| Commit message (Collapse) | Author | Age | Files | Lines |
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This mainly removes the cache misses when checking the dirty flags.
Not much else though.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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I need to initialize more atom IDs.
This adds 4 more si_init_atom calls, which simplifies the code.
(si_init_atom needs a different context type of the emit functions though)
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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same as scissors
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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- convert 16 states to 1 atom
- only emit 1 scissor if VIEWPORT_INDEX isn't written
- use only one packet when emitting consecutive scissors
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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PIPE_MAX_ATTRIBS is 32, but we currently only support 16.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Cc: 11.0 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Cc: 11.0 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Cc: 10.6 11.0 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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I've been chasing a geom shader hang on rv635 since I wrote
r600 geom code, and finally I hacked some values from fglrx
in and I could run texelfetch without failures.
This is totally my fault as well, maths fail 101.
This makes geom shaders on r600 not fail heavily.
Cc: "10.6" "11.0" <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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As Glenn did for finalize_loop we need to update_cf when we
add a POP at the end of a shader.
I think this fixes one of the earlier shader going off end
of memory problems we've stopped.
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.6" "11.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This should avoid C++ fail including this header.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This makes better use of the work that the TGSI API has done for
us.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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The selector is shared by all shader variants, so the
individual shaders shouldn't change it. Use tgsi_shader_scan()
results to set geometry properties within a
r600_create_shader_state() call and treat said propertices in
the selector as read-only within r600_shader_from_tgsi().
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Note that 'geometry shader properties' should be carried in the
selector state over the shader state in any case.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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It confuses my editor.
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Reviewed-by: Alex Deucher <[email protected]>
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Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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The hardware is capable of dealing with GL1-style user clip planes.
No clip vertex, no clip distances. Fixes a number of ucp tests, as well
as neverball.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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According to NVIDIA, local performance counters (MP) are prefixed
with SM, while global performance counters (PCOUNTER) are called PM.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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This code was broken by the tess merge, and I totally missed it
until now. I'm not sure this fixes anything but it stops the assert.
Cc: "11.0" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Otherwise this will crash on 32-bit, and it gets rid of
warnings building on 32-bit.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Shaders that contain instruction data after an instruction with EOP could end
up parsing that as an instruction, leading to various crashes and asserts in
SB as it gets very confused if it sees for instance a loop start instruction
jumping off to some random point.
Add a couple of asserts, and print EOP bit if set in old asm printer.
Signed-off-by: Glenn Kennard <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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e8e443 missed adding check for undef values also in
unreserve function, leading to an assert triggering.
Signed-off-by: Glenn Kennard <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The NIR cursor API is exactly what we want for the builder's insertion
point. This simplifies the API, the implementation, and is actually
more flexible as well.
This required a bit of reworking of TGSI->NIR's if/loop stack handling;
we now store cursors instead of cf_node_lists, for better or worse.
v2: Actually move the cursor in the after_instr case.
v3: Take advantage of nir_instr_insert (suggested by Connor).
v4: vc4 build fixes (thanks to Eric).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> [v1]
Reviewed-by: Jason Ekstrand <[email protected]> [v4]
Acked-by: Connor Abbott <[email protected]> [v4]
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Signed-off-by: Ilia Mirkin <[email protected]>
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Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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If the packet encoding is defined in the same format as register definitions,
the python script can process them automatically and the parser support
becomes trivial.
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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This adds trace points to all IBs and the parser prints them and also
prints which trace points were reached (executed) by the CP.
This can help pinpoint a problematic packet, draw call, etc.
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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Some of it is left there and it will be re-used in the next commit.
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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GPU hang detection must be enabled by setting: GALLIUM_DDEBUG=[timeout in ms]
This may print too much information that we might not understand yet,
but some of the bits are very useful.
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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This will be used by the IB parser.
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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This makes writing a good IB parser a lot easier.
It generates 2 tables:
- packet3 table
- register table with all registers, fields, and named values
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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Instruction encoding isn't needed in Mesa.
The border color address registers were duplicated.
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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This is usually called after a draw call.
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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v2: lots of improvements
This is like identity or trace, but simpler. It doesn't wrap most states.
Run with:
GALLIUM_DDEBUG=1000 [executable]
where "executable" is the app and "1000" is in miliseconds, meaning that
the context will be considered hung if a fence fails to signal in 1000 ms.
If that happens, all shaders, context states, bound resources, draw
parameters, and driver debug information (if any) will be dumped into:
/home/$username/dd_dumps/$processname_$pid_$index.
Note that the context is flushed after every draw/clear/copy/blit operation
and then waited for to find the exact call that hangs.
You can also do:
GALLIUM_DDEBUG=always
to do the dumping after every draw/clear/copy/blit operation without
flushing and waiting.
Examples of driver states that can be dumped are:
- Hardware status registers saying which hw block is busy (hung).
- Disassembled shaders in a human-readable form.
- The last submitted command buffer in a human-readable form.
v2: drop pipe-loader changes, drop SConscript
rename dd.h -> dd_pipe.h
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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This allows creating compute-only and debug contexts.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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Otherwise we get:
warning: 'num_user_sgprs' may be used uninitialized in this function
...
Reviewed-by: Michel Dänzer <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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