| Commit message (Collapse) | Author | Age | Files | Lines |
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This patch improves handling of unconditional KILL instructions inside
the conditional blocks, uncovering more opportunities for if-conversion.
Signed-off-by: Vadim Girlin <[email protected]>
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Fixes incorrect condition that prevented optimization for
PRED_SETE/PRED_SETE_INT.
Signed-off-by: Vadim Girlin <[email protected]>
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PRED_SET instructions that update exec mask should be scheduled immediately
prior to the "if-then-else" block, because any instruction that is
inserted after alu clause with PRED_SET and before conditional block is
also conditionally executed by hw (exec mask is already updated at that
moment).
Propbably it's better to make PRED_SET a part of conditional
"if-then-else" block in the IR to handle this more cleanly,
but for now this temporary solution should prevent the problem.
Signed-off-by: Vadim Girlin <[email protected]>
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For compute shaders we need to let the backend know that
GPRs 0 and 1 are preloaded with some compute-specific input
values, otherwise any use of these regs without previous
definition is considered as undefined value and usually
is simply replaced with 0.
Signed-off-by: Vadim Girlin <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64934
NOTE: This is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Vadim Girlin <[email protected]>
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This allows GVN rewrite pass to propagate non-const (register)
values to FETCH source operands, helping to eliminate unnecessary
copies in some cases.
Signed-off-by: Vadim Girlin <[email protected]>
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We have to assume that all GPRs in compute shader can be indirectly
addressed because LLVM backend doesn't provide any indirect array info.
That's why for compute shaders GPR array is created that covers all used
GPRs (0..r600_bytecode::ngpr-1), but this seriously restricts register
allocation in sb.
This patch checks for actual use of indirect access in the shader and
if it's not used then GPR array is not created, so that regalloc is not
unnecessarily restricted.
Signed-off-by: Vadim Girlin <[email protected]>
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Fixes segfault with bfgminer and R600_DEBUG=sbcl.
Signed-off-by: Vadim Girlin <[email protected]>
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Fixes segfault during bytecode dump with bfgminer kernel
Signed-off-by: Vadim Girlin <[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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Don't assume the state-tracker will set the scissor after the
framebuffer state is changed.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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need_flush was uninitialized if hw3d->new_batch was true.
Fixes "Uninitialized scalar variable" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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'type' was not fully initialized when calling lp_build_context_init.
Fixes "Uninitialized scalar variable" defect reported by Coverity.
NOTE: This is a candidate for the stable branches.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Initially we had NUM_TEX_TILE_ENTRIES of 50, however this was using too much
memory (mostly because the tile cache is operating on fixed max current
sampler views which could be fixed but that's another topic). So it was
decreased to 4. However this is a ridiculously low number which can't
actually really work (the number of tiles needed for as little as
a single quad with linear_mipmap_linear is 2 to 8 for a 2d texture, and
4 to 16 for a 3d texture), as it just about guarantees there will be
cache thrashing sometimes (just about always for 3d textures in fact, since
while there are 4 entries the cache is direct mapped).
So increase that number to 16 (which is still on the low side for direct
mapped cache though I guess using something like 4-way associativity would
be more effective than increasing this further) which has at least some good
chance to avoid thrashing. Since we don't want to increase memory requirements
however in turn decrease the tile size accordingly from 64 to 32 (as a bonus
point this also decreases the cost of texture thrashing which might still
happen sometimes).
I've seen performance improvement in the order of factor ~200 (specifically,
drawing the first frame from the replay from bug 41787 needs "only" ~10s
instead of ~30min, meaning I can actually compare the output with other
drivers...) with this.
Reviewed-by: Jose Fonseca <[email protected]>
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These can be different (just like NUM_TEX_TILE_ENTRIES / NUM_ENTRIES),
though currently they aren't.
Reviewed-by: Jose Fonseca <[email protected]>
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This optimization disabled mask checks if the shader is simple enough.
While this should work correctly, the problem is that it can hide real issues
because shaders in practice are usually complex enough (8 instructions or 1
texture is already enough) so this doesn't get used, whereas dumbed-down
tests which should hit all the same code paths suddenly do something quite
different. This was the reason that bug 41787 could not be easily tracked as
stencil test not working correctly (piglit would in fact have failed some
tests without that optimization).
So disable it for now, it's unclear if it's much of a win in any case.
Reviewed-by: Jose Fonseca <[email protected]>
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We actually did early depth/stencil test and late depth/stencil write even
when the shader could kill the fragment (alpha test or discard). Since it
matters for the new stencil value if the fragment is killed by depth/stencil
test or by the shader (in which case it will not reach the depth/stencil
test) this simply cannot work (we also would possibly skip writing the new
stencil value due to mask checks but this is a secondary issue).
So use late depth test / late depth write instead in this case.
(No piglit changes as it doesn't seem to hit such bogus early depth test
/ late depth write path.)
Reviewed-by: Jose Fonseca <[email protected]>
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We did mask checks between depth/stencil testing and depth/stencil write.
This meant that if the depth/stencil test killed off all fragments we never
actually wrote the new stencil value. This issue affected all early/late
test/write combinations.
So move the mask check after depth/stencil write (for early depth test,
could do the same for late depth test but might not be worth it at that
point so just skip it there).
This addresses https://bugs.freedesktop.org/show_bug.cgi?id=41787.
Piglit does not hit this issue because of the simple_shader optimization
in generate_fs_loop() which means we're skipping the mask checks.
Reviewed-by: Jose Fonseca <[email protected]>
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This was meant to disable some code which isn't needed when depth/stencil
isn't written. However, there's more code which wouldn't be needed in that
case so having the condition there was just odd (llvm will drop all the code
anyway).
Reviewed-by: Jose Fonseca <[email protected]>
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Using wrong type if the format was less than 32bits.
No piglit changes as it doesn't hit that path.
Reviewed-by: Jose Fonseca <[email protected]>
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* We generate a static library for Haiku
Gallium targets as our port system combines
the compiled rendering code into a modular
ar for each module (for example, our port
system combines llvm libsoftpipe.a libllvmpipe.a
into a single ar for the Haiku build system.
I'd like the Gallium hgl target scons build
system to do this some day, however how is
beyond me at the moment. This is a first step.
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Set lod/layer related fields of 3DSTATE_DEPTH_BUFFER. Since we always point
to a single level/layer, those fields are always zero and this commit
effectively makes no change.
While at it, make it easier to disable manual slice offset calculation.
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The view extent was set to be the same as the depth while it should be set to
the number of layers. It makes a difference for 3D textures.
Also use this as a chance to clean up the code.
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No need to emit 3DSTATE_SO_BUFFER and 3DSTATE_SO_DECL_LIST when SO is
disabled. As the implicit flush done by the commands is also gone, emit an
explicit flush.
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4 more little piglits.
NOTE: This is a candidate for the 9.1 branch.
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17 more little piglits.
NOTE: This is a candidate for the 9.1 branch.
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Just enough to support an additional internal constant buffer for the user
clip planes.
NOTE: This is a candidate for the 9.1 branch.
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Two more little piglits.
NOTE: This is a candidate for the 9.1 branch.
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and add assertions to prevent buffer overflow. This fixes corruption
of the si_shader struct.
NOTE: This is a candidate for the 9.1 branch.
[ Cherry-pick of r600g commit da33f9b919039442e9ab51f9b1d1c83a73607133 ]
Reviewed-by: Marek Olšák <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64745
Note: This is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <[email protected]>
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- recent gdb handles DWARF fine (tested both with version
7.1.90.20100730 from mingw-w64 project, and 7.5-1 from mingw project)
- http://people.freedesktop.org/~jrfonseca/bfdhelp/ was updated to
handle DWARF
- stabs requires ugly hacks to prevent compilation failures
- mixing stabs/dwarf prevents proper backtraces (which is inevitable,
given that the MinGW C runtime is pre-built with DWARF)
For example, without this change I get:
(gdb) bt
#0 _wassert (_Message=0xf925060 L"Num < NumOperands && \"Invalid child # of SDNode!\"",
_File=0xf60b488 L"llvm/include/llvm/CodeGen/SelectionDAGNodes.h", _Line=534)
at ../../../../mingw-w64-crt/misc/wassert.c:51
#1 0x0368996b in _assert (_Message=0x39d7ee4 "Num < NumOperands && \"Invalid child # of SDNode!\"",
_File=0x39d7e94 "llvm/include/llvm/CodeGen/SelectionDAGNodes.h", _Line=534)
at ../../../../mingw-w64-crt/misc/wassert.c:44
#2 0x00000004 in ?? ()
#3 0x00000004 in ?? ()
#4 0x0f60b488 in ?? ()
#5 0x00000000 in ?? ()
While with this change I get:
(gdb) bt
#0 _wassert (_Message=0xfb982e8 L"Num < NumOperands && \"Invalid child # of SDNode!\"",
_File=0xefbcb40 L"llvm/include/llvm/CodeGen/SelectionDAGNodes.h", _Line=534)
at ../../../../mingw-w64-crt/misc/wassert.c:51
#1 0x039c996b in _assert (_Message=0x3d17f24 "Num < NumOperands && \"Invalid child # of SDNode!\"",
_File=0x3d17ed4 "llvm/include/llvm/CodeGen/SelectionDAGNodes.h", _Line=534)
at ../../../../mingw-w64-crt/misc/wassert.c:44
#2 0x033111cc in getOperand (Num=4, this=<optimized out>)
at llvm/include/llvm/CodeGen/SelectionDAGNodes.h:534
#3 getOperand (i=4, this=<optimized out>)
at llvm/include/llvm/CodeGen/SelectionDAGNodes.h:779
#4 llvm::SelectionDAG::getNode (this=0xf00cb08, Opcode=79, DL=..., VT=..., N1=..., N2=...)
at llvm/lib/CodeGen/SelectionDAG/SelectionDAG.cpp:2859
#5 0x03377b20 in llvm::SelectionDAGBuilder::visitExtractElement (this=0xfb45028, I=...)
at llvm/lib/CodeGen/SelectionDAG/SelectionDAGBuilder.cpp:2803
[...]
Reviewed-by: Brian Paul <[email protected]>
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Emit XY_SRC_COPY_BLT to do the job. Since ETC1 textures cannot be mapped for
reading, as is required by util_copy_resource_region, this fixes copying of
ETC1 textures.
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Emit (possibly multiple) SRC_COPY_BLT to copy between buffers of arbitrary
sizes.
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Add gen6_XY_COLOR_BLT() and let blitter_xy_color_blt() call the function. Not
sure if this path is still being hit by any application.
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The problem with cp hooks is that when we switch from 3D ring to 2D ring, and
when there are active queries, we will emit 3D commands to 2D ring because
the new-batch hook is called.
This commit introduces the idea of cp owner. When the cp is flushed, or when
another owner takes place, the current owner is notified, giving it a chance
to emit whatever commands there need to be. With this mechanism, we can
resume queries when the 3D pipeline owns the cp, and pause queries when it
loses the cp. Ring switch will just work.
As we still need to know when the cp bo is reallocated, a flush callback is
added.
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The hardware context should not be passed for bo execution when the ring is
not the render ring. Rename hw_ctx to render_ctx for clarity.
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Add more PIPE_FORMAT -> BRW_SURFACEFORMAT mappings, and update
surface_format_info from i965.
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Mainly for MI_LOAD_REGISTER_IMM and BCS_SWCTRL.
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Now that we can handle it both for sampling and as depth/stencil enable it.
Passes nearly all additional piglit tests which are now performed, with two
exceptions (one being a framebuffer blit which fails for all other formats
including stencil too as we don't support stencil blits, the other reporting
a unexpected GL error so doesn't look to be llvmpipe's fault).
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We need to split up the depth and stencil values in this case, and there's
some new logic required to handle float depth and stencil simultaneously.
Also make sure we get the 64bit zs clear values and masks propagated
correctly.
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We do rendering to linear color buffers for quite some time, and since
switching to linear depth buffers all the tiled/linear logic was unused.
So get rid of (most) of it - there's still some LAYOUT_NONE things and
late allocation of resources which probably could be simplified.
Reviewed-by: Jose Fonseca <[email protected]>
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The code avoided first_layer parameter in the sampler interface (and needing
to do another calculation at runtime) by fixing up the base texture pointer
instead. Unfortunately, this didn't actually work as we have mip-first
texture layout so fixing up the base ptr by a fixed amount is very wrong if
there are mipmaps present. The wrong offsets caused misrendering and crashes.
Fix this by just adjusting the individual mip level offsets instead.
Spotted by Jose.
Reviewed-by: Jose Fonseca <[email protected]>
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