| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]> (VMware driver only)
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Ideally would have caught these when adding the interface but this just
switches a few return types for the INTEL_performance_query backend
interface to bool instead of GLboolean.
Signed-off-by: Robert Bragg <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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If a thread doesn't load GLSL IR from cache but does load TGSI
from cache (that was created by another thread) than it will
crash due to expecting gl_program_parameter_list to have been
restored from the GLSL IR cache and not be null.
Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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When st_context_flush() is called with ST_FLUSH_WAIT,
the function will return after the fence is completed.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Implements a tgsi cache for the OpenGL state tracker.
V2: add support for compute shaders
Reviewed-by: Nicolai Hähnle <[email protected]>
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This will be used to share the sha1 computed by the tgsi load
function with the tgsi write function.
Reviewed-by: Nicolai Hähnle <[email protected]>
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We want to use this in the new tgsi shader cache so we move it here
and make it available externally.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This adds a bare-bones backend for the INTEL_performance_query extension
that exposes pipeline statistics.
Although this could be considered redundant given that the same
statistics are already available via query objects, they are a simple
starting point for this extension and it's expected to be convenient for
tools wanting to have a single go to api to introspect what performance
counters are available, along with names, descriptions and semantic/data
types.
This code is derived from Kenneth Graunke's work, temporarily removed
while the frontend and backend interface were reworked.
Signed-off-by: Robert Bragg <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Instead of using the same backend interface as AMD_performance_monitor
this defines a dedicated INTEL_performance_query interface that is
modelled more on the ARB_query_buffer_object interface (considering the
similarity of the extensions) with the addition of vfuncs for
initializing and enumerating query and counter info.
Compared to the previous backend, some notable differences are:
- The backend is free to represent counters using whatever data
structures are optimal/convenient since queries and counters are
enumerated via an iterator api instead of declaring them using
structures directly shared with the frontend.
This is also done to help us support the full range of data and
semantic types available with INTEL_performance_query which is awkward
while using a structure shared with the AMD_performance_monitor
backend since neither extension's types are a subset of the other.
- The backend must support waiting for a query instead of the frontend
simply using glFinish().
- Objects go through 'Active' and 'Ready' states consistent with the
query object backend (hopefully making them more familiar). There is
no 'Ended' state (which used to show that a query has ended at least
once for a given object). There is a new 'Used' state, set when a
query is first begun which implies that we are expecting to get
results back for the object at some point. There's no equivalent to
the 'EverBound' state since the spec doesn't require there to be a
limbo state between generating IDs and associating them with an object
on query Begin.
The INTEL_performance_query and AMD_performance_monitor extensions are
now completely orthogonal within Mesa main (though a driver could
optionally choose to implement both extensions within a unified backend
if that were convenient for the sake of sharing state/code).
v2: (Samuel Pitoiset)
- init PerfQuery.NumQueries in frontend
- s/return_string/output_clipped_string/
- s/backed/backend/ typo
- remove redundant *bytesWritten = 0
v3:
- Add InitPerfQueryInfo for lazy probing of available queries
v4:
- Clean up some internal usage of GL typedefs (Ken)
Signed-off-by: Robert Bragg <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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To allow the backend interfaces for AMD_performance_monitor and
INTEL_performance_query to evolve independently based on the more
specific requirements of each extension this starts by separating
the frontends of these extensions.
Even though there wasn't much tying these frontends together, this
separation intentionally copies what few helpers/utilities that were
shared between the two extensions, avoiding any re-factoring specific to
INTEL_performance_query so that the evolution will be easier to follow
later.
Signed-off-by: Robert Bragg <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This extension adds new query types which can be used to detect overflow
of transform feedback buffers. The new query types are also accepted by
conditional rendering commands.
v3:
- s/gen7+/gen6+/ in the relnotes (Jordan Justen)
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Enable the use of a transform feedback overflow query with
glBeginConditionalRender. The render commands will only execute if the
query is true (i.e. if there was an overflow).
Use ARB_conditional_render_inverted to change this behavior.
v4:
- reuse MI_MATH calcs from hsw_queryob (Kenneth)
- fallback to software conditional rendering when MI_MATH is not
available (Kenneth)
v5:
- check query->Target (Kenneth)
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Enable getting the results of a transform feedback overflow query with a
buffer object.
v4:
- hsw_overflow_result_to_gpr0 a public function, so it can be used
by conditional render. (Kenneth)
- fix typo grp0/gpr0 (Kenneth)
- rename load_gen_written_data_to_regs to
load_overflow_data_to_cs_gprs (Kenneth)
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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When querying for transform feedback overflow on one or all of the
streams, store information about number of generated and written
primitives. Then check whether generated == written.
v2:
- use only SO_PRIM_STORAGE_NEEDED, do not fallback to
CL_INVOCATION_COUNT. (Kenneth)
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Also update checks on conditional rendering.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Add some basic types and storage for the queries of this extension.
v2:
- update date of extension (Kenneth)
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The only feature over and above ES 3.0 is DrawTransformFeedback().
We already have to do the whole SOL_NUM_PRIMS_WRITTEN counter dance in
order to compute the SVBI value for ResumeTransformFeedback(), at which
point our existing GetTransformFeedbackVertexCount() implementation will
do the trick (though with a stall to CPU map the buffer).
Someday, we could probably implement DrawTransformFeedback() more
efficiently, using the "Load Internal Vertex Count" feature of
3DSTATE_SVB_INDEX and the 3DPRIMITIVE indirect vertex count bit.
Rumor has it this allows people to use WebGL 2.0 on Sandybridge.
Note that we don't need pipelined register writes like Gen7+ because
we use the 3DSTATE_SVB_INDEX command rather than MI_LOAD_REGISTER_MEM.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99842
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This fixes Piglit's ARB_transform_feedback2/change-objects-while-paused
GLES 3.0 test. When resuming the transform feedback object, we need to
reset the SVBI counters so we continue writing at the correct point in
the buffer.
Instead of SO_WRITE_OFFSET counters (with a DWord offset), we have the
Streamed Vertex Buffer Index (SVBI) counters, which contain a count of
vertices emitted.
Unfortunately, there's no straightforward way to store the current SVBI
counter values to a buffer. They're not available in a register. You
can use a bit in the 3DSTATE_SVB_INDEX packet to copy them to another
internal counter which 3DPRIMITIVE can use...but there's no good way to
extract that either.
So, once again, we use SO_NUM_PRIMS_WRITTEN to calculate the vertex
numbers. Thankfully, we can reuse most of the existing Gen7+ code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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I'm going to need this in a new Resume hook shortly.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Sandybridge and earlier only have a single counter.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This way on Sandybridge we'll only do 1 stream worth of math, since
we only have one SO_NUM_PRIMS_WRITTEN counter.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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I plan to use these functions on Sandybridge soon. I changed the prefix
on a couple of functions to "brw" instead of "gen7" as in theory they
should be usable all the way back to G45.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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These driver hooks are not used when MI_MATH and MI_LOAD_REGISTER_REG
are supported, which Gen8+ can always do. So this code is dead.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Found by inspection. However, I expect it fixes real bugs when using
blorp from Vulkan on little-core platforms.
Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: "13.0 17.0" <[email protected]>
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None of this code is used in C++ context.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Analogous to previous commit.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The headers are properly annotated thus we don't need these.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Otherwise symbols wont be annotated with C linkage and we'll fail at
link time.
Currently this is worked around by wrapping the header inclusion itself.
The latter in itself fragile and not recommended.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Namely, after the include directives. The headers are properly annotated
so keeping things as-is is only asking for trouble.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The header itself (enums.h) is already properly annotated.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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compiler.h defines a few mesa specific macros which are not C specific.
This allows us to avoid buggy extern C { #include $system_header }
constructs.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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i.e. add extern C {} in program/symbol_table.h
It will allow us remove a workaround we have elsewhere in the code.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This assert might have made sense before but we no longer use
gl_linked_shader here. Unless the caller has really done something
crazy this assert is fairly useless.
We also do some small tidy ups in this change.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Found while running shader-db under valgrind.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Cc: "13.0 17.0" <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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The 32-bit to 64-bit conversions need to have the 32-bit
data source elements aligned to 64-bit but only with doubles as
destination type.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99660
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Tested-by: Mark Janes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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For now its disabled for scons so wrap glsl cache calls in a
define conditional.
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The optimization in unpack_64 is clearly subsumed with the opt_algebraic
optimizations in the previous commit. The pack optimization may not be
quite handled by opt_algebraic but opt_algebraic should get the really
bad cases. Also, it's been broken since it was merged and we've never
noticed so it must not be doing anything.
Reviewed-by: Kenneth Graunke <[email protected]>
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There's nothing "double" about it other than, perhaps, the fact that it
packs two 32-bit values.
Reviewed-by: Kenneth Graunke <[email protected]>
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NIR is a typeless IR and the two opcodes, when considered bitwise, do
exactly the same thing. There's no reason to have two versions.
Reviewed-by: Kenneth Graunke <[email protected]>
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We can only do the optimization if the source *is* SSA.
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "13.0 17.0" <[email protected]>
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We will change the way we create the cache directory in the following
patches.
Reviewed-by: Nicolai Hähnle <[email protected]>
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for shaders
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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We already pull these values from the metadata cache so no need to
recreate them.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Here we skip the recreation of uniform storage if we are relinking
after a cache miss. This is improtant because uniform values may
have already been set by the application and we don't want to reset
them.
Reviewed-by: Nicolai Hähnle <[email protected]>
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