| Commit message (Collapse) | Author | Age | Files | Lines |
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The main flush before texturing is done after the FMASK decompress pass.
CB after MSAA rendering is not flushed in set_framebuffer_state and also
not in memory_barrier if the current color buffer is MSAA. We fully rely
on the FMASK decompress pass for the flushing.
Some CB decompress and resolve passes need an explicit flush before and
after.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Use the mechanism of si_decompress_textures, but instead of doing
the actual decompression, just flag the DB cache flush there.
This removes a lot of unnecessary DB cache flushes.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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No code checks the errors.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This removes 2 loops from hot codepaths and adds 1 loop to a rare codepath
(restore_sampler_states), and makes sanitize_hash() slightly worse.
Sampler states, when bound, are not unbound for draw calls that don't need
them. That's OK, because bound sampler states don't add any overhead.
This results in lower CPU overhead in most cases.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Same as the previous commit, but this one was split out because it's
a bit more complicated: this field is given as a pointer to a function,
so the function had to be changed as well, and the function was use in
a bunch of places, which needed updating as well.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Same as with the colormasks, the blend color needs to be swizzled according
to the rendertarget format.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Previously, texture formats were being used unconditionally without
checking. However nv30 supports neither RGBX8 nor R4A4/A4R4 formats. Add
sufficient fallbacks so that the nv30 driver can have working OSD.
Tested on a NV44A/PCI.
Signed-off-by: Ilia Mirkin <[email protected]>
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By treating the rectangles as 1cpp, we can run up against some internal
copy engine limits and trigger a MEM2MEM_RECT_OUT_OF_BOUNDS error check
at launch time.
This commit enables the REMAP hardware, which allows us to specify both
the component size and number of components for a transfer. We're then
able to pass in the real width/nblocksx values and not hit the limits.
There's a couple of "supported" CPPs in the list that we can't actually
hit, but are there simply because they're possible.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Aside from reducing pushbuf usage in some situations, this commit should
have no other effect, and is just to make it somewhat obvious that those
methods have zero effect on linear surfaces.
Signed-off-by: Ben Skeggs <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Inline function SWR_MULTISAMPLE_POS::PrecalcSampleData() was missing
definition. Include definition in core/state_funcs.h.
Fixes windows build.
Reviewed-by: Tim Rowley <[email protected]>
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These variables are all used in an assert(), so release builds see no
usages.
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There's no reason we can't -- the mappings we expose are basically
equivalent to persistent/coherent, already.
Improves mesa-demos drawoverhead (no state change) performance by
5.21362% +/- 1.25078% (n=11).
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A common user error is to call glDrawRangeElements() with the 'end'
argument being one too large. If we use the vbuf module to translate
some vertex attributes this error can cause us to read past the end of
the mapped hardware buffer, resulting in a crash.
This patch adjusts the vertex count to avoid that issue. Typically,
the vertex_count gets decremented by one.
This fixes crashes with the Unigine Tropics and Sanctuary demos with older
VMware hardware versions. The issue isn't hit with VGPU10 because we
don't hit this fallback.
No piglit changes.
CC: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Helps understandability a bit.
Reviewed-by: Marek Olšák <[email protected]>
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Trivial.
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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First this happens:
1) amdgpu_cs_flush (lock bo_fence_lock)
-> amdgpu_add_fence_dependency
-> os_wait_until_zero (wait for submission_in_progress) - WAITING
2) amdgpu_bo_create
-> pb_cache_reclaim_buffer (lock pb_cache::mutex)
-> pb_cache_is_buffer_compat
-> amdgpu_bo_wait (lock bo_fence_lock) - WAITING
So both bo_fence_lock and pb_cache::mutex are held. amdgpu_bo_create can't
continue. amdgpu_cs_flush is waiting for the CS ioctl to finish the job,
but the CS ioctl is trying to release a buffer:
3) amdgpu_cs_submit_ib (CS thread - job entrypoint)
-> amdgpu_cs_context_cleanup
-> pb_reference
-> pb_destroy
-> amdgpu_bo_destroy_or_cache
-> pb_cache_add_buffer (lock pb_cache::mutex) - DEADLOCK
The simple solution is not to wait for submission_in_progress, which we
need in order to create the list of dependencies for the CS ioctl. Instead
of building the list of dependencies as a direct input to the CS ioctl,
build the list of dependencies as a list of fences, and make the final list
of dependencies in the CS thread itself.
Therefore, amdgpu_cs_flush doesn't have to wait and can continue.
Then, amdgpu_bo_create can continue and return. And then amdgpu_cs_submit_ib
can continue.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101294
Cc: 17.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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To avoid useless DCC fetches when DCC is disabled, descriptors
have to be updated in order to reflect this change. This is
quite similar to how we update descriptors of bound textures.
As a side effect, this should also prevent VM faults when
bindless textures are invalidated, because the VA in the
descriptor has to be updated accordingly as well.
I don't see any performance improvements with DOW3.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Needed for updating all resident texture descriptors when
dirty_tex_counter changes.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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GFX9 is affected.
We only have tests for GL_x_SNORM where x is R8, RG8, RGB8, and RGBA8.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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st/mesa creates a surface that reinterprets the compressed blocks as
RGBA16UI or RGBA32UI. We have to adjust width0 & height0 accordingly to
avoid out-of-bounds memory accesses by CB.
Cc: 17.1 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Port of the corresponding fix in sid_tables.py.
Reviewed-by: Marek Olšák <[email protected]>
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This is done by introducing a separate list.
si_decompress_textures() is now 5x faster.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is done by introducing a separate list.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Useful for debugging performance issues when ARB_bindless_texture
is enabled. This query doesn't make a distinction between texture
and image handles.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Headers are required only when building with OpenCL. As we're building
w/o it libelf may be missing, hence we'll error out as below:
src/gallium/drivers/r600/evergreen_compute.c:27:10:
fatal error: 'gelf.h' file not found
^
1 error generated.
Fixes: d96a210842 ("r600g,compute: provide local copy of functions from
ac_binary.c")
Reviewed-by: Jan Vesely <[email protected]>
Reported-by: Mauro Rossi <[email protected]>
Tested-by: Mauro Rossi <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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The header embeds the struct so it needs the header inclusion instead of
the dummy forward declaration.
Cc: Nicolai Hähnle <[email protected]>
Cc: Marek Olšák <[email protected]>
Cc: Tom Stellard <[email protected]>
Fixes: 32206c5e560 ("radeonsi: Add radeon_shader_binary member to struct
si_shader")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Tested-by: Bas Nieuwenhuizen <[email protected]>
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Those are used by r600 and radeonsi, so moving them within the former
was a bad idea.
Fixes: d96a210842b ("r600g,compute: provide local copy of functions
from ac_binary.c")
Cc: Jan Vesely <[email protected]>
Cc: Aaron Watry <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Tested-by: Bas Nieuwenhuizen <[email protected]>
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This counter is incremented if we fail to allocate memory for
vertex/index/const buffers, textures, etc.
Reviewed-by: Neha Bhende <[email protected]>
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Use a dummy implementation of the access() function. Use \ path separator.
Add a few comments.
Reviewed-by: Neha Bhende <[email protected]>
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Trivial.
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Binner/clipper read viewport array index from the vertex header as needed.
Move viewport state to BACKEND_STATE.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reduces the files rebuilt after modifying simdintrin.h from
84 to 64.
Reviewed-by: Bruce Cherniak <[email protected]>
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The last FE stage can emit render target array index. Currently we only
check to see if GS is emitting it. Moved the state to BACKEND_STATE and
plumbed the driver to set it.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Fixes crash when dumping render targets and RT surface has been deleted.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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For certain cases, we perform early z for optimization. The GL_SAMPLES_PASSED
query was providing erroneous results because we were counting the number
of samples passed before the fragment shader, which did not work if the
fragment shader contained a discard.
Account properly for discard and early z, by anding the zpass mask with
the post fragment shader active mask, after the fragment shader.
Fixes the following piglit tests:
- occlusion-query-discard
- occlusion_query_meta_fragments
Reviewed-by: Bruce Cherniak <[email protected]>
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Removes large simdvertex stack allocation.
Vertex shader must ensure reads happen before writes.
Reviewed-by: Bruce Cherniak <[email protected]>
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Add support for dynamic vertex size for the vertex shader output.
Add new state in SWR_FRONTEND_STATE to specify the size.
Reviewed-by: Bruce Cherniak <[email protected]>
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