| Commit message (Collapse) | Author | Age | Files | Lines |
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This should fix compilation errors in some situations.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101418
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This has only been tested on RX480.
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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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When a buffer becomes resident, check if it has been invalidated,
if so update the descriptor and the dirty flag.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When texture buffers are invalidated the addr in the resident
descriptor has to be updated but we can't create a new descriptor
because the resident handle has to be the same.
Instead, use the WRITE_DATA packet which allows to update memory
directly but graphics/compute have to be idle in case the GPU is
reading the descriptor.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When the current bound shaders don't use any bindless textures
or images, it's useless to decompress the resident resources.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This adds some new helper functions to know if the current draw
call (or dispatch compute) is using bindless samplers/images,
based on TGSI analysis.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Similar to the existing decompression code path except that it
loops over the list of resident textures/images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Analogous to bound textures/images. We should also update the
resident descriptors and disable COMPRESSION_EN for avoiding
useless DCC fetches, but I postpone this optimization for a
separate series.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This won't help much except for applications that use a ton
of resident handles. Though, this will reduce the winsys
overhead a little bit.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Resident buffers have to be added to every new command stream.
Though, this could be slightly improved when current shaders
don't use any bindless textures/images but usually applications
tend to use bindless for almost every draw call, and the winsys
thread might help when buffers are added early.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This implements the Gallium interface. Decompression of resident
textures/images will follow in the next patches.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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For each texture/image handles, we need to allocate a new
buffer for the bindless descriptor. But when the number of
buffers added to the current CS becomes high, the overhead
in the winsys (and in the kernel) is important.
To reduce this bottleneck, the idea is to suballocate the
bindless descriptors using a slab similar to the one used
in the winsys.
Currently, a buffer can hold 1024 bindless descriptors but
this limit is arbitrary and could be changed in the future
for some reasons. Once a slab is allocated the "base" buffer
is added to a per-context list.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To share some common code between bound and bindless images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To share some common code between bound and bindless textures.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This will be used in order to initialize resident descriptors
for bindless textures/images.
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: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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For example, TGSI_OPCODE_STORE for bindless images might use
a constant buffer or a shader input.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Whether bindless texture operations are supported by the
underlying driver.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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clinfo no longer reports my discrete GCN card as unified memory
Signed-off-by: Aaron Watry <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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equal to the marketing name.
The "family" name is often more informative than the "marketing" name. More
importantly, applications, like for example Wine, may recognise GPUs based on
the existing "family" names.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Henri Verbeet <[email protected]>
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I've since discovered the fragment shader sample mask system value (which
corresponds to gl_SampleMaskIn).
v2: It's a system value, not a shader input.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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To silence compiler warnings. Trivial.
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To silence compiler warnings. Trivial.
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there isn't much to gain here
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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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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It makes si_vertex_elements a little smaller.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Each element has over 700 bytes.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The previous patch helps with this.
Reviewed-by: Nicolai Hähnle <[email protected]>
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the next patch will benefit from this
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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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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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101254
Reviewed-by: Nicolai Hähnle <[email protected]>
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Unused and radeonsi ignores it anyway.
Acked-by: Nicolai Hähnle <[email protected]>
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