| Commit message (Collapse) | Author | Age | Files | Lines |
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The PRMs state that this packet is 16 DWORDS long. Ensure that the last
three DWORDS are zeroed as required by the hardware when allocating a
null surface state.
Cc: <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This prevents textureQueryLevels, which maps as LODQ, from ending up
with a xyzw writemask, which is illegal.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100061
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Prior to Skylake the Gen HW timestamps were driven by a 12.5MHz clock
with the convenient property of being able to scale by an integer (80)
to nanosecond units.
For Skylake the frequency is 12MHz or a scale factor of 83.333333
This updates gen_device_info to track a floating point timebase_scale
factor and makes corresponding _queryobj.c changes to no longer assume a
scale factor of 80 works across all gens.
Although the gen6_ code could have been been left alone, the changes
keep the code more comparable, and it now shares a few utility functions
for scaling raw timestamps and calculating deltas. The utility for
calculating deltas takes into account 32 or 36bit overflow depending on
the current kernel version.
Note: this leaves the timestamp handling of ARB_query_buffer_object
untouched, which continues to use an incorrect scale of 80 on Skylake
for now. This is more awkward to solve since the scaling is currently
done using a very limited uint64 ALU available to the command parser
that doesn't support multiply or divide where it's already taking a
large number of instructions just to effectively multiple by 80.
This fixes piglit arb_timer_query-timestamp-get on Skylake
v2: (Ken) Update timebase_scale for platforms past Skylake/Broxton too.
Signed-off-by: Robert Bragg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This adds some missing return value checks for all uses of snprintf in
brw_performance_query.c. This also switches a use of strncpy + strncat
for snprintf for consistency and to avoid the chance of the strncpy
leaving an unterminated string in the dest buffer if the src is too
long.
This issue with strncpy was picked up by Coverity.
CID: 1402201
Signed-off-by: Robert Bragg <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Fixes: d8d81fbc316 ("mesa: Add infrastructure for a worker thread to process GL commands.")
Signed-off-by: Emil Velikov <[email protected]>
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Otherwise we have a race condition between vbo calls in the
glthread and the _vbo_DestroyContext() call.
This fixes a bunch of piglit crashes.
Reviewed-by: Marek Olšák <[email protected]>
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just as earlier gens do.
CC: "17.0 13.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96743
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Fix the build on OpenBSD by removing an uneeded include for asm/unistd.h.
Signed-off-by: Jonathan Gray <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Unintentionally introduced by yours truly with the i965 compiler move.
Signed-off-by: Emil Velikov <[email protected]>
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% pattern rules are a GNU extension. As there is only one file here
avoid patterns and globbing entirely to fix the build on non-GNU make.
Signed-off-by: Jonathan Gray <[email protected]>
v2 [Emil Velikov: brw_oa.py dependency]
Signed-off-by: Emil Velikov <[email protected]>
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For now we always return true, follow-up patches will handle fail scenarios.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Acked-by: Timothy Arceri <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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detected
While a context only has a single glthread, the context itself can be
attached to several threads. Therefore the dispatch table must be
updated in all threads before the destruction of glthread. In others
words, glthread can only be destroyed safely when the context is deleted.
Fixes remaining crashes in the glx-multithread-makecurrent* tests.
V2: (Timothy Arceri) updated gl_API.dtd marshal_fail description.
Signed-off-by: Gregory Hainaut <[email protected]>
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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Fix crashes when glxMakeCurrent is called.
Signed-off-by: Gregory Hainaut <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
Acked-by: Timothy Arceri <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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We want to support glthread on GLES contexts with reasonable apps, and on
desktop for apps that use VBOs but haven't completely moved to core GL.
To do so, we have to deal with the "the user may or may not pass user
pointers to draw calls" problem.
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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This avoids an extra pointer dereference in the marshalling functions,
which, with the instruction count doing in the low 30s, could actually
matter for main-thread performance.
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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v2: Rebase on the Begin/End changes, and just disable this feature on
non-GL-core.
v3: (Timothy Arceri) enable for non-GL-core contexts. Remove
unrelated safe_mul() hunk. while loop style fix.
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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This reverts commit 4009d22b61e76850b1b725f4e491da05c2406fa4.
glthread needs it.
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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This patch splits the context's CurrentDispatch pointer into two
pointers, CurrentClientDispatch, and CurrentServerDispatch, so that
when doing multithread marshalling, we can distinguish between the
dispatch table that's being used by the client (to serialize GL calls
into the marshal buffer) and the dispatch table that's being used by
the server (to execute the GL calls).
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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v2: Keep an allocated buffer around instead of checking for one at the
start of every GL command. Inline the now-small space allocation
function.
v3: Remove duplicate !glthread->shutdown check, process remaining work
before shutdown.
v4: Fix leaks on destroy.
V5: (Timothy Arceri) fix order of source files in makefile
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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This is not yet used in the build, just generated.
v2: Add missing build dependencies.
v3: Avoid mixing declarations and code, remove logic for avoiding emitting
code that the compiler's optimizer can deal with anyway.
v4: (Timothy Arceri) move safe_mul() genereation here from a later patch.
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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Nothing special here other than a brief introduction to modifier
selection. Originally this was part of another patch but was split out
from
gbm: Introduce modifiers into surface/bo creation by request of Emil.
Requested-by: Emil Velikov <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This is just a stub for now and will be filled in later.
This was split out of an earlier patch
Requested-by: Emil Velikov <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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it's the same as the last "else".
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The GL driver had a driconf option (which doesn't make much sense) and
the Vulkan driver had a hand-rolled environment variable. Instead,
let's tie both into the INTEL_DEBUG mechanism and unify things.
Reviewed-by: Topi Pohjolainen <[email protected]>
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The NIR story on conversion opcodes is a mess. We've had way too many
of them, naming is inconsistent, and which ones have explicit sizes was
sort-of random. This commit re-organizes things and makes them all
consistent:
- All non-bool conversion opcodes now have the explicit size in the
destination and are named <src_type>2<dst_type><size>.
- Integer <-> integer conversion opcodes now only come in i2i and u2u
forms (i2u and u2i have been removed) since the only difference
between the different integer conversions is whether or not they
sign-extend when up-converting.
- Boolean conversion opcodes all have the explicit size on the bool and
are named <src_type>2<dst_type>.
Making things consistent also allows nir_type_conversion_op to be moved
to nir_opcodes.c and auto-generated using mako. This will make adding
int8, int16, and float16 versions much easier when the time comes.
Reviewed-by: Eric Anholt <[email protected]>
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otherwise, cached shaders aren't dumped.
Reviewed-by: Timothy Arceri <[email protected]>
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compiler/brw_vec4_gs_visitor.cpp:744:39: error:
‘GEN7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES’ was not declared in this scope
output_vertex_size_bytes <= GEN7_MAX_GS_OUTPUT_VERTEX_SIZE_BYTES);
Fixes: d0d4a5f43b4 ("i965: split EU defines to brw_eu_defines.h")
Reviewed-by: Emil Velikov <[email protected]>
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The test/binary was removed back in 2012. With that one gone, we can
drop the .gitignore file all together.
Cc: Eric Anholt <[email protected]>
Fixes: c8850394423 ("i965: Drop the missing symbols link test.")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Mostly a dummy git mv with a couple of noticable parts:
- With the earlier header cleanups, nothing in src/intel depends
files from src/mesa/drivers/dri/i965/
- Both Autoconf and Android builds are addressed. Thanks to Mauro and
Tapani for the fixups in the latter
- brw_util.[ch] is not really compiler specific, so it's moved to i965.
v2:
- move brw_eu_defines.h instead of brw_defines.h
- remove no-longer applicable includes
- add missing vulkan/ prefix in the Android build (thanks Tapani)
v3:
- don't list brw_defines.h in src/intel/Makefile.sources (Jason)
- rebase on top of the oa patches
[Emil Velikov: commit message, various small fixes througout]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Split out the EU defines from the 'generic' ones, as the former are more
compiler oriented.
With a later commit we'll move brw_eu_defines.h alongside the compiler
infra to src/intel/. Pulling all the defines in there seems overzealous.
Some defines are used by both i965 and the i965 compiler. Those are
moved to brw_eu_defines.h, and annotated accordingly. The i965 users
were updated to have the extre include to indicate that.
With future work we might provide a better, split but for now this seems
reasonable.
Cc: Kenneth Graunke <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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File is using MI_LOAD_REGISTER_IMM, GEN7_CACHE_MODE_1 and others as
defined in the header.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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File is using the PIPE_CONTROL_* macros as defined in the header.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The follow three groups are not used by neither the DRI module nor the
compiler.
BRW_POLYGON_*_FACING
BRW_POLYGON_FACING_*
BRW_STATELESS_BUFFER_*
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Neither of the changed files requires the brw_program.h include. Since
we're about to move them [to src/intel/compiler] with the next commit
there's no point in having the include.
Let alone the very confusing compiler include directive
[-I${top_srcdir}/src/mesa/drivers/dri/i965/] that one would have to use.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Function was made static and moved to another header with earlier
commit.
Fixes: 760c8a1d950 ("i965: Make mark_surface_used a static inline in brw_compiler.h")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Cc: Timothy Arceri <[email protected]>
Fixes: 194537ebe44 ("mesa/glsl/i965: remove Driver.NewShader()")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Dead since 071d80bde2a78f464a7f54c3e6c6e42845ef52e4, and causing
warnings.
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There is no need to use ralloc here.
Reviewed-by: Marek Olšák <[email protected]>
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This will allow us to tell if a shader really has been compiled or
if the shader cache has just seen it before.
Acked-by: Marek Olšák <[email protected]>
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