| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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This advertises that the driver can accept a new context attribute
__DRI_CTX_ATTRIB_RELEASE_BEHAVIOR.
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
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Previously the CreateContext method of __DriverApiRec took a set of
arguments to describe the attribute values from the window system API's
CreateContextAttribs function. As more attributes get added this could
quickly get unworkable and every new attribute needs a modification for
every driver.
To fix that, pass the attribute values in a struct instead. The struct
has a bitmask to specify which members are used. The first three members
(two for the GL version and one for the flags) are always set. If the
bit is not set in the attribute mask then it can be assumed the
attribute has the default value. Drivers will error if unknown bits in
the mask are set.
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
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It shouldn't be necessary to flush the context within the driver
implementation because the old context is explicitly flushed in
_mesa_make_current which is called a little further on. It is useful to
only have a single place that flushes when switching contexts to make it
easier to later implement the GL_KHR_context_flush_control extension.
The flush in intelMakeCurrent was added in commit 5505865 to implement
the GLX semantics that the context should be flushed when it is
released. When the commit was made there was no flush in
_mesa_make_current because it was only added later in 93102b4c. I think
that later commit effectively makes the first commit redundant.
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
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This workaround doesn't fix any of the piglit hangs we've seen
on CNL. But it might be fixing something we haven't tested yet.
V2: Remove the bits enabling Float blend optimization. It is
enabled through CACHE_MODE_SS register.
Update the comment.
Move gen10 if block on top of gen9 if block.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Rafael Antognolli <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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This optimization is enabled for previous generations too.
See Mesa commit c17e214a6b
On CNL this bit has been moved to CACHE_MODE_SS register.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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This workaround doesn't fix any of the piglit hangs we've seen
on CNL. But it might be fixing something we haven't tested yet.
V2: Add the check for Post Sync Operation.
Update the workaround comment.
Use braces around if-else.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Rafael Antognolli <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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There are few other (duplicate) workarounds which have similar recommendations:
WaFlushHangWhenNonPipelineStateAndMarkerStalled
WaCSStallBefore3DSamplePattern
WaPipeControlBefore3DStateSamplePattern
WaPipeControlBefore3DStateSamplePattern has some extra recommendations if
driver is using mid batch context restore. Ignoring it for now because We're
not doing mid-batch context restore in Mesa.
This workaround doesn't fix any of the piglit hangs we've seen
on CNL. But it might be fixing something we haven't tested yet.
V2: Use brw_load_register_imm32() to program CACHE_MODE_0.
Get rid of brw_flush_gpu_caches().
V3: Make the workaround helper functions static.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Rafael Antognolli <[email protected]>
Reviewed-by :Nanley Chery <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be used in the next commit to build up register programming.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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(Apologies for the double negative.)
For now, the shader cache is disabled by default on i965 to allow us
to verify its stability.
In other words, to enable the shader cache on i965, set
MESA_GLSL_CACHE_DISABLE to false or 0. If the variable is unset, then
the shader cache will be disabled.
We use the build-id of i965_dri.so for the timestamp, and the pci
device id for the device name.
v2:
* Simplify code by forcing link to include build id sha. (Matt)
v3:
* Don't use a for loop with snprintf for bin to hex. (Matt)
* Assume fixed length render and timestamp string to further simplify
code.
Cc: Matt Turner <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v4:
* Add Android build changes. (Emil)
Cc: Dylan Baker <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Cc: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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If the i965 gen program cannot be loaded from the cache, then we
fallback to using a serialized nir program.
This is based on "i965: add cache fallback support" by Timothy Arceri
<[email protected]>. Tim's version was written to fallback
to compiling from source, and therefore had to be much more complex.
After Connor and Jason implemented nir serialization, I was able to
rewrite and greatly simplify this patch.
Signed-off-by: Jordan Justen <[email protected]>
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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For now this disables the shader cache when transform feedback is
enabled via the GL API as we don't currently allow for it when
generating the sha for the shader.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be used to disable the shader cache when xfb is enabled
via the api as we don't currently allow for it when generating the
sha for the shader.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2:
* Use MAYBE_UNUSED. (Matt)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2:
* Use MAYBE_UNUSED. (Matt)
[[email protected]: *_cached_program => brw_disk_cache_*_program]
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2:
* Use MAYBE_UNUSED. (Matt)
[[email protected]: *_cached_program => brw_disk_cache_*_program]
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This enables the cache on vertex and fragment shaders only.
v2:
* Use MAYBE_UNUSED. (Matt)
[[email protected]: reword subject]
[[email protected]: *_cached_program => brw_disk_cache_*_program]
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This uses the Mesa disk_cache support to write out the final linked
binary for vertex and fragment shader programs.
This is based off the initial implementation done by Carl Worth. It
has been significantly reworked, first by Tim Arceri, and then by
Jordan Justen.
v2:
* Squash 'i965: add image param shader cache support'
* Squash 'i965: add shader cache support for pull param pointers'
* Sustantially simplified by a rework on top of Jason's 2975e4c56a7a.
* Rename load_program_data to read_program_data. (Jason)
v3:
* Simplify and align program read/write. (Jason)
v4:
* Don't save prog_data size since we know it from the stage. (Ken)
* Don't save program size, since prog_data includes the size. (Ken)
* Remove `assert` that potentially could be triggered by disk
corruption of the cache entries. (Ken)
* Fix compute shader scratch allocation. (Ken)
* Remove special case mapping for non-LLC. (Ken)
* Remove SET_UPLOAD_PARAMS macro
[[email protected]: *_cached_program => brw_disk_cache_*_program]
[[email protected]: brw_shader_cache.c => brw_disk_cache.c]
[[email protected]: don't map to write program when LLC is present]
[[email protected]: set program_written_to_cache on read from cache]
[[email protected]: only try cache when status is linking_skipped]
[[email protected]: all v2-v4 changes noted above]
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, thread_count was sent in from the stage after some stage
specific calculations. Those stage specific calculations were moved
into brw_alloc_stage_scratch, which will allow the shader cache to
also use the same calculations.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The caller can now use brw_stage_prog_data::program_size which is set
by the brw_compile_* functions.
Cc: Jason Ekstrand <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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When a program is restored from the shader cache, prog->nir will be
NULL, but prog->info will be restored.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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If the shader cache is enabled, after linking the program, we
serialize the program to nir. This will be saved out by the glsl
shader cache support.
Later, if the same program is found in the cache, we can use the nir
for a fallback in the unlikely case that the gen binary program is not
found in the cache.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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These fields can be used to optionally save off a driver blob with the
program metadata. For example, serialized nir, or tgsi.
v3:
* Rename serialized_nir* to driver_cache_blob*. (Tim)
* Free memory. (Jason)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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if the driver sets the cap, then use the value it gives us.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Only use CCS_E to render to a texture that is CCS_E-compatible with the
original texture's miptree (linear) format. This prevents render
operations from writing data that can't be decoded with the original
miptree format.
On Gen10, with the new CCS_E-enabled formats handled, this enables the
driver to pass the arb_texture_view-rendering-formats piglit test.
v2. Add a TODO for texturing. (Jason)
Cc: <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This patch modifies the ARB_indirect_parameters logic in
brw_draw_prims, so that our implementation isn't affected if
another application attempts to use predicates. Previously we
were using a predicate with a DELTAS_EQUAL comparison operation
and relying on the MI_PREDICATE_DATA register being 0. Our code
to initialize MI_PREDICATE_DATA to 0 was incorrect, so we were
accidentally using whatever value was written there. Because the
kernel does not initialize the MI_PREDICATE_DATA register on
hardware context creation, we might inherit the value from whatever
context was last running on the GPU (likely another process).
The Haswell command parser also does not currently allow us to write
the MI_PREDICATE_DATA register. Rather than fixing this and requiring
an updated kernel, we switch to a different approach which uses a
SRCS_EQUAL predicate that makes no assumptions about the states of any
of the predicate registers.
Fixes Piglit's spec/arb_indirect_parameters/tf-count-arrays test.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103085
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Due to a gaffe on my part, we were re-emitting all binding table entries
on every single draw call. The push_constant_packets atom listens to
BRW_NEW_DRAW_CALL, but skips emitting 3DSTATE_CONSTANT_XS for each stage
unless stage_state->push_constants_dirty is true. However, it flagged
BRW_NEW_SURFACES unconditionally at the end, by mistake.
Instead, it should only flag it if we actually emit 3DSTATE_CONSTANT_XS
for a stage. We can move it a few lines up, inside the loop - the early
continues will skip over it if push constants aren't dirty for a stage.
With INTEL_NO_HW=1 set, improves performance of GFXBench5 gl_driver_2
on Apollolake at 1280x720 by 1.01122% +/- 0.470723% (n=35).
Reviewed-by: Rafael Antognolli <[email protected]>
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NIR does not have these instructions. TGSI and Mesa IR both implement
them using < and >=, repsectively. Removing them deletes a bunch of
code and means I don't have to add code to the SPIR-V generator for
them.
v2: Rebase on 2+ years of change... and fix a major bug added in the
rebase.
text data bss dec hex filename
8255291 268856 294072 8818219 868e2b 32-bit i965_dri.so before
8254235 268856 294072 8817163 868a0b 32-bit i965_dri.so after
7815339 345592 420592 8581523 82f193 64-bit i965_dri.so before
7813995 345560 420592 8580147 82ec33 64-bit i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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We were dividing by 4 twice. This also papered over a bug where we
were neglecting to clamp the sampler count to the [0, 16] range.
This should have no functional impact, it only affects prefetching.
v2 [Kenneth Graunke]:
- Clamp sampler_count to [0, 16] to avoid overflowing the valid values
for this field. Write a commit message.
Signed-off-by: Kevin Rogovin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This avoids recompiles for shaders that don't use explicit derivatives
when ctx->Hint.FragmentShaderDerivative == GL_NICEST.
For example, GFXBench 5 Aztec Ruins sets the GL_NICEST hint before
compiling any shaders, but none of them use dFdx() or dFdy() - only
implicit derivatives. This doesn't eliminate any recompiles, but
does eliminate one of the reasons for doing so.
Reviewed-by: Jason Ekstrand <[email protected]>
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Also, reorder them to match the structure's field order, to make it
easier to check that they're all present.
Acked-by: Jason Ekstrand <[email protected]>
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Fixes: ea53d9a8eb5d4b2 "glapi: include generated headers without path"
Reviewed-by: Roland Scheidegger <[email protected]>
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This builds the classic (non-gallium) osmesa with meson. This has been
tested with the osdemo application from mesa-demos.
v2: - Remove unrelated change
- Add SELinux dependency to osmesa
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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This makes things much easier to ensure correctness with meson. Tested
with make dist-check and with meson.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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According to the ARB_ES3_1_compatibility specification,
glGetFramebufferAttachmentParameteriv is supposed to accept BACK,
and it behaves exactly like BACK_LEFT.
Fixes a GL error in GFXBench 5 Aztec Ruins.
Cc: "17.3 17.2" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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From the spec:
"IMAGE_FORMAT_COMPATIBILITY_TYPE: The matching criteria use for the
resource when used as an image textures is returned in
<params>. This is equivalent to calling GetTexParameter"
So we would need to return None for any target not supported by
GetTexParameter. By mistake, we were using the target check for
GetTexLevelParameter.
v2: fix typo (GetTextParameter vs GetTexParemeter) on comment (Illia Mirkin)
Reviewed-by: Antia Puentes <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Valgrind shows that leak is caused by gen6_upload_push_constant, add
unref push_const_bo per stage to destructor to fix this (like done for
scratch_bo).
==10952== 144 bytes in 1 blocks are definitely lost in loss record 44 of 66
==10952== at 0x4C30A1E: calloc (vg_replace_malloc.c:711)
==10952== by 0x8C02847: bo_alloc_internal.constprop.10 (brw_bufmgr.c:344)
==10952== by 0x8C425C4: intel_upload_space (intel_upload.c:101)
==10952== by 0x8C22ED0: gen6_upload_push_constants (gen6_constant_state.c:154)
v2: remove if conditions, brw_bo_unreference handles NULL (Ken, Emil)
Fixes: 24891d7c05 ("i965: Store per-stage push constant BO pointers.")
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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brw_bo_unreference handles NULL case
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Not all rendering matches the miptree format. We allow rendering to
texture views so there are cases where it may not match. In those
cases, our current scheme of just passing the value of ctx->sRGBEnabled
isn't viable. Instead, just do what we do for texturing and pass the
view format in directly.
Reviewed-by: Topi Pohjolainen <[email protected]>
Cc: [email protected]
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Reviewed-by: Topi Pohjolainen <[email protected]>
Cc: [email protected]
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