| Commit message (Collapse) | Author | Age | Files | Lines |
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virgl/vtest is a swrast driver that allows the
virgl acceleration to be tested without having
a virtual machine.
The backend has a unix socket server that
this connects to.
This is run by setting
LIBGL_ALWAYS_SOFTWARE=y
GALLIUM_DRIVER=virpipe
In this mode all renderering is sent over
a socket to the remote renderer, and the
results are readback and copies to the screen
using drisw. This works well enough to develop
new features and to help debug.
Signed-off-by: Dave Airlie <[email protected]>
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virgl is the 3D acceleration backend for the
virtio-gpu shipping with qemu.
The 3D acceleration is designed around gallium
and TGSI as the virtualisation layer. The backend
renderer translates the virgl interface into
OpenGL currently.
This is the initial import of the driver to mesa.
The kernel driver portions are lined up for drm-next.
Currently this driver supports up to GL3.3 and some
misc extensions if the host driver exposes it. It is
planned to iterate the virgl API to new GL levels
as mesa host drivers gain features.
v2: fix resource tracking across flushes to avoid
->bind hack in mapping.
consolidate mapping and waiting code for transfers.
use u_range for dirt tracking.
handle larger shaders in protocol.
include virtgpu_drm.h in mesa for now.
add translation layer for gallium tgsi to virgl tgsi.
Signed-off-by: Dave Airlie <[email protected]>
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This is used to detect error in virgl if we overflow the shader
dumping buffers.
v2: return a bool.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds support to the parser to accept hex values as floats,
and then adds support to the dumper to allow the user to select
to dump float as 32-bit hex numbers.
This is required to get accurate values for virgl use of TGSI.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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On ultra high resolution modes, the preemptive flush flag can be
set midway through command submission, a condition that cannot be
recovered from a flush-retry, causing rendering artifacts.
This patch prevents a preemtive_flush until a draw has been
emitted.
Signed-off-by: Sinclair Yeh <[email protected]>
Reviewed-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The svga device doesn't directly support quads, quad strips or polygons
so we have to convert those types to indexed triangle lists. But we
can sometimes avoid that if we're drawing flat/constant-colored prims
and we don't have to worry about provoking vertex.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Provoking vertex comes into play when doing flat shading. But if we know
that all fragments in a primitive are the same color, the provoking vertex
doesn't matter. Check for that case and use whichever provoking vertex
convention is supported by the device.
This avoids generating an index buffer to do the PV conversion.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Examine the fragment shader to try to detect TGSI shaders which use
"MOV OUT[0], CONST[i]" to write a constant value for the fragment color.
In this case, all fragments will have the same color (unless blending is
enabled).
This is a common case for OpenGL code such as: glColor(), glBegin(),
glVertex(), ..., glEnd() when lighting/fog/etc are disabled. In this
case, the Mesa/gallium state tracker actually generates a simple
"MOV OUT[0], CONST[i]" fragment shader.
This will be used by the next commit to avoid provoking vertex conversion
(creating/rewriting an index buffer) when drawing flat-shaded primitives.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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The section for UVD 2 and older was not updated
when HEVC support was added. Reported by Kano
on irc.
v2: integrate the UVD2 and older checks into the
main switch statement.
v3: handle encode checking as well. Encode is
already checked in the top case statement, so
drop encode checks in the lower case statement.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
Cc: [email protected]
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This should prevent disparity between features Mesa and LLVM
believe are supported by the CPU.
http://lists.freedesktop.org/archives/mesa-dev/2015-October/thread.html#96990
Tested on a i7-3720QM w/ LLVM 3.3 and 3.6.
v2: Increase SmallVector initial size as suggested by Gustaw Smolarczyk.
Reviewed-by: Roland Scheidegger <[email protected]>
CC: "10.6 11.0" <[email protected]>
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We do not want to perform a depth resolve on an MCS enabled surface.
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It is in DW2 on Gen8.
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Before the change "tgsi/scan: use properties for clip/cull distance
writemasks", the tgsi_shader_info::num_written_clipdistance field
was a multiple of four, now it's an accurate count. In the svga
driver, we need a minor change to the loop test.
Reviewed-by: Charmaine Lee <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92437
CC: "10.6 11.0" <[email protected]>
Signed-off-by: Jose Fonseca <[email protected]>
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A third instance of this was needed but missed in the previous commit.
Return 32 as for the two other cases.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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When the draw module splits long line loops, the sections are emitted
as line strips. But the primitive type wasn't set correctly so each
section was being drawn as a loop, introducing extra line segments.
To fix this, we pass a new DRAW_LINE_LOOP_AS_STRIP flag to the run()
function. The linear/elt_run() functions have to check for this flag
and set their primitive type accordingly.
No piglit regressions. Fixes piglit's lineloop with -count 4097 or
higher.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81174
Reviewed-by: Roland Scheidegger <[email protected]>
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This avoids a serious r600g bug leading to a GPU hang.
The chances this bug will get fixed are pretty low now.
I deeply regret listening to others and not pushing this patch, leaving
other users with a GPU-crashing driver. Yes, it should be fixed
in the compiler and it's ugly, but users couldn't care less about that.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86720
Cc: 11.0 10.6 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This exposes more information to NIR's optimization, and should be
particularly useful when we do range-based optimization.
total uniforms in shared programs: 32066 -> 32065 (-0.00%)
uniforms in affected programs: 21 -> 20 (-4.76%)
total instructions in shared programs: 93104 -> 92630 (-0.51%)
instructions in affected programs: 31901 -> 31427 (-1.49%)
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This is just enough to cover our unpack modes, which will be used by some
new NIR-based lowering in the next commit.
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No changes needed for drivers already relying on tgsi_shader_info.
Reviewed-by: Brian Paul <[email protected]>
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The TGSI usage mask can't be used, because these are declared as an output
array of 2 elements.
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This solution was recommended by a Catalyst developer.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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The "current" shader pointer is moved from the CSO to the context, so that
the CSO is mostly immutable.
The only drawback is that the "current" pointer isn't saved when unbinding
a shader and it must be looked up when the shader is bound again.
This is also a prerequisite for multithreaded shader compilation.
Reviewed-by: Michel Dänzer <[email protected]>
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I'll let drivers figure out how to do it.
Reviewed-by: Ilia Mirkin <[email protected]>
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All tests pass. We don't need to do much - just set CUBE if the view
target is CUBE or CUBE_ARRAY, otherwise set the resource target.
The reason this can be so simple is that texture instructions
have a greater effect on the target than the sampler view.
Thanks Glenn for the piglit test.
Reviewed-by: Michel Dänzer <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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Undoes early hacks, and ensures nir/glsl_types.cpp is built once, and
only once.
The root problem is that SCons doesn't know about NIR nor any source
file in the NIR_FILES source list.
Tested with libgl-gdi and libgl-xlib scons targets.
Reviewed-by: Brian Paul <[email protected]>
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Spotted by Roland. Luckily, this code should never really be hit
since the const buffer size and offset should already be multiples
of 16. I could probably add more assertions to that effect, but
let's just fix the arithmetic for now.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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vlVaCreateImage
Cc: "11.0" <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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When the bit is not set, we can see sampling artifacts on triangle edges when
the mip filter is not GEN6_MIPFILTER_NONE.
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This was the intended behavior but it did not work as intended until now.
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Move it to ilo_debug.h.
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We do not make allocations generally in the core.
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It looks like binding a constant buffer on compute overwrites the 3D
state. To avoid that, we already re-bind all the 3D constant buffers
after launching a compute grid but this is not enough.
Binding the constant buffer of input parameters for the compute state at
initialization corrupts the 3D constant buffers, and it's just useless
to bind it because this is not needed until we really launch a grid.
This fixes some piglit regressions related to interpolation tests
introduced in "nvc0: enable compute support by default on Fermi".
Fixes: 00d6186 (nvc0: enable compute support by default on Fermi)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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No difference according to shader-db.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Totals:
SGPRS: 344552 -> 344368 (-0.05 %)
VGPRS: 197132 -> 197552 (0.21 %)
Code Size: 7375376 -> 7366304 (-0.12 %) bytes
LDS: 91 -> 91 (0.00 %) blocks
Scratch: 1679360 -> 1615872 (-3.78 %) bytes per wave
Totals from affected shaders:
SGPRS: 47736 -> 47552 (-0.39 %)
VGPRS: 27952 -> 28372 (1.50 %)
Code Size: 1392724 -> 1383652 (-0.65 %) bytes
LDS: 39 -> 39 (0.00 %) blocks
Scratch: 513024 -> 449536 (-12.38 %) bytes per wave
Reviewed-by: Michel Dänzer <[email protected]>
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No difference according to shader-db. (with the new S_ABS_I32 pattern)
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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No difference according to shader-db.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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This removes "v_mov v0, 0" which typically occurs before exports.
Totals:
SGPRS: 345216 -> 344552 (-0.19 %)
VGPRS: 197684 -> 197132 (-0.28 %)
Code Size: 7390408 -> 7375376 (-0.20 %) bytes
LDS: 91 -> 91 (0.00 %) blocks
Scratch: 1842176 -> 1679360 (-8.84 %) bytes per wave
Totals from affected shaders:
SGPRS: 101336 -> 100672 (-0.66 %)
VGPRS: 53920 -> 53368 (-1.02 %)
Code Size: 2170176 -> 2155144 (-0.69 %) bytes
LDS: 2 -> 2 (0.00 %) blocks
Scratch: 1015808 -> 852992 (-16.03 %) bytes per wave
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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The previous version has precision issues. This can be a problem
with tessellation. Sadly, I can't find the article where I read it
anymore. I'm not sure if the unsafe-fp-math flag would be enough to revert
this.
v2: added the comment
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and clear the emit_data structure.
The new radeonsi min/max opcode implementation requires this.
(it looks good according to Roland S.)
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This is only supported in the compatibility profile (without GS and tess).
Reviewed-by: Michel Dänzer <[email protected]>
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using the shader key for now.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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