| Commit message (Collapse) | Author | Age | Files | Lines |
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After successful drmGetDevices2() call, drmFreeDevices() needs to be
called.
Fixes: b1fb6e8d "anv: do not open random render node(s)"
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]> # radv version
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drmGetDevices2 takes count and not size. Probably hasn't caused problems
yet in practice and was missed as setups with more than 8 DRM devices
are not very common.
Fixes: b1fb6e8d "anv: do not open random render node(s)"
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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The only thing still using it is INVOCATION_ID for geometry shaders.
That's easily enough inlined into the nir_intrinsic_load_invocation_id
handling code.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We're already doing this in the FS back-end. This just does the same
thing in the vec4 back-end.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The NIR pass already handles remapping system values to attributes for
us so we delete the system value code as part of the conversion.
We also change nir_lower_vs_inputs to take an explicit inputs_read
bitmask and pass in the inputs_read from prog_data instead from pulling
it out of NIR. This is because the version in prog_data may get
EDGEFLAG added to it on some old platforms.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We also add a nice little comment to make it more clear exactly what
happens with the edge flag copy.
Reviewed-by: Kenneth Graunke <[email protected]>
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NIR calls these system values but they come in from the VF unit as
vertex data. It's terribly convenient to just be able to treat them as
such in the back-end.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The vec4 backend will want to count in units of vec4s, not scalar
components. The simplest solution is to move the multiplication by 4
into the scalar backend. This also improves consistency with how we
count varyings.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that we have nice block iterators, there's no good reason for this
to be off on it's own. While we're here, we convert to using the NIR
const index getters/setters instead of whacking const_index values
directly.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Commit e1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c92100d77c660f9783504c6d80fa1d58, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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CID: 1399477, 1399478 (Integer handling issues)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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CID: 1399470: (Control flow issues)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We should get either 0 or 1 here.
CID: 1373562 (Control flow issues)
Signed-off-by: Lionel Landwerlin <[email protected]>
Acked-by: Matt Turner <[email protected]>
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CID: 1405919 (Error handling issues)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The application might not give an output structure.
CID: 1405765 (Null pointer dereferences)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This fixes the build when not building against valgrind headers.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100945
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Now that we can allocate states larger than the block size, we no longer
need a block size of 1MB which can be rather wasteful.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Previously, the maximum size of a state that could be allocated from a
state pool was a block. However, this has caused us various issues
particularly with shaders which are potentially very large. We've also
hit issues with render passes with a large number of attachments when we
go to allocate the block of surface state. This effectively removes the
restriction on the maximum size of a single state. (There's still a
limit of 1MB imposed by a fixed-length bucket array.)
For states larger than the block size, we just grab a large block off of
the block pool rather than sub-allocating. When we go to allocate some
chunk of state and the current bucket does not have state, we try to
pull a chunk from some larger bucket and split it up. This should
improve memory usage if a client occasionally allocates a large block of
state.
This commit is inspired by some similar work done by Juan A. Suarez
Romero <[email protected]>.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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This commit just fixes up the English a bit and re-flows the comment.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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The old algorithm worked fine assuming a constant block size. We're
about to break that assumption so we need an algorithm that's a bit more
robust against suddenly growing by a huge amount compared to the
currently allocated quantity of memory.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Now that the state stream is allocating off of the state pool, there's
no reason why we need the block pool to be separate.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Now that everything is going through the state pools, the block pool no
longer needs to be able to handle re-use.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Since the state_stream is now pulling from a state_pool, the only thing
pulling directly off the block pool is the state pool so we can just
move the block_size there. The one exception is when we allocate
binding tables but we can just reference the state pool there as well.
The only functional change here is that we no longer grow the block pool
immediately upon creation so no BO gets allocated until our first state
allocation.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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The helper functions aren't really gaining us as much as they claim and
are actually about to be in the way.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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We should only use size_t when referring to sizes of bits of CPU memory.
Anything on the GPU or just a regular array length should be a type that
has the same size on both 32 and 64-bit architectures. For state
objects, we use a uint32_t because we'll never allocate a piece of
driver-internal GPU state larger than 2GB (more like 16KB).
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Juan A. Suarez Romero <[email protected]>
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We can just use the new CHVLineWidth field rather than an entirely
different generation's packing function.
v2: Inline the function (requested by Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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We just add another field to gen8.xml for the Cherryview line width,
rather than trying to replicate the gymnastics done in the Vulkan
driver to use gen9 SF pack functions.
Reviewed-by: Jason Ekstrand <[email protected]>
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The function cannot return NULL, update the comment accordingly.
Fixes: b546c9d ("anv: anv_gem_mmap() returns MAP_FAILED as mapping error")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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on failure
According to the spec we get VK_ERROR_OUT_OF_HOST_MEMORY or
VK_ERROR_OUT_OF_DEVICE_MEMORY on vkBindImageMemory failure.
Fixes returned value changed by b546c9d.
Fixes: b546c9d ("anv: anv_gem_mmap() returns MAP_FAILED as mapping error")
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Cc: "17.0 17.1" <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Take it into account when checking if the mapping failed.
v2:
- Remove map == NULL and its related comment (Emil)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Fixes: 6f3e3c715a7 ("vk/allocator: Add a BO pool")
Fixes: 9919a2d34de ("anv/image: Memset hiz surfaces to 0 when binding memory")
Cc: "17.0 17.1" <[email protected]>
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The hardware docs are wrong, but the length used in the xml is also
wrong.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In a previous patch some enums were split out from brw_eu_defines.h, so
they could be used by genxml based code. anv can also benefit from this.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These enums live inside struct brw_wm_prog_data, so it makes sense to
keep them in the same header. It also allows to use them without
including brw_eu_defines.h.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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