| Commit message (Collapse) | Author | Age | Files | Lines |
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Its previous name was somewhat misleading, this really behaves like a
RW cache flush rather than an invalidation.
Reviewed-by: Kenneth Graunke <[email protected]>
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The state cache is also L3-backed so it seems sensible to make sure
it's clean as we do for other RO caches before repartitioning the L3.
This wasn't part of my original L3 partitioning code because I was
able to reproduce hangs on Gen7 hardware when the state cache
invalidation happened asynchronously with previous 3D rendering, which
should no longer be possible after the previous change.
Reviewed-by: Kenneth Graunke <[email protected]>
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We need to split the stalling flush from the RO cache invalidation
into a different PIPE_CONTROL command to make sure that the top of the
pipe invalidation happens after any previous rendering is complete.
Otherwise it's possible for previous rendering to pollute the L3 cache
in the short window of time between RO invalidation and the completion
of the stalling flush. Fixes rendering artifacts on Unigine Heaven,
Metro Last Light Redux and Metro 2033 Redux.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93540
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93599
Tested-by: Darius Spitznagel <[email protected]>
Tested-by: Martin Peres <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The SEL instruction with predication mode NONE emitted when the atomic
operation doesn't need to be predicated is a no-op and might rely on
undocumented hardware behaviour. Noticed by chance while looking at
the assembly output.
Reviewed-by: Matt Turner <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94050
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The vec4 backend, at the end, does this:
if (inst->is_3src()) {
for (int i = 0; i < 3; i++) {
if (inst->src[i].vstride == BRW_VERTICAL_STRIDE_0)
assert(brw_is_single_value_swizzle(inst->src[i].swizzle));
So make sure that we use the same conditions when trying to
copy-propagate. UNIFORMs will be converted to vstride 0 in
convert_to_hw_regs, but so will ATTRs when interleaved (as will happen
in a GS with multiple attributes). Since the vstride is not set at
copy-prop time, infer it by inspecting dispatch_mode and reject ATTRs if
they have non-scalar swizzles and are interleaved.
Fixes assertion errors in dolphin-generated geometry shaders (or
misrendering on opt builds) on Sandybridge or on IVB/HSW with
INTEL_DEBUG=nodualobj.
Co-authored-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93418
Cc: "11.0 11.1" <[email protected]>
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Previously the framebuffer default sample count was taken directly
from the value given by the application. On the i965 driver on HSW if
the value wasn't one that is supported by the hardware it would hit an
assert when it tried to program the state for it. This patch fixes it
by adding a derived sample count to the state for the default
framebuffer. The driver can then quantize this to one of the valid
values in its UpdateState handler when the _NEW_BUFFERS state changes.
_mesa_geometric_samples is changed to use the new derived value.
Fixes the piglit test arb_framebuffer_no_attachments-query
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93957
Cc: Ilia Mirkin <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Add config option override_vendorid to report a fake card in d3dadapter9 drm.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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No instruction counts changed, but:
total cycles in shared programs: 64834502 -> 64781530 (-0.08%)
cycles in affected programs: 16331544 -> 16278572 (-0.32%)
helped: 4757
HURT: 4288
GAINED: 66
LOST: 20
I remember trying this when I first wrote the pass, but it wasn't
helpful at the time.
Reviewed-by: Francisco Jerez <[email protected]>
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GEN8_SURFACE_AUX_MODE_NONE is 0, so this is a no-op.
Yet, this also makes it clear that we can compare aux_mode to the
other GEN8_SURFACE_AUX_MODE_ values. We will want to compare to
GEN8_SURFACE_AUX_MODE_HIZ.
v2: Some very minor cherry-pick conflicts due to moving it around in the series.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
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This reverts commit ab30426e335116e29473faaafe8b57ec760516ee.
Apparently the memory isn't quite as aligned when this gets called
as it should be, causing crashes. (Albeit this looks independent
from this code, should crash just as well if ssse3 is enabled when
compiling without this patch.)
https://bugs.freedesktop.org/show_bug.cgi?id=93962
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The existing code used ssse3, and because it isn't compiled in a separate
file compiled with that, it is usually not used (that, of course, could
be fixed...), whereas sse2 is always present at least with 64bit builds.
This should be pretty much as fast as the pshufb version, albeit those
code paths aren't really used on chips without llc in any case.
v2: fix andnot argument order, add comments
v3: use pshuflw/hw instead of shifts (suggested by Matt Turner), cut comments
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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And mark nir_op_pack_uvec4_to_uint unreachable, since it's only produced
by lowering pack[SU]norm4x8 which the vec4 backend does not need.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The vec4 backend will lower it.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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i965/fs was the only consumer, and we're now doing the lowering in NIR.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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We'll want to have different lowering options set for scalar/vector
stages.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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A future patch will want to use designated initalizers, which aren't
available in C++, but this is C.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Modify comment as spotted by Matt, and Chris Forbes
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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Allows us to remove the SCons workaround :-)
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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When setting the conservative thread counts, I halved everything. That isn't
correct for the wm, which has nothing to do with actual thread counts. I suck.
BXT only has 1 slice, and there is some ambiguity about subslices, so just
reserve the max possible for now. It looks like this might fix:
piglit.spec.glsl-1_50.execution.variable-indexing.gs-output-array-vec4-index-wr.bxtm64.
I kind of question why that is, but it is what Jenkins says.
Mark is current running some of the other blacklisted tests on this patch. (it
effects anything requiring scratch space).
Cc: mesa-stable <[email protected]>
Cc: Neil Roberts <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Tested-by: Mark Janes <[email protected]>
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OpenGL's dual color blending feature was specified so that an
implementation could support both multiple render targets (MRT) and
dual source blending. Fragment shader outputs specify both "location"
(the render target number) and "index" (either color 0 or 1).
I believe DirectX only has the notion of "location" - if using dual
color blending, location 0 or 1 will specify the operands. If not,
then location means the render target index. The two features can't
be used together.
As such, some applications mistakenly try to use <loc = 0, index = 0>
and <loc = 1, index = 0> in a shader used for dual color blending with
a single render target, rather than the correct <loc = 0, index = 0>
and <loc = 0, index = 1>.
In particular, Unigine Heaven 4.0 and Valley 1.0 suffer from this bug.
Unigine is aware of the problem, and quickly developed a fix, but has
not bothered to change the download link on their website to a working
copy in over a year. People were still using the broken version and
complaining. We tried working around this by disabling dual color
blending, but that apparently hurts performance, and people were once
again unhappy.
On i965, dual source blending is achieved by using different framebuffer
write messages than normal rendering. So, we have to compile different
code for the two cases. We're not being pedantic: we actually have to
know in order to function.
Normally, dual source blending is detectable in the shader: if a shader
has an output with index = 1, then it's meant for blending, not MRT.
With the broken inputs, they're indistinguishable, so we can only tell
by looking at the current GL state.
This patch implements a new drirc workaround:
export dual_color_blend_by_location=true
which makes the i965 driver detect when OpenGL state is configured for
dual source blending, and recompile the fragment shader to use the right
messages. In that case, we allow either location = 1 or index = 1 to
specify the second source for the blending equations.
It also re-enables GL_ARB_blend_func_extended for Unigine.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92233
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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This was originally removed here:
commit 031d3501322aee0a1474c7f2a9b79f9fa9947430
Author: Kenneth Graunke <[email protected]>
Date: Tue Aug 25 16:59:12 2015 -0700
i965/vs: Unify URB entry size/read length calculations between backends.
Then added back:
commit bd198b9f0a292a9ff4ffffec3a29bad23d62caba
Author: Kenneth Graunke <[email protected]>
Date: Fri Aug 14 16:01:33 2015 -0700
i965/vs: Simplify fs_visitor's ATTR file.
Note that the authorship dates are out of order, but the above reflects the
order of the commit dates.
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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With an earlier commit we've spit the flags parsing to a separate
function, but forgot to update all the dri modules to use it.
Noticed when we've enabled KHR_debug for every dri module - fdo#93048
Fixes: 38366c0c6e7 "dri_util: Don't assume __DRIcontext->driverPrivate
is a gl_context"
Cc: Mark Janes <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Cc: Kristian Høgsberg <[email protected]>
Cc: Ian Romanick <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Mark Janes <[email protected]>
Tested-by: Mark Janes <[email protected]>
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brw_compile_tcs() is expected to return 'const unsigned *', so the compiler
complains.
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes a number of GLES31 CTS failures and hangs on various hardware:
ES31-CTS.texture_gather.plain-gather-depth-2d
ES31-CTS.texture_gather.plain-gather-depth-2darray
ES31-CTS.texture_gather.plain-gather-depth-cube
ES31-CTS.texture_gather.offset-gather-depth-2d
ES31-CTS.texture_gather.offset-gather-depth-2darray
ES31-CTS.layout_binding.sampler2D_layout_binding_texture_ComputeShader
ES31-CTS.layout_binding.sampler2DArray_layout_binding_texture_ComputeShader
ES31-CTS.explicit_uniform_location.uniform-loc-types-samplers
ES31-CTS.compute_shader.resources-texture
Some of them were actually passing by luck on some generations even
though we weren't uploading sampler state tables explicitly for the
compute stage, most likely because they relied on the cached sampler
state left from previous rendering to be close enough.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92589
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93312
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93325
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93407
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93725
Reported-by: Marta Lofstedt <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This reuses the NEW_SAMPLER_STATE_TABLE state bit (currently only used
on pre-Gen7 hardware) to signal that the sampler state tables have
changed in order to make sure that the GPGPU interface descriptor is
updated.
Reviewed-by: Marta Lofstedt <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Extends commit 6531ccb70 to silence the warning in release builds as
well.
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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In the vertex and fragment stages, the hardware is nice to us and leaves
g0.2 zerod out for us so we can use it for headers. However, in compute,
geometry, and tessellation stages, the hardware is not so nice. In
particular, for compute shaders on BDW, the hardware places some debug bits
in 23:15. As it happens, bit 15 is interpreted by the sampler as the alpha
channel mask. This means that if you use a texturing instruction with a
header in a compute shader, you may randomly get the alpha channel
disabled. Since channel masks affect the return length of the sampler
message, this can lead the GPU to expect a different mlen to the one you
specified in the shader and this, in turn, hangs your GPU.
Cc: "11.1" <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Cc: "11.1" <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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BDW adds the following restriction: "When multiplying DW x DW, the dst
cannot be accumulator."
Cc: "11.1,11.0" <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This shouldn't hurt anything, and I'm about to introduce a pass that
will want it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This makes it a pass, hiding the parameter structs and block callbacks
so it's simpler to work with.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Shorter than compiler->scalar_stage[MESA_SHADER_VERTEX], which can
help with line-wrapping.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The RS and hardware binding tables are only supported on the 3D
pipeline and can lead to corruption if left enabled during a GPGPU
workload. Disable it when switching to the GPGPU (or media) pipeline
and re-enable it when switching back to the 3D pipeline.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
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pipeline.
This hardware bug can supposedly lead to a hang on IVB and VLV.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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AFAIK brw_emit_select_pipeline() is only called once during context
init on Gen4-5, at which point the pipeline is likely to be already
idle so it may just happen to work by luck regardless of the MI_FLUSH.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Switching the current pipeline while it's not completely idle or the
read and write caches aren't flushed can lead to corruption. Fixes
misrendering of at least the following Khronos CTS test:
ES31-CTS.shader_image_load_store.basic-allTargets-store-fs
The stall and flushes are no longer required on Gen8+.
v2: Emit PIPE_CONTROL with non-zero post-sync op before the write
cache flush on SNB due to hardware bug. (Ken)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93323
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This hardware bug can cause a hang on context restore while the
current pipeline is set to GPGPU (BDWGFX HSD 1909593). In addition to
clearing the valid bit, mark the CC state as dirty to make sure that
the CC indirect state pointer is re-emitted when we switch back to the
3D pipeline.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be used on Gen8+ to make sure that the color calculator
state pointers are re-emitted when switching back to the 3D pipeline
after some GPGPU workload due to a hardware workaround. There are
other state bits already defined that could be used to achieve the
same effect but they all cause a ton of unrelated state to be
re-emitted (e.g. BRW_NEW_STATE_BASE_ADDRESS), so just define a new
one, state bits are cheap.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The OpenGL specifications for bitfieldExtract() says:
The result will be undefined if <offset> or <bits> is negative, or if
the sum of <offset> and <bits> is greater than the number of bits
used to store the operand.
Therefore passing bits=32, offset=0 is legal and defined in GLSL.
But the earlier SM5 ubfe/ibfe opcodes are specified to accept a bitfield width
ranging from 0-31. As such, Intel and AMD instructions read only the low 5 bits
of the width operand, making them not able to implement the GLSL-specified
behavior directly.
This commit adds ubfe/ibfe operations from SM5 and a lowering pass for
bitfield_extract to to handle the trivial case of <bits> = 32 as
bitfieldExtract:
bits > 31 ? value : bfe(value, offset, bits)
Fixes:
ES31-CTS.shader_bitfield_operation.bitfieldExtract.uvec3_0
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92595
Reviewed-by: Connor Abbott <[email protected]>
Tested-by: Marta Lofstedt <[email protected]>
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I spotted this while looking for what needs updating in future platforms.
I'm too lazy to go through the git logs, but it was probably missed by Jason
when all the brw refactoring happened.
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Ilia changed shader-db's run.c to not expect messages to contain a
newline in shader-db commit 51bbc8035.
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TGSI doesn't use these - it just translates ir_quadop_bitfield_insert
directly. NIR can handle ir_quadop_bitfield_insert as well.
These opcodes were only used for i965, and with Jason's recent patches,
we can do this lowering in NIR (which also gains us SPIR-V handling).
So there's not much point to retaining this GLSL IR lowering code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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