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* r600/shader: Initialize max_driver_temp_used correctly for the first timeGert Wollny2018-01-151-0/+1
| | | | | | | | | | | | Without this initialization the temp registers used in tgsi_declaration may used random indices, and this may result in failing translation from TGSI with an error message "GPR limit exceeded", because the random index is greater then the allowed limit implying that the shader uses more temporary registers then available. Signed-off-by: Gert Wollny <[email protected]> Cc: <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* freedreno/ir3: "soft" depth scheduling for SFU instructionsRob Clark2018-01-141-9/+21
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | First try with a "soft" depth, to try to schedule sfu instructions further from their consumers, but fall back to hard depth (which might result in stalling) if nothing else is avail to schedule. Previously the consumer of a sfu instruction could end up scheduled immediately after (since "hard" depth from sfu to consumer would be 0). This works because legalize pass would insert a (ss) sync bit, but it is sub-optimal since it would cause a stall. Instead prioritize other instructions for 4 cycles if they would no cause a nop to be inserted. This minimizes the stalling. There is a slight penalty in general to overall # of instructions in shader (since we could end up needing nop's later due to scheduling the "deeper" sfu consumer later), but ends up being a wash on register pressure. Overall this seems to be worth a 10+% gain in fps. Increasing the "soft" depth of sfu consumer beyond 4 helps a bit in some cases, but 4 seems to be a good trade-off between getting 99% of the gain and not increasing instruction count of shaders too much. It's possible a similar approach could help for tex/mem instructions, but the (sy) sync bit seems to trigger a switch to a different thread- group to hide memory latency (possibly with some limits depending on number of registers used?). Signed-off-by: Rob Clark <[email protected]>
* freedreno/a5xx: work around SWAP vs TILE_MODE constraintRob Clark2018-01-141-0/+20
| | | | | | | | If the blit isn't changing format, but is changing tiling, just lie and call things ARGB (since the exact component order doesn't matter for a tiling blit). Signed-off-by: Rob Clark <[email protected]>
* freedreno/a5xx: texture tilingRob Clark2018-01-1416-25/+339
| | | | | | | | | | | | | | | | | | | | | | | | | | Overall a nice 5-10% gain for most games. And more for things like glmark2 texture benchmark. There are some rough edges. In particular, the hardware seems to only support tiling or component swap. (Ie. from hw PoV, ARGB/ABGR/RGBA/ BGRA are all the same format but with different component swap.) For tiled formats, only ARGB is possible. This isn't a big problem for *sampling* since we also have swizzle state there (and since util_format_compose_swizzles() already takes into account the component order, we didn't use COLOR_SWAP for sampling). But it is a problem if you try to render to a tiled BGRA (for example) surface. The next patch introduces a workaround for blitter, so we can generate tiled textures in ABGR/RGBA/BGRA, but that doesn't help the render- target case. To handle that, I think we'd need to keep track that the tiled format is different from the linear format, which seems like it would get extra fun with sampler views/etc. So for now, disabled by default, enable with FD_MESA_DEBUG=ttile. In practice it works fine for all the games I've tried, but makes piglit grumpy. Signed-off-by: Rob Clark <[email protected]>
* freedreno: update generated headersRob Clark2018-01-146-26/+35
| | | | Signed-off-by: Rob Clark <[email protected]>
* freedreno: add screen->setup_slices() for tex layoutRob Clark2018-01-143-19/+43
| | | | | | | | The rules are sufficiently different for a5xx with tiled textures, so split this out into something that can be implemented per-generation. The a5xx specific implementation will come in a later patch. Signed-off-by: Rob Clark <[email protected]>
* r300g: remove double assignmentGrazvydas Ignotas2018-01-141-1/+0
| | | | Trivial. Found by Coccinelle.
* ac: fix build error in si_shaderMauro Rossi2018-01-131-1/+1
| | | | | | | | | | | | | | | assert() is replaced by unreachable(), to avoid following building error: external/mesa/src/gallium/drivers/radeonsi/si_shader.c:1967:1: error: control may reach end of non-void function [-Werror,-Wreturn-type] } ^ 1 error generated. Fixes: c797cd6 ("ac: add load_patch_vertices_in() to the abi") Reviewed-by: Bas Nieuwenhuizen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* radv/radeonsi/nir: lower 64bit flrpTimothy Arceri2018-01-131-0/+1
| | | | | | | | Fixes a bunch of arb_gpu_shader_fp64 piglit tests for example: generated_tests/spec/arb_gpu_shader_fp64/execution/built-in-functions/fs-mix-double-double-double.shader_test Reviewed-by: Bas Nieuwenhuizen <[email protected]>
* broadcom/vc5: Fix up channel swizzling for textures on 4.x.Eric Anholt2018-01-121-2/+5
| | | | | | | | I had 3.x putting swizzling in the texture state only for 16-bit texture returns, and in the shader for 32-bit. This may be due to having mixed up the return channel setup on 3.x back before I had moved it into the compiler. On 4.x, the non-border-color texwrap tests are passing nicely with both 16 and 32-bit returns with swizzling in the texture state.
* broadcom/vc5: Port the draw-time state emission to V3D 4.1.Eric Anholt2018-01-127-27/+76
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* broadcom/vc5: Rename V3D 3.x Flat Shade Action to match v4.x naming.Eric Anholt2018-01-121-5/+5
| | | | | Now that the actions are reused for centroid and nonperspective, give them a more generic name.
* broadcom/vc5: Update pixel center setup for V3D 4.x.Eric Anholt2018-01-121-2/+12
| | | | | The fxcd/fycd instructions now return half-integer pixel centers when not doing sample-rate shading.
* broadcom/vc5: Print the buffer name in simulator overflow checks.Eric Anholt2018-01-121-2/+4
| | | | Revealed that I was writing past the TSDA, not the Z buffer as I expected.
* broadcom/vc5: Update state setup for V3D 4.1.Eric Anholt2018-01-127-14/+206
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* broadcom/vc5: Set up depth formats for V3D 4.x.Eric Anholt2018-01-121-1/+12
| | | | | We no longer have the small depth-specific output format enum, and instead depth is just at the end of the output image format enum.
* broadcom/vc5: Always use the RGBA8 formats for RGBX8.Eric Anholt2018-01-121-3/+7
| | | | | The RGBX8 formats were dropped from V3D 4.x, but we don't really need them anyway (we already handle other non-alpha formats by forcing A to 1).
* broadcom/vc5: Move the formats table to per-V3D-version compile.Eric Anholt2018-01-1212-337/+451
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* broadcom/vc5: Use THRSW to enable multi-threaded shaders.Eric Anholt2018-01-121-3/+26
| | | | | This is a major performance boost on all of V3D, but is required on V3D 4.x where shaders are always either 2- or 4-threaded.
* broadcom/vc5: Port drawing commands to V3D 4.x.Eric Anholt2018-01-129-20/+93
| | | | | This required extending the CL submit ioctl, because the tile alloc/state buffer setup has moved from the BCL to register writes.
* broadcom/vc5: Enable the driver on V3D 4.1Eric Anholt2018-01-121-1/+1
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* broadcom/vc5: Port the simulator to support V3D 4.1Eric Anholt2018-01-129-125/+216
| | | | | | | This required moving the register accesses to a separate v3dx file, since the register definitions for each V3D version collide. It seems that initializing the v3d_hw from a file dictating 3.3 (v3d_simulator_wrapper.cpp) is safe, though.
* broadcom/vc5: Port the RCL setup to V3D4.1.Eric Anholt2018-01-127-58/+360
| | | | | | | The TLB load/store path is rebuilt in this version. There is no longer a single-byte resolved store or the 3-byte extended store. Instead, you get to always use general loads/stores (which, honestly, was tempting even in previous versions).
* broadcom/vc5: Fix per-tile extra clear packet.Eric Anholt2018-01-121-1/+1
| | | | | I accidentally emitted this into the RCL instead of the per-tile generic list, so we wouldn't get tiles after the first cleared.
* broadcom/vc5: Move the TLB loads and stores to helper functions.Eric Anholt2018-01-121-35/+50
| | | | | This is going to get more complicated with V3D 4.1 support, which redoes all the TLB packets.
* broadcom/vc5: Convert vc5_cl.h to use the V3DX() macros.Eric Anholt2018-01-127-10/+24
| | | | | | To conditionally compile cl_emit() macros per V3D version, we need it to expand to whatever V3D we're building for. This required emitting #define V3D_VERSION 33 in all our currently 3.3-only code.
* meson: move libsensors dependency to libgalliumDylan Baker2018-01-118-13/+7
| | | | | | | | | This simplifies the build by removing the need to link targets against libsensors. Suggested-by: Emil Velikov <[email protected]> Signed-off-by: Dylan Baker <[email protected]> Acked-by: Eric Engestrom <[email protected]>
* meson: Use dependencies for nirDylan Baker2018-01-116-17/+21
| | | | | | | | | | | | | | | | | This creates two new internal dependencies, idep_nir_headers and idep_nir. The former encapsulates the generation of nir_opcodes.h and nir_builder_opcodes.h and adding src/compiler/nir as an include path. This ensures that any target that needs nir headers will have the includes and that the generated headers will be generated before the target is build. The second, idep_nir, includes the first and additionally links to libnir. This is intended to make it easier to avoid race conditions in the build when using nir, since the number of consumers for libnir and it's headers are quite high. Acked-by: Eric Engestrom <[email protected]> Signed-off-by: Dylan Baker <[email protected]>
* meson: Use consistent style for testsDylan Baker2018-01-113-4/+12
| | | | | | | Don't use intermediate variables, use consistent whitespace. Acked-by: Eric Engestrom <[email protected]> Signed-off-by: Dylan Baker <[email protected]>
* meson: Use consistent styleDylan Baker2018-01-111-2/+4
| | | | | | | | | | | | | | | | | | | | Currently the meosn build has a mix of two styles: arg : [foo, ... bar], and arg : [ foo, ..., bar, ] For consistency let's pick one. I've picked the later style, which I think is more readable, and is more common in the mesa code base. v2: - fix commit message Acked-by: Eric Engestrom <[email protected]> Signed-off-by: Dylan Baker <[email protected]>
* svga: simplify failure code in emit_rss_vgpu9()Brian Paul2018-01-111-17/+12
| | | | | | | No need for a goto. Reviewed-by: Neha Bhende <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* svga: remove unused fail parameter to EMIT_RS(), EMIT_RS_FLOAT()Brian Paul2018-01-111-57/+57
| | | | | Reviewed-by: Neha Bhende <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* svga: add assertion in svga_queue_rs()Brian Paul2018-01-111-0/+1
| | | | | Reviewed-by: Neha Bhende <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* svga: whitespace/formatting fixes in svga_state_rss.cBrian Paul2018-01-111-79/+75
| | | | | Reviewed-by: Neha Bhende <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* ac: add load_patch_vertices_in() to the abiTimothy Arceri2018-01-111-6/+14
| | | | | | | | | | | | | Fixes the follow test for radeonsi nir: tests/spec/arb_tessellation_shader/execution/quads.shader_test Also stops 8 other tests from crashing, they now just fail e.g. tcs-output-array-float-index-rd-after-barrier.shader_test Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]>
* tgsi: include struct definitions for tgsi_build declarationsRob Herring2018-01-101-5/+1
| | | | | | | | | | | | | | Many of the functions declared in tgsi_build.h return structs (not struct pointers). Therefore the full struct definitions are needed to avoid warnings or errors: In file included from src/gallium/drivers/nouveau/codegen/nv50_ir_from_tgsi.cpp:23: external/mesa3d/src/gallium/auxiliary/tgsi/tgsi_build.h:47:1: error: 'tgsi_build_header' has C-linkage specified, but returns incomplete type 'struct tgsi_header' which could be incompatible with C [-Werror,-Wreturn-type-c-linkage] This error shows up on Android builds using clang and -Werror. Cc: Ilia Mirkin <[email protected]> Signed-off-by: Rob Herring <[email protected]>
* swr: Handle indirect indices in GSGeorge Kyriazis2018-01-101-8/+39
| | | | | | | | | | | | | | | BuilderSWR::swr_gs_llvm_fetch_input() (and consequently swr_gs_llvm_fetch_input()), did not handle the case where is_vindex_indirect or is_aindex_direct is set. Implement it, using the code in draw_llvm.c as a guideline. Fixes the following piglit tests: dynamic_input_array_index (crash) gs-input-array-vec4-index-rd vs-output-array-vec4-index-wr-before-gs Reviewed-by: Bruce Cherniak <[email protected]>
* amd/common: import get_{load,store}_intr_attribs() from RadeonSISamuel Pitoiset2018-01-101-21/+5
| | | | | | | v2: move those helpers to the header and use static inline Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Bas Nieuwenhuizen <[email protected]> (v1)
* swr/rast: switch win32 jit format to COFFTim Rowley2018-01-101-2/+2
| | | | | | Allows for call-stack and exception handling for jitted functions. Reviewed-by: Bruce Cherniak <[email protected]>
* swr/rast: don't use 32-bit gathers for elements < 32-bits in sizeTim Rowley2018-01-101-1/+60
| | | | | | | | Using a gather for elements less than 32-bits in size can cause pagefaults when loading the last elements in a page-aligned-sized buffer. Reviewed-by: Bruce Cherniak <[email protected]>
* swr/rast: autogenerate named structs instead of literal structsTim Rowley2018-01-101-8/+15
| | | | | | Results in far smaller and useful IR output. Reviewed-by: Bruce Cherniak <[email protected]>
* swr/rast: SIMD16 fetch shader jitter cleanupTim Rowley2018-01-101-720/+368
| | | | | | | | Bake in USE_SIMD16_BUILDER code paths (for USE_SIMD16_SHADER defined), remove USE_SIMD16_BUILDER define, remove deprecated psuedo-SIMD16 code paths. Reviewed-by: Bruce Cherniak <[email protected]>
* swr/rast: shuffle header files for msvc pre-compiled header usageTim Rowley2018-01-1010-88/+143
| | | | Reviewed-by: Bruce Cherniak <[email protected]>
* swr/rast: SIMD16 builder - cleanup naming (simd2 -> simd16)Tim Rowley2018-01-105-233/+239
| | | | Reviewed-by: Bruce Cherniak <[email protected]>
* r600: don't emit tes samplers/views when tes isn't activeRoland Scheidegger2018-01-102-0/+19
| | | | | | | | | | | | | | | | | | | | | | | | Similar to const buffers. The driver must not emit any tes-related state if tes is disabled, since the hw slots are all shared by VS, therefore it would overwrite them (the mesa state tracker might not do this, but it would be perfectly legal to do so). Nevertheless I think the dirty state tracking logic in the driver is fundamentally flawed when tes is disabled/enabled, since it looks to me like the VS (and TES) state would not get reemitted to the correct slots (if it's not dirty anyway). Unless I'm missing something... Theoretically, the overwrite problem could be solved by using non-overlapping resource slots for TES and VS (since we're not even close to using half the resource slots), but it wouldn't work for constant buffers nor samplers, and for VS would still need to propagate changes to both LS and VS, so probably not a useful idea. Unfortunately there's zero coverage of this with piglit, since all tessellation shader tests are just shader_runner tests, which are unsuitable for testing any kind of state dependency tracking issues (so I can't even quickly hack something up to proove it and fix it...). TCS otoh is just fine - like GS it has its own hw slots. Tested-by: Konstantin Kharlamov <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
* r600: increase number of UBOs to 15Roland Scheidegger2018-01-103-22/+37
| | | | | | | | | | | | | | | | | With the exception of the default tess levels only ever accessed by the default tcs shader, the LDS_INFO const buffer was only accessed by vtx instructions, and not through kcache. No idea why really, but use this to our advantage by not using a constant buffer slot for it. This just requires us to throw the default tess levels into the "normal" driver const buffer instead. Alternatively, could acesss those constants via vtx instructions too, but then we couldn't use a ordinary ureg prog accessing them as constants and would have to generate that directly when compiling the default tcs shader. (Another alternative would be to put all lds info into the ordinary driver const buffer, albeit we'd maybe need to increase the fixed size as it can't fit alongside the ucp since vs needs access to the lds info too.) Tested-by: Konstantin Kharlamov <[email protected]> Dave Airlie <[email protected]>
* r600: use GET_BUFFER_RESINFO vtx fetch on eg instead of setting up constsRoland Scheidegger2018-01-104-58/+50
| | | | | | | | | | | | | | | | | | | Contrary to what the comment said, this appears to work just fine on my rv770 (tested with piglit textureSize 140 fs/vs samplerBuffer). Dave Airlie confirmed it working on cayman too. I have no clue though if it's actually preferrable to use it (unfortunately we cannot get rid of the tex constants completely, as we still require them for cube map txq). Albeit filling in the format (1 channels or 4?) and the stuff related to mega- or mini-fetch (what the hell is this...) is just a guess based on other usage of vtx fetch instructions... v2: it really needs to be done through texture cache (I botched the testing because sb optimizations turned it automatically into tc, but can't rely on it and isn't happening on tes). Tested-by: Konstantin Kharlamov <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
* r600: increase number of ubos by one to 14Roland Scheidegger2018-01-104-4/+9
| | | | | | | | | | | | | | | Ideally we'd support 16 (d3d11 requires 15, and mesa subtracts one for non-ubo constants), but that's kind of impossible (it would be only doable if either we'd somehow merge the mesa non-ubo constants with the driver constants, or only use the driver constants with vtx fetch instead of through the kcache mechanism - the latter probably wouldn't be too bad). For now just do as the comment already said, place the gs ring (not really a const buffer in any case) which is only ever referred to through vc fetch clauses at index 16. Throw in a couple asserts for good measure to make sure the hw limit isn't exceeded. Tested-by: Konstantin Kharlamov <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
* r600: set up constants needed for txq for buffers and cube maps with tesRoland Scheidegger2018-01-101-0/+16
| | | | | | | | | We only did this for the other stages, but obviously tess eval/ctrl need it too. This fixes the (newly modified) piglit texturing/textureSize test when run with tes stage and bufferSampler. Reviewed-by: Dave Airlie <[email protected]>
* r600: don't emit reloc for ring buffer out into the blueRoland Scheidegger2018-01-102-8/+6
| | | | | | | It looks like this reloc belongs to setting the constant reg, which is skipped for gs ring. Reviewed-by: Dave Airlie <[email protected]>