| Commit message (Collapse) | Author | Age | Files | Lines |
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This gives us a string representation of a GPU ID.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We'll want these in non-Gallium devices.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Nothing Gallium about it.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Fixes minor coverity warning about the format specifier.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Identified by cppcheck.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These implement the aforementioned formulas.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's conceptually independent from the upper part (which is not yet
understood, but for spilling generally remains equal to 0x1e).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's the analogue pointer in SFBD.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Deeply nested powers-of-two, basically :-)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Due to this issue we were using 4x the memory we should have for TLS,
which was messing up the size calculations. Oops!
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Fixes a regression in QuakeSpasm. See
https://gitlab.freedesktop.org/mesa/mesa/issues/2169 for apitrace.
Closes #2169
Fixes: f72873e6aa0 ("pan/midgard: Copypropagate vector creation")
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reported-by: Icecream95
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
Fixes: 12e393bacf0 ("panfrost: add lcra_free() to free lcra state")
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The swizzle on the conditional gets lost.
Fixes "horizontal mirroring" in godot. See
https://gitlab.freedesktop.org/mesa/mesa/issues/2108 which has attached
apitrace.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Fixes: d3b3daa9d3f ("pan/midgard: Use new scheduler")
Reported-by: Icecream95
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I'm not totally sure why this would *break* things, but it's certainly
not necessary and it does break things. Somehow this gives the RA more
freedom, fixing some spill issues.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We would like no_spill decisions to be class-specific -- spilling from
special register to a work register doesn't preclude also spilling that
work register to stack.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This allows us to spill two 128-bit values in the same bundle, since we
have two registers we can spill with. This improves the
register allocation flexibility in programs with heavy spilling, though
unfortunately it isn't sufficient (theoretically, 3.5 128-bit values can
be spilled from 3 vector units and 2 scalar units).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's a fossil, how cute :-)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This has been unused since the beginning since it's broken. Let's toss
it so it doesn't get in the way of further fixes. Bigger to fish to fry.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This simplifies the cost calculation code a bit.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We do need some sort of a cost heuristic, but this one is just causing
spilling to behave worse on shaders I'm looking at, and I don't need
more noise in the spill implementation right now.
Get it working first. We can optimize this later.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Let's not worry about spilling twice in a bundle; that's too
restrictive. We'll need to change the schedule itself -- unfortunately,
this can have second-order effects due to pipeline registers.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Instead of having a giant function for both, split into the two
subtasks so we can handle errors better.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We move it to the register allocator itself. It doesn't belong in
midgard_schedule.c!
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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As found by UBSAN, it should be harmless but it's good to remove any UB
so the tool's output is useful.
../src/panfrost/midgard/midgard_schedule.c:1094:9: runtime error: index -1 out of bounds for type 'midgard_instruction *[6]'"}
#0 0xad047872 in schedule_block ../src/panfrost/midgard/midgard_schedule.c:1094"}
#1 0xad04d41a in schedule_program ../src/panfrost/midgard/midgard_schedule.c:1116"}
#2 0xad031f98 in midgard_compile_shader_nir ../src/panfrost/midgard/midgard_compile.c:2588"}
#3 0xacf9874e in panfrost_shader_compile ../src/gallium/drivers/panfrost/pan_assemble.c:68"}
#4 0xacf6b268 in panfrost_bind_shader_state ../src/gallium/drivers/panfrost/pan_context.c:1960"}
#5 0xaae2596e in st_update_fp ../src/mesa/state_tracker/st_atom_shader.c:168"}
#6 0xaae12316 in st_validate_state ../src/mesa/state_tracker/st_atom.c:261"}
#7 0xaadc58c2 in prepare_draw ../src/mesa/state_tracker/st_draw.c:132"}
#8 0xaadc58c2 in st_draw_vbo ../src/mesa/state_tracker/st_draw.c:184"}
#9 0xabc4f924 in _mesa_validated_drawrangeelements ../src/mesa/main/draw.c:816"}
#10 0xabc50240 in _mesa_DrawElements ../src/mesa/main/draw.c:970"}
#11 0x73ebd2 in glu::CallLogWrapper::glDrawElements(unsigned int, int, unsigned int, void const*) (/deqp/modules/gles2/deqp-gles2+0x2d4bd2)"}
#12 0x6d86b2 in deqp::gls::FragOpInteractionCase::iterate() (/deqp/modules/gles2/deqp-gles2+0x26e6b2)"}
#13 0x494d16 in deqp::gles2::TestCaseWrapper::iterate(tcu::TestCase*) (/deqp/modules/gles2/deqp-gles2+0x2ad16)"}
#14 0x7f9cf2 in tcu::TestSessionExecutor::iterateTestCase(tcu::TestCase*) (/deqp/modules/gles2/deqp-gles2+0x38fcf2)"}
#15 0x7fa5f0 in tcu::TestSessionExecutor::iterate() (/deqp/modules/gles2/deqp-gles2+0x3905f0)"}
#16 0x7e1aac in tcu::App::iterate() (/deqp/modules/gles2/deqp-gles2+0x377aac)"}
#17 0x492d4c in main (/deqp/modules/gles2/deqp-gles2+0x28d4c)"}
#18 0xb64b9aa8 in __libc_start_main (/lib/arm-linux-gnueabihf/libc.so.6+0x1aaa8)"}
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Sometimes it's useful to get information about GPU faults in the
console, so it's synchronized with other messages.
This commit will cause Mesa to wait for completion and check if there
are any faults raised by the GPU.
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Urja Rannikko <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Urja Rannikko <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Urja Rannikko <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Urja Rannikko <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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See
https://lists.freedesktop.org/archives/dri-devel/2019-December/247601.html
Write value emphasises that it's just a generic write primitive.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's not a tiler specific initialization; it's a generic GPU-side write
primitive that may be used for tiler reset on midgard.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This is no longer used.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Make sure that the fragment is complete when writing it out.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Signed-off-by: Tomeu Vizoso <[email protected]>
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The algorithm is as described. Nothing fancy here, just need to add some
new code paths depending on which model we're running on.
Tomeu:
- Also disable tiling when !hierarchy and !vertex_count
- Avoid creating polygon lists smaller than the minimum when
vertex_count > 0 but tile size smaller than 16 byte
- Take into account tile size when calculating polygon list size for
!hierarchy
- Allow 0-sized tiles in a single dimension
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Signed-off-by: Tomeu Vizoso <[email protected]>
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We've figured out most of the big pieces, and though it looks faintly
like other Midgards, it's much simpler.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Similarly to how it's already done in the compiler, add a way to express
differences between GPU models that need to be taken into account when
assembling the cmdstream.
Signed-off-by: Tomeu Vizoso <[email protected]>
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Just a bit of cleanup. lower_tex can do this lowering for us, which
should also eliminate some special cases (one less thing to fix if we
ever need texturing in tess/geom/etc, perhaps?)
Closes #2133
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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This was forgotten.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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T720 and earlier need this workaround, so check the quirk before
lowering.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Corresponds to errata #10471, applies to T6xx and T720. Fixed in T760.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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We fetch the info with the new intrinsic and lower with ALU ops for txl
instructions, which seemingly correspond to "TEXGRD" instructions (what
we call textureLod).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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We can stuff this information in as parametrized system values, like we
currently do texture size and SSBO addresses.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Enough trial and error ... just think even *more* Midgard about where
this field might be!
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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The tiler unit in these GPUs is quite different and we haven't reverse
engineered enough of it yet to validate and pretty print it.
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Rather than open-coding checks on gpu_id in the compiler, let's track
quirks applying to whatever we're compiling for, to allow us to manage
the complexity of many heterogenous GPUs in the compiler.
It was discovered that a workaround used on T720 is also required on
T820 (and presumably T830), so let's fix this. This will also decrease
friction as we continue improving T720 support.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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A 'normal' texture op may be emitted in a vertex shader on T720 but it
still doesn't take any derivatives.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This simplifies manipulation of the offsets dramatically, fixing some
UBO access related bugs.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These need to be handled with special care.
Oh, Midgard, you're *extra* special.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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