| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ilia Mirkin <[email protected]>
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These functions looked quite complicated, even though what they actually did
was trivial (ever since we dropped swizzled rendering). Also drop lookup of
format block per bytes done for each block, and do it once per scene instead.
This improves everybody's favorite "benchmark" by 3% or so, though
lp_rast_shade_quads_all() which calls this shows up still quite high for a
function which does little more than call the jit function.
(This would most likely be much better handled by the jit function itself,
the strides are passed through anyway already, though for being able to
handle layers it would definitely add some complexity.)
Reviewed-by: Jose Fonseca <[email protected]>
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When using the texel fetch functions rather than ordinary texturing,
the arguments are all int vecs instead of float vecs, not to mention
the actual function would look completely different. Hence this must
be included in the texture function name (which serves as the key)
otherwise things crash badly when a shader accesses the same texture
and sampler unit with both txf/ld and ordinary texturing instructions
with otherwise matching keys.
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Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
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Multiply operations can have a post-factor on them, which other ops
don't support. Only perform the peephole optimizations when there is no
post-factor involved.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89758
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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There are issues with inlining everything, most notably llvm will use much
more memory (and be slower) when compiling. Ideally we'd probably use
functions for shader functions too but texture sampling usually is responsible
for quite some IR (it can easily reach 80% of total IR instructions) so this
seems like a good start.
This still generates a different function for all different combinations just
like before, however it is possible llvm is missing some optimization
opportunities - it is believed though such opportunities should be somewhat
rare, but at least for now it can still be switched off (at compile time only).
It should probably make compiled code also smaller because the same function
should be used for different variants in the same module (so for the
opaque/partial or linear/elts variants).
No piglit change (though it does indeed speed up unrealistic tests like
fp-indirections2 by a factor of 30 or so).
Has a small negative performance impact in openarena - I suspect this could
be fixed by running some IPO passes (despite the private linkage, llvm right
now does NO optimization at all wrt anything going past the call, even if
there's just one caller - so things like values stored before the call and then
always written by the function etc. will not be optimized away, nor will dead
arguments (which we mostly shouldn't have) be eliminated, always constant
arguments promoted etc.).
v2: use proper return values instead of pointer function arguments.
llvm supports aggregate return values, which do wonders here eliminating
unnecessary stack variables - everything in fact will be returned in registers
even without any IPO optimizations. It makes the code simpler too.
With this I could not measure a peformance impact in openarena any longer
(though since there's still no constant value propagation etc. into the tex
functions this does not mean it couldn't have a negative impact elsewhere).
v3: fix some minor issues suggested by Jose, and do disassembly (and the
profiling) without hacks.
Reviewed-by: Jose Fonseca <[email protected]>
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The callbacks used for getting the dynamic texture/sampler state were using
the jit_context from the generated jit function. This works just fine, however
that way it's impossible to generate separate functions for texture sampling,
as will be done in the next commit. Hence, pass this pointer through all
interfaces so it can be passed to a separate function (technically, it would
probably be possible to extract this pointer from the current function instead,
but this feels hacky and would probably require some more hacks if we'd use
real functions instead of inlining all shader functions at some point).
There should be no difference in the generated code for now.
Reviewed-by: Jose Fonseca <[email protected]>
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The data in memory is in big endian format and needs to be converted
into CPU byte order. So the patch actually reversed what needs to be done.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The CUBE_ARRAY case uses r[4]. Make sure that the stack variable is
there.
Noticed by Coverity.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Does not appear to be used in tree. Coverity spotted some errors in the
bitmask stuff, but the whole thing appears to be unused.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Spotted by Coverity.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Make use of the builtin ffs macros and split out ffsll
to a seperate block. Needed for at least OpenBSD which
does not have ffsll in libc.
Signed-off-by: Jonathan Gray <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This has been useful once again while trying to debug stride issues
between render targets and texturing.
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The problem I'd seen before seems to be gone.
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Fixes some non-power-of-two texture rendering when I force ARGB8888 to
raster.
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16 / cpp happens to be the same as utile_w on the only raster format
supported (4 bytes per pixel), but simulator/hw source code generally
talks in terms of utiles.
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The enum compared to was 0, so it worked out, but it sure looked wrong.
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I'm experimenting with a workaround for raster texture misrendering on
hardware, and this lets me look at the format chosen when computing
strides.
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They don't do anything special for us, but I've been told by kernel
maintainers that relying on dumb for my acceleration-capable buffers
is not OK.
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I'd like to compile as much of the device-specific code as possible
when building for simulator, and using if (using_simulator) instead of
ifdefs helps.
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I keep rewriting these.
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This reverts commit 20346808cf4f1ee4f320afaf18f94043fb146f2e.
The conversion is actually done since these are the *B macro variants
and no vtx format is supplied, which makes them go through the translate
module.
This restores the following piglit tests to passing:
draw-vertices user
gl-2.0-vertexattribpointer
Signed-off-by: Ilia Mirkin <[email protected]>
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The storage size for local kernel args can be queried before the
arguments are set by using the CL_KERNEL_LOCAL_MEM_SIZE param
of clGetKernelWorkGroupInfo().
The spec says that if local kernel arguments have not been specified,
then we should assume their size is 0.
v2:
- Implement using c++11 member initialization.
Reviewed-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Cc: 10.5 10.4 <[email protected]>
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This fixes the build since llvm r232885 and also simplifies the code.
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The pipe's get_vendor method returns something more akin to a driver
vendor string in most cases, instead of the actual device vendor. Use
get_device_vendor instead, which was introduced specifically for this
purpose.
Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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The only hackish ones are llvmpipe and softpipe, which currently return
the same string as for get_vendor(), while ideally they should return
the CPU vendor.
Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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This will be needed by Clover to return the correct information
to CL_DEVICE_VENDOR info queries.
Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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This is required by the spec.
Reviewed-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Should have been part of 429a4355259(galahad: remove driver). Seems like
I've erroneously committed the trimmed patch.
Reported-by: Marek Olšák <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
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Removed from tree.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
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st/egl was its only user.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
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st/egl was its only user.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
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st/egl was its only user.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
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There's 2 reasons why we'd want to use the global context:
1) There still seems to be one memory "leak" left when using multiple llvm
contexts (it is not a true leak as the memory disappears into some still
addressable pool but nevertheless the memory consumption grows). See
http://cgit.freedesktop.org/~jrfonseca/llvm-jitstress/
2) These contexts get kinda big - even when disposing modules etc. after
compiling a shader the LLVMContext can easily be over 100kB. So when there's
lots of llvm contexts arounds it adds up.
The downside is that at least right now this is absolutely not thread safe,
so this only works safely in environments where multiple pipe contexts are not
used concurrently.
Reviewed-by: Jose Fonseca <[email protected]>
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This add primitive restart support to the prim conversion.
This involves changing the API for the translate functions
as we need to pass the prim restart index and the original
number of indices into the translate functions.
primitive restart is support for quads, quad strips
and polygons.
This deal with the case where the actual number of output
primitives is less than the initially calculated number,
by filling the rest of the output primitives with the restart
index, the other option is to reduce the output prim number,
but that will make the generator code a bit messier.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Already done below.
Reviewed-by: Brian Paul <[email protected]>
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One more case we need to handle. One of the src instructions for the
indirect could also end up being ourself.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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radeon_llvm_emit_prepare_cube_coords uses coords[4] in some cases (TXB2 etc.)
Discovered by Coverity. Reported by Ilia Mirkin.
Cc: 10.5 10.4 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Massive list of constant data. Annotate it as such.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Both of which are no longer used. Use designated initializer to make
things obvious as people add/remove TGSI_OPCODEs.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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... rather than the local one in inst_info->tgsi_opcode.
This will allow us to simplify struct r600_shader_tgsi_instruction.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Before this actually ran into an infinite loop printing out "invalid"...
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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