| Commit message (Collapse) | Author | Age | Files | Lines |
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Shader key size: 107 -> 47
Divisors of 0 and 1 are encoded in the shader key. Greater instance divisors
are loaded from a constant buffer.
The shader code doing the division is huge. Is it something we need to
worry about? Does any app use instance divisors >= 2?
VS prolog disassembly:
s_load_dwordx4 s[12:15], s[0:1], 0x80 ; C00A0300 00000080
s_nop 0 ; BF800000
s_waitcnt lgkmcnt(0) ; BF8C007F
s_buffer_load_dword s14, s[12:15], 0x4 ; C0220386 00000004
s_waitcnt lgkmcnt(0) ; BF8C007F
v_cvt_f32_u32_e32 v4, s14 ; 7E080C0E
v_rcp_iflag_f32_e32 v4, v4 ; 7E084704
v_mul_f32_e32 v4, 0x4f800000, v4 ; 0A0808FF 4F800000
v_cvt_u32_f32_e32 v4, v4 ; 7E080F04
v_mul_hi_u32 v5, v4, s14 ; D2860005 00001D04
v_mul_lo_i32 v6, v4, s14 ; D2850006 00001D04
v_cmp_eq_u32_e64 s[12:13], 0, v5 ; D0CA000C 00020A80
v_sub_i32_e32 v5, vcc, 0, v6 ; 340A0C80
v_cndmask_b32_e64 v5, v6, v5, s[12:13] ; D1000005 00320B06
v_mul_hi_u32 v5, v5, v4 ; D2860005 00020905
v_add_i32_e32 v6, vcc, v5, v4 ; 320C0905
v_subrev_i32_e32 v4, vcc, v5, v4 ; 36080905
v_cndmask_b32_e64 v4, v4, v6, s[12:13] ; D1000004 00320D04
v_mul_hi_u32 v5, v4, v1 ; D2860005 00020304
v_add_i32_e32 v4, vcc, s8, v0 ; 32080008
v_mul_lo_i32 v6, v5, s14 ; D2850006 00001D05
v_add_i32_e32 v7, vcc, 1, v5 ; 320E0A81
v_cmp_ge_u32_e64 s[12:13], v1, v6 ; D0CE000C 00020D01
v_sub_i32_e32 v6, vcc, v1, v6 ; 340C0D01
v_cmp_le_u32_e32 vcc, s14, v6 ; 7D960C0E
v_cndmask_b32_e64 v8, 0, -1, s[12:13] ; D1000008 00318280
v_cndmask_b32_e64 v6, 0, -1, vcc ; D1000006 01A98280
v_and_b32_e32 v6, v8, v6 ; 260C0D08
v_cmp_eq_u32_e32 vcc, 0, v6 ; 7D940C80
v_cndmask_b32_e32 v6, v7, v5, vcc ; 000C0B07
v_add_i32_e32 v5, vcc, -1, v5 ; 320A0AC1
v_cmp_eq_u32_e32 vcc, 0, v8 ; 7D941080
v_cndmask_b32_e32 v5, v6, v5, vcc ; 000A0B06
v_add_i32_e32 v5, vcc, s9, v5 ; 320A0A09
v2: set prefer_mono for fetched instance divisors
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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sizeof(struct si_shader_key):
Before reverting the 2 commits: 120 bytes
After reverting the 2 commits: 128 bytes
With #pragma pack: 107 bytes
Reviewed-by: Nicolai Hähnle <[email protected]>
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This reverts commit 7b2240ac9ce3ba9bd86f4ae8aac53af8878c0b10.
Reviewed-by: Nicolai Hähnle <[email protected]>
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ff_tcs_inputs_to_copy"
This reverts commit 6b6fed3a3c81c2b0d319ef121df20a0dc914705f.
Reviewed-by: Nicolai Hähnle <[email protected]>
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It's enabled through message buffer for UVD
Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Per Jose's suggestion, this patch cleans up format_cap_table to remove
the unnecessary default cap value for vgpu10 formats since those devcap values
can be retrieved from the device.
Tested with MTT conform, glretrace, piglit in HWv13 and HWv8.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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The default devcap for format SVGA3D_Z_D24S8_INT in HWv8 when its devcap is
not explicitly advertised should be set to zero to match the default value
in the device.
Tested with MTT piglit in HW version 8.
Reviewed-by: Neha Bhende <[email protected]>
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In cases where certain bind flags cannot be enabled together,
such as CONSTANT_BUFFER cannot be combined with any other flags,
a separate host surface will be created.
For example, if a stream output buffer is reused as a constant buffer,
two host surfaces will be created, one for stream output,
and another one for constant buffer. Data will be copied from the
stream output surface to the constant buffer surface.
Fixes piglit test ext_transform_feedback-immediate-reuse-index-buffer,
ext_transform_feedback-immediate-reuse-uniform-buffer
Tested with MTT piglit, MTT glretrace, Nature, NobelClinician Viewer, Tropics.
v2: Fix bind flags compatibility check as suggested by Brian.
v3: Use the list utility to maintain the buffer surface list.
v4: Use the SAFE rev of LIST_FOR_EACH_ENTRY
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Currently we unconditionally enable streamout bind flag at
buffer resource creation time. This is not necessary if the buffer
is never used as a streamout buffer. With this patch, we enable
streamout bind flag as indicated by the state tracker. If the buffer
is later bound to streamout and does not already has streamout bind
flag enabled, we will recreate the buffer with
the new set of bind flags. Buffer content will be copied
from the old buffer to the new one.
Tested with MTT piglit, Nature, Tropics, Lightsmark.
v2: Fix bind flags check as suggested by Brian.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This is to prepare for more bind_flags optimization
in subsequent patches.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This is to prepare for other bind_flags optimization
in subsequent patches.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Add the new 'flags' parameter to pipe_loader_sw_create_screen().
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Previously the logic would decide that the record is kept, which
translates into keep = false in the caller, which meant that these
passes did not run.
While it's right that keep = false which means that a new record does
not need to be added, we do still have to perform the usual list
maintenance. It's easiest to do this pre-merge rather than post.
The lowering that clip/cull distance passes produce triggers this bug in
TCS (since reading outputs is done differently in other stages), but it
should be possible to achieve it with the right sequence of regular
reads/writes.
Fixes: KHR-GL45.cull_distance.functional
Fixes: generated_tests/spec/arb_tessellation_shader/execution/tes-input/tes-input-gl_ClipDistance.shader_test
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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If the fileIndex is different, that means they are in logically
different spaces. However if there's also a relative offset, then they
could end up pointing at the same spot again.
Also add a note about potential for multiple buffers to overlap even if
they're at different file indexes. However that's potentially lowered
away by the point that this logic hits.
Not known to fix any specific application or test.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This has no effect since in practice this will only play for
memory-backed files, for which VFETCH will never happen.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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The idxbuf could linger, and when a clear happened, which also uses the
3d bufctx, we could get an error trying to access it.
This fixes spurious crashes/errors in CTS tests.
Fixes: 61d8f3387d ("nv50,nvc0: clear index buffer bufctx bin unconditionally")
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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All the BuildUtil helpers just insert the operation into the current BB.
So we have to take care that any fetchSrc() operations happen before the
operation whose setIndirect() it goes into.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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vc4 now depends on renderonly functions, but these weren't added to the
Android build resulting in the following errors:
src/gallium/drivers/vc4/vc4_resource.c:380: error: undefined reference to 'renderonly_scanout_destroy'
src/gallium/drivers/vc4/vc4_resource.c:681: error: undefined reference to 'renderonly_create_gpu_import_for_resource'
src/gallium/drivers/vc4/vc4_screen.c:625: error: undefined reference to 'renderonly_dup'
src/gallium/winsys/pl111/drm/pl111_drm_winsys.c:37: error: undefined reference to 'renderonly_create_gpu_import_for_resource'
src/gallium/winsys/pl111/drm/pl111_drm_winsys.c:37: error: undefined reference to 'renderonly_create_gpu_import_for_resource'
Fixes: 7029ec05e2c7 ("gallium: Add renderonly-based support for pl111+vc4.")
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Currently a resource flush may trigger a self resolve, even if a scanout buffer
exists, but is up to date. If a scanout buffer exists we only ever want to
flush the resource to the scanout buffer. This fixes a performance regression.
Fixes: dda956340ce9 (etnaviv: resolve tile status when flushing resource)
Cc: [email protected]
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Based on a patch from Wladimir J. van der Laan and untested due
to lack of hardware. Binary blob emits those formats if GPU supports
HALTI1 (faked with ibvivhook).
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Passes texwrap GL_ARB_texture_rg piglit (with faked full texture rg support).
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Passes all ext_texture_swizzle piglits.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-By: Wladimir J. van der Laan <[email protected]>
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Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Fix regression of "no rendering" on simple apps like glxgears by
setting an explicit full surface clear_rect when scissor is not
enabled.
This regressed with commit 00173d91 "st/mesa: don't set 16
scissors and 16 viewports if they're unused" due to an assumption
that a default scissor rect is always set, which was the case prior
to this optimization.
Reviewed-by: Tim Rowley <[email protected]>
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Some combinations of c++ compilers and standard libraries had problems
with the string::replace code we were using previously.
This should fix the travis-ci system.
Tested-by: Eric Engestrom <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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The hardware doesn't support it, so we just interpolate all array elements
and then use indirect indexing on the resulting vector.
Clearly, this is not very efficient. There is an argument to be had for
adding if/else, or perhaps even pulling the data out of LDS directly.
Both don't really seem worth the effort, considering that it seems nobody
actually uses this feature.
Reviewed-by: Marek Olšák <[email protected]>
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…and print error in such case. Which probably is not a rare event btw
because fopen doesn't expand ~ to $HOME.
Also get rid of unused "bool ret" variable.
Signed-off-by: Constantine Kharlamov <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=100785
v2: I was too much twiddling whether to initialize nsys_inputs at the beginning of shader initialization or for allocation of system values, and by the time I decided to go with the first one, I forgot to change it back.
Signed-off-by: Constantine Kharlamov <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Constantine Kharlamov <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds support for the GDS operations needed to do atomic
counters.
Signed-off-by: Dave Airlie <[email protected]>
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We don't want vtx/tex instructions ending up in GDS sections.
Signed-off-by: Dave Airlie <[email protected]>
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This just makes sure we can see the index gpr in the asm dumps.
Signed-off-by: Dave Airlie <[email protected]>
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On evergreen we can route vertex fetches via the texture cache,
and this is required for some images support. So add support
to the asm builder for it.
Signed-off-by: Dave Airlie <[email protected]>
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This was found during writing the images code, we need to
make sure we route the correct index register.
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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for later use
Reviewed-by: Timothy Arceri <[email protected]>
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for HUD integration in following commits. This valuable profiling data
will allow us to see on the HUD how well glthread is able to utilize
parallelism. This is better than benchmarking, because you can see
exactly what's happening and you don't have to be CPU-bound.
u_threaded_context has the same counters.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Fixes: b7d9677d ("nv50/ir: constant fold OP_SPLIT")
Cc: [email protected]
Signed-off-by: Pierre Moreau <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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It's not needed. The hw doesn't fetch ahead over page boundaries.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This trivially adds support for the image offset query, which is needed
for the zwp_linux_dmabuf based EGL platform wayland implementation.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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If lp_setup_bind_framebuffer() is never called, then setup fb x1/y1 was not
correctly initialized. This can happen if there's never a fb set - both
cso and llvmpipe would consider setting this with no cbufs and no zsbuf a
redundant change and therefore it would never get set.
We rely on this setup fb rect being initialized correctly for the tri intersect
tests, throwing away tris which don't intersect. Not initializing it meant
we'd then say it intersected, and we'd try to bin that despite that we have
no actual tiles to bin it to, leading to assertion failures (pretty harmless
since tile 0/0 always exists nevertheless as tiles are statically allocated,
albeit that should change at some point).
(Note probably not an issue with gl state tracker)
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Do KILL at the end of shaders so as not to break WQM.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100070
Reviewed-by: Nicolai Hähnle <[email protected]>
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