v2: squashed patches and done more rework
Cc: 19.0 <[email protected]>
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Cc: 19.0 <[email protected]>
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Force the driver thread to sync immediately with a compiler thread (but
compilation still happens in a separate thread).
This can be useful to simplify debugging compiler issues.
Reviewed-by: Marek Olšák <[email protected]>
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Enabling this option will create ddebug-style dumps for the aux context,
except that instead of intercepting the pipe_context layer
we just dump the IB contents on flush.
Reviewed-by: Marek Olšák <[email protected]>
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Move the definition of radeonsi_clear_db_cache_before_clear there,
as well as radeonsi_enable_nir.
This removes the AMD_DEBUG=nir option.
We currently still have two places for options: the driconf machinery
and AMD_DEBUG/R600_DEBUG. If we are to have a single place for options,
then the driconf machinery should be preferred since it's more flexible.
The only downside of the driconf machinery was that adding new options
was quite inconvenient. With this change, a simple boolean option can
be added with a single line of code, same as for AMD_DEBUG.
One technical limitation of this particular implementation is that while
almost all driconf features are available, the translation machinery doesn't
pick up the description strings for options added in si_debvug_options. In
practice, translations haven't been provided anyway, and this is intended
for developer options, so I'm not too worried. It could always be added
later if anybody really cares.
v2:
- use bool instead of uint8_t for options
- si_debug_options.inc -> si_debug_options.h
Reviewed-by: Marek Olšák <[email protected]>
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need_cs_space may clear the buffer list.
Fixes: 951d60f8cdc88 "radeonsi: delay adding BOs at the beginning of IBs until the first draw"
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The CTS fails on
dEQP-GLES31.functional.shaders.opaque_type_indexing.atomic_counter.*vertex
when they are enabled, due to the VS being run for both bin and render. I
think this behavior is expected to be valid, but I can't find text in
atomic counters or SSBO specs saying so (the closed I found was in
shader_image_load_store). Just disable it for now, since the closed
source driver doesn't expose vertex atomic counters/SSBOs either.
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