| Commit message (Collapse) | Author | Age | Files | Lines |
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Without the correct feedback buffer size UVD runs
into an error on each frame, reducing the maximum FPS.
v2: fixing Michels comments
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Cc: "10.1" "10.0" "9.2" <[email protected]>
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Hw binning pass doesn't seem to have broken anything. And optimizing
compiler fixes a lot of shaders and doesn't seem to break anything. So
re-org slightly FD_MESA_DEBUG params and make both hw binning and
optimizer enabled by default.
Signed-off-by: Rob Clark <[email protected]>
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The new compiler generates a dependency graph of instructions, including
a few meta-instructions to handle PHI and preserve some extra
information needed for register assignment, etc.
The depth pass assigned a weight/depth to each node (based on sum of
instruction cycles of a given node and all it's dependent nodes), which
is used to schedule instructions. The scheduling takes into account the
minimum number of cycles/slots between dependent instructions, etc.
Which was something that could not be handled properly with the original
compiler (which was more of a naive TGSI translator than an actual
compiler).
The register assignment is currently split out as a standalone pass. I
expect that it will be replaced at some point, once I figure out what to
do about relative addressing (which is currently the only thing that
should cause fallback to old compiler).
There are a couple new debug options for FD_MESA_DEBUG env var:
optmsgs - enable debug prints in optimizer
optdump - dump instruction graph in .dot format, for example:
http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png
http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot
At this point, thanks to proper handling of instruction scheduling, the
new compiler fixes a lot of things that were broken before, and does not
appear to break anything that was working before[1]. So even though it
is not finished, it seems useful to merge it in it's current state.
[1] Not merged in this commit, because I'm not sure if it really belongs
in mesa tree, but the following commit implements a simple shader
emulator, which I've used to compare the output of the new compiler to
the original compiler (ie. run it on all the TGSI shaders dumped out via
ST_DEBUG=tgsi with various games/apps):
https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12
Signed-off-by: Rob Clark <[email protected]>
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For the time being, keep old compiler as fallback for things that the
new compiler does not support yet. Split out as it's own commit to make
the later new-compiler commits easier to follow.
Signed-off-by: Rob Clark <[email protected]>
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Shuffle things around to prepare for new compiler.
Signed-off-by: Rob Clark <[email protected]>
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Not really used for anything anymore. So strip it out and avoid
conflicting symbols with upcoming new-compiler.
Signed-off-by: Rob Clark <[email protected]>
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When we clipped a line weren't copying the provoking vertex
color to the second vertex. We also weren't checking for
first vs. last provoking vertex.
Fixes failures found with the new piglit line-flat-clip-color test.
Cc: "10.0, 10.1" <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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To match the CALLOC_STRUCT() call.
Cc: "10.0, 10.1" <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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If the shader is too large, plug in a dummy shader. This patch also
reworks the existing dummy shader code.
Reviewed-by: Jose Fonseca <[email protected]>
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Put common code in new svga_shader.c file. Considate separate vertex/
fragment shader ID generation.
Reviewed-by: Jose Fonseca <[email protected]>
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gallivm soa code supported only a single level of nesting for
control flow opcodes (if, switch, loops...) but the d3d10 spec
clearly states that those are nested within functions. To support
nesting of conditionals inside functions we need to store the
nesting data inside function contexts and keep a stack of those.
Furthermore we make sure that if nesting for subroutines is deeper
than 32 then we simply ignore all subsequent 'call' invocations.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Trivial.
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Trivial.
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Updates to non-banked registers, CP_LOAD_STATE, etc, need a WFI if there
is potentially pending rendering. Track this better, and add fd_wfi()
calls everywhere that might potentially need CP_WAIT_FOR_IDLE.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Gallium can leave const buffers bound above what is used by the current
shader. Which can have a couple bad effects:
1) write beyond const space assigned, which can trigger HLSQ lockup
2) double emit of immed consts, first with bound const buffer vals
followed by with actual immed vals. This seems to be a sort of
undefined condition.
Signed-off-by: Rob Clark <[email protected]>
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Drop color/pos/psize_regid, plus a few compiler and IR cleanups.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Currently lowers the following instructions:
DST, XPD, SCS, LRP, FRC, POW, LIT, EXP, LOG, DP4,
DP3, DPH, DP2
translating these into equivalent simpler TGSI instructions.
This probably should be moved to util so other drivers can use
it, but just adding under freedreno for now so that I can clear
out a lot of the lowering code in a3xx compiler before beginning
to add new compiler.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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The ctx should hold ref to dev to avoid problems if screen is destroyed
before ctx. Doesn't really fix the egl/glx issues, but at least it
prevents things from getting much worse.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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The code re-enabling denorms for small float formats did not recognize
this format due to format handling hacks (mainly, the lp_type doesn't have
the floating bit set).
Reviewed-by: Jose Fonseca <[email protected]>
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Fixes piglit glx/GLX_ARB_create_context/current with no framebuffer.
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Marek Olšák <[email protected]>
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Enables OpenGL 3.3 piglit tests.
Reviewed-by: Marek Olšák <[email protected]>
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Allocations actually have page alignment, but 64 is still a reasonable
value.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Ian manually ran the map_buffer_range* tests and the
arb_map_buffer_alignment-* tests, but he did not do a full piglit run.
v2 (idr): Use 64 instead of 4096
Tested-by: Ian Romanick <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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v2: Fixed setting switch cases prior to
PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT incorrectly.
Reviewed-by: Ian Romanick <[email protected]>
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v2: Fixed setting switch cases prior to
PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT incorrectly.
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Reviewed-by: Ian Romanick <[email protected]>
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v2: Fixed setting switch cases prior to
PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT incorrectly.
Reviewed-by: Ian Romanick <[email protected]>
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v2: Changed allocation alignment of llvmpipe_displaytarget_layout.
Reviewed-by: Ian Romanick <[email protected]>
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v2: Fixed setting switch cases prior to
PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT incorrectly.
Reviewed-by: Ian Romanick <[email protected]>
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v2: Changed allocation alignment in softpipe_displaytarget_layout.
Reviewed-by: Ian Romanick <[email protected]>
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And mark the constant buffers as read only for the GPU again.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Move parameter loads out of loops, and use the instruction offset
instead of a VGPR for the vertex attribute offset when writing to the
ESGS ring buffer.
Reviewed-by: Marek Olšák <[email protected]>
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Fixes piglit spec/glsl-1.50/execution/geometry/dynamic_input_array_index
Reviewed-by: Marek Olšák <[email protected]>
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This makes sure constants and samplers work in the vertex shader even
when a geometry shader is active.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Just always bind the current states before drawing.
Besides the simplification, as a bonus this makes sure the VS hardware
shader stage always uses the GS copy shader when a geometry shader is
active, fixing a number of GS related piglit tests.
Reviewed-by: Marek Olšák <[email protected]>
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Fixes piglit vs-gs-arrays-within-blocks-pass.
Reviewed-by: Marek Olšák <[email protected]>
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While we're at it, use the local variable 'sel'.
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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