| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This needs to be passed to gallium drivers.
No game fix is planned at this time.
The addition of glsl_correct_derivatives_after_discard is
generally a good thing for mesa compatibility with the broader GL
driver ecosystem.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100070
Reviewed-by: Nicolai Hähnle <[email protected]>
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dri_init_options_get_screen_flags will return the flags for create_screen().
Reviewed-by: Nicolai Hähnle <[email protected]>
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for drirc options
Reviewed-by: Nicolai Hähnle <[email protected]>
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We use the bounding box (triangle extents) to figure out if 32bit rasterization
could potentially overflow. However, we used the bounding box which already got
rounded up to 0 for negative coords for this, which is incorrect, leading to
overflows and hence bogus rendering in some of our private use.
It might be possible to simplify this somehow (we're now using 3 different
boxes for binning) but I don't quite see how.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This is pretty useful for debugging rasterization issues, so turn it on
based on DEBUG (the actual existence of the fields is also conditionalized
on DEBUG, lines fill it out the same too).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This reverts commit c9040dc9e75c81024f88f3f1bab821ad2bc73db3.
People have reported it causes corruption on VI, and I see GPU hangs
on GFX9.
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If the call fails we need to flush the command buffer and retry. In this
case, we were failing to unbind the GS which led to subsequent errors.
This fixes a bug replaying a Cinebench R15 apitrace in a Linux guest.
VMware bug 1894451
cc: [email protected]
Reviewed-by: Charmaine Lee <[email protected]>
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When surface_invalidate is called to invalidate a newly created surface
in svga_validate_surface_view(), it is possible that the command
buffer is already full, and in this case, currently, the associated wddm
winsys function will flush the command buffer and resend the invalidate
surface command. However, this can pre-maturely flush the command buffer
if there is still pending image updates to be patched.
To fix the problem, this patch will add a return status to the
surface_invalidate interface and if it returns FALSE, the caller will
call svga_context_flush() to do the proper context flush.
Note, we don't call svga_context_flush() if surface_invalidate()
fails when flushing the screen surface cache though, because it is
already in the process of context flush, all the image updates are already
patched, calling svga_context_flush() can trigger a deadlock.
So in this case, we call the winsys context flush interface directly
to flush the command buffer.
Fixes driver errors and graphics corruption running Tropics. VMware bug 1891975.
Also tested with MTT glretrace, piglit and various OpenGL apps such as
Heaven, CinebenchR15, NobelClinicianViewer, Lightsmark, GoogleEarth.
cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
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Consider the following RT attachment order:
1. Attach surfaces attachments 0 & 1, and render with them
2. Detach 0 & 1
3. Re-attach 0 & 1 to different surfaces
4. Render with the new attachment
The definition of a tile being resolved is that local changes have been
flushed out to the surface, hence there is no need to reload the tile before
it's written to. For an invalid tile, the tile has to be reloaded from
the surface before rendering.
Stage (2) was marking hot tiles for attachements 0 & 1 as RESOLVED,
which means that the hot tiles can be written out to memory with no
need to read them back in (they are "clean"). They need to be marked as
resolved here, because a surface may be destroyed after a detach, and we
don't want to have un-resolved tiles that may force a readback from a
NULL (destroyed) surface. (Part of a destroy is detach all attachments first)
Stage (3), during the no att -> att transition, we need to realize that the
"new" surface tiles need to be fetched fresh from the new surface, instead
of using the resolved tiles, that belong to a stale attachment.
This is done by marking the hot tiles as invalid in stage (3), when we realize
that a new attachment is being made, so that they are re-fetched during
rendering in stage (4).
Also note that hot tiles are indexed by attachment.
- Fixes VTK dual depth-peeling tests.
- No piglit changes
Reviewed-by: Tim Rowley <[email protected]>
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It seems to work now.
Reviewed-by: Nicolai Hähnle <[email protected]>
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The closed Vulkan driver doesn't do it either.
Also remove some old comments that aren't useful.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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I reproduced this bug on Polaris11 and Raven.
I can't get this bug on Fiji. The reason might be that Fiji doesn't use
2D tiling for the test due to higher 2D tiling alignment requirements.
Fixes piglit: spec@ext_framebuffer_object@fbo-fast-clear
Reviewed-by: Nicolai Hähnle <[email protected]>
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The kernel sort of does the same thing with fences.
v2: do emit partial flushes on SI
Reviewed-by: Nicolai Hähnle <[email protected]>
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As encode support is added along with decode, increase max_entrypoints to two.
vaMaxNumEntrypoints was returning incorrect value and causing
memory corruption before this commit
v2: assert when max_entrypoints needs to be bigger
CC: [email protected]
Reviewed-by: Christian König <[email protected]>
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sampler view allocated in vaAssociateSubpicture is not cleared
in vaiDeassociateSubpicture.
Reviewed-by: Christian König <[email protected]>
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si_build_shader_variant can actually be called directly from one of
normal-priority compiler threads. In that case, the thread_index is
only valid for the normal tm array.
v2:
- use the correct sel/shader->compiler_ctx_state
Fixes: 86cc8097266c ("radeonsi: use a compiler queue with a low priority for optimized shaders")
Reviewed-by: Marek Olšák <[email protected]>
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instead of using a monotonic suballocator
v2: initialize the memory at context creation
Reviewed-by: Nicolai Hähnle <[email protected]>
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I think this kernel commit fixes it:
drm/amdgpu:use FRAME_CNTL for new GFX ucode
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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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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