| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes MinGW build. Trivial.
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Otherwise we'll get errors such as
error: conflicting types for ‘ffs’
error: conflicting types for ‘ffsll’
We might want to improve the heuristics and provide a definition only
when a native one is missing. We can address that at a later stage.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This will allow us to use it outside of gallium for things like
compressing shader cache entries.
Reviewed-by: Marek Olšák <[email protected]>
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This is a minimal copy of os_thread.h from gallium in order to move
u_queue.{c,h} to this directory.
Reviewed-by: Marek Olšák <[email protected]>
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This will help us move u_queue.c here eventually and also provide
string function wrappers for anyone wishing to port disk_cache.c
to windows.
Reviewed-by: Marek Olšák <[email protected]>
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Analogous to earlier commit(s).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Negating size_t on 32bit produces a 32bit result. This was effectively
adding values close to UINT_MAX to the cache size (the files are usually
small) instead of intended subtraction.
Fixes 'make check' disk_cache failures on 32bit.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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It incorrectly doubles the size on each iteration.
Fixes: 85a9b1b5 "util/disk_cache: compress individual cache entries"
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Experimentation shows that without alignment factor gcc and clang choose
a factor of 16 even on IA-32, which doesn't match what malloc() uses (8).
The problem is it makes gcc assume the pointer is 16 byte aligned, so
with -O3 it starts using aligned SSE instructions that later fault,
so always specify a suitable alignment factor.
Cc: Jonas Pfeil <[email protected]>
Fixes: cd2b55e5 "ralloc: Make sure ralloc() allocations match malloc()'s alignment."
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100049
Signed-off-by: Grazvydas Ignotas <[email protected]>
Tested by: Mike Lothian <[email protected]>
Tested by: Jonas Pfeil <[email protected]>
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Fixes make check after 11f0efec2e615f5233d which caused disk cache
to create an additional directory.
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This reverts commit 0f60c6616e93cba72bff4fbfedb72a753ef78e05.
Piglit and all games tested so far seem to be working without
issue. This change will allow wide user testing and we can decided
before the next release if we need to turn it off again.
Reviewed-by: Marek Olšák <[email protected]>
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Previously we were deleting the entire cache if a user switched
between 32 and 64 bit applications.
V2: make the check more generic, it should now work with any
platform we are likely to support.
V3: Use suggestion from Emil to make even more generic/fix issue
with __ILP32__ not being declared on gcc for regular 32-bit builds.
Tested-by: Grazvydas Ignotas <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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No functional changes.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes a series of libz related building errors:
target SharedLib: gallium_dri_32
(out/target/prod...SHARED_LIBRARIES/gallium_dri_intermediates/LINKED/gallium_dri.so)
external/elfutils/libelf/elf_compress.c:117: error: undefined reference to 'deflateInit_'
...
external/elfutils/libelf/elf_compress.c:244: error: undefined reference to 'inflateEnd'
clang++: error: linker command failed with exit code 1 (use -v to see
invocation)
Fixes: 85a9b1b "util/disk_cache: compress individual cache entries"
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This reduces the cache size for Deus Ex from ~160M to ~30M for
radeonsi (these numbers differ from Grigori's results below
probably due to different graphics quality settings).
I'm also seeing the following improvements in minimum fps in the
Shadow of Mordor benchmark on an i5-6400 [email protected], with a HDD:
no-cache: ~10fps
with-cache-no-compression: ~15fps
with-cache-and-compression: ~20fps
Note: The with cache results are from the second run after closing
and opening the game to avoid the in-memory cache.
Since we mainly care about decompression I went with
Z_BEST_COMPRESSION as suggested on irc by Steinar H. Gunderson
who has benchmarked decompression speeds.
Grigori Goronzy provided the following stats for Deus Ex: Mankind
Divided start-up times on a Athlon X4 860k with a SSD:
No Cache 215 sec
Cold Cache zlib BEST_COMPRESSION 285 sec
Warm Cache zlib BEST_COMPRESSION 33 sec
Cold Cache zlib BEST_SPEED 264 sec
Warm Cache zlib BEST_SPEED 33 sec
Cold Cache no compression 266 sec
Warm Cache no compression 34 sec
The total cache size for that game is 48 MiB with BEST_COMPRESSION,
56 MiB with BEST_SPEED and 170 MiB with no compression.
These numbers suggest that it may be ok to go with Z_BEST_SPEED
but we should gather some actual decompression times before doing
so. Other options might be to do the compression in a separate
thread, this might allow us to use a higher compression algorithim
such as LZMA.
Reviewed-by: Grigori Goronzy <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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V2: fix pointer increments for writing/reading crc
Acked-by: Marek Olšák <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
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The header of ralloc needs to be aligned, because the compiler assumes
that malloc returns will be aligned to 8/16 bytes depending on the
platform, leading to degraded performance or alignment faults with ralloc.
Fixes SIGBUS on Raspberry Pi at high optimization levels.
This patch is not perfect for MSVC, as maybe in the future the alignment
for the most demanding data type might change to more than 8.
v2: Commit message reword/typo fix, and add a bigger explanation in the
code (by anholt)
Signed-off-by: Jonas Pfeil <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: [email protected]
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We're about to use the build-id as the starting point for another SHA1
hash in the Intel Vulkan driver, and returning a pointer is far more
convenient.
Reviewed-by: Chad Versace <[email protected]>
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There was exactly one user of this, and I just removed it.
It also accessed an implicit global context, with no locking. This
meant that it was only safe if all callers of ralloc_autofree_context()
held the same lock...which is a pretty terrible thing for a utility
library to impose.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Fix Mac OS X build error.
CC libmesautil_la-disk_cache.lo
In file included from disk_cache.c:46:
./disk_cache.h:57:20: error: no member named 'st_mtim' in 'struct stat'
*timestamp = st.st_mtim.tv_sec;
~~ ^
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99918
Fixes: 207e3a6e4b ("util/radv: move *_get_function_timestamp() to utils")
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Suggested-by: Andreas Boll <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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If there was more than a single directory in the .cache/mesa dir
then it would only remove one (or none) of the directories.
Apparently Valgrind was also reporting:
Conditional jump or move depends on uninitialised value
Reviewed-by: Edward O'Callaghan <[email protected]>
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Windows doesn't have dlfcn.h. Protect the code in question
with #if ENABLE_SHADER_CACHE test. And fix indentation.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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is used
The make check test is also updated to make sure these dirs are created.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Define ElfW() and NT_GNU_BUILD_ID if needed as these defines are not
present on at least OpenBSD and FreeBSD. Fixes the build on OpenBSD.
Fixes: d4fa083e11f ("util: Add utility build-id code.")
Signed-off-by: Jonathan Gray <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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In order to avoid costly fallback recompiles when cache items are
created with an old version of Mesa or for a different gpu on the
same system we want to create directories that look like this:
./{TIMESTAMP}_{LLVM_TIMESTAMP}/{GPU_ID}
Note: The disk cache util will take a single timestamp string, it is
up to the backend to concatenate the llvm string with the mesa string
if applicable.
Reviewed-by: Nicolai Hähnle <[email protected]>
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No other env var used in mesa allows for space in the variable contents.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Timothy Arceri <[email protected]>
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Provides the ability to read the .note.gnu.build-id section of ELF
binaries, which is inserted by the --build-id=... flag to ld.
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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I forgot to error check stat() and also I wasn't using the subdir in
is_two_character_sub_directory().
Fixes: d7b3707c612 "util/disk_cache: use stat() to check if entry is a directory"
Reviewed-by: Plamena Manolova <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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d_type is not supported on all systems.
Tested-by: Vinson Lee <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97967
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Fixes: f3d911463e8 "util/disk_cache: stop using ralloc_asprintf() unnecessarily"
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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This will be used to remove cache items created with old versions
of Mesa or other invalid cache items from the cache.
V2: rename stub function (cache_* funtions were renamed disk_cache_*)
in master.
Reviewed-by: Anuj Phogat <[email protected]>
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The shader cache is expected to be developed incrementally over a
fairly long series of commits. For that period of instability, we
require users to opt into the shader cache by setting:
MESA_GLSL_CACHE_ENABLE=1
In the future, when the shader cache is complete, we can revert this
commit so that the cache will be on by default.
The user can always disable the cache with
MESA_GLSL_CACHE_DISABLE=1. That functionality is not affected by this
commit, (nor will it be affected by the future revert).
Reviewed-by: Eric Anholt <[email protected]>
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Fixes: d1efa09d342 "util: import sha1 implementation from OpenBSD"
Signed-off-by: Emil Velikov <[email protected]>
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Earlier commit imported a SHA1 implementation and relaxed the SHA1 and
disk cache handling, broking the Windows builds.
Restrict things for now until we get to a proper fix.
Fixes: d1efa09d342 "util: import sha1 implementation from OpenBSD"
Signed-off-by: Emil Velikov <[email protected]>
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At the moment we support 5+ different implementations each with varying
amount of bugs - from thread safely problems [1], to outright broken
implementation(s) [2]
In order to accommodate these we have 150+ lines of configure script and
extra two configure toggles. Whist an actual implementation being
~200loc and our current compat wrapping ~250.
Let's not forget that different people use different code paths, thus
effectively makes it harder to test and debug since the default
implementation is automatically detected.
To minimise all these lovely experiences, import the "100% Public
Domain" OpenBSD sha1 implementation. Clearly document any changes needed
to get building correctly, since many/most of those can be upstreamed
making future syncs easier.
As an added bonus this will avoid all the 'fun' experiences trying to
integrate it with the Android and SCons builds.
v2: Manually expand __BEGIN_DECLS/__END_DECLS and document (Tapani).
Furthermore it seems that some games (or surrounding runtime) static
link against OpenSSL resulting in conflicts. For more information see
the discussion thread [3]
Bugzilla [1]: https://bugs.freedesktop.org/show_bug.cgi?id=94904
Bugzilla [2]: https://bugs.freedesktop.org/show_bug.cgi?id=97967
[3] https://lists.freedesktop.org/archives/mesa-dev/2017-January/140748.html
Cc: Mark Janes <[email protected]>
Cc: Vinson Lee <[email protected]>
Cc: Tapani Pälli <[email protected]>
Cc: Jonathan Gray <[email protected]>
Tested-by: Jonathan Gray <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Tapani Pälli <[email protected]> (v1)
Acked-by: Jason Ekstrand <[email protected]> (v1)
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v2: add u_bit_consecutive64
Reviewed-by: Nicolai Hähnle <[email protected]>
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Currently its dependant on the user calling and checking the result
of list_empty() before using the result of list_is_singular().
Cc: "13.0" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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We're missing the close() to the matching open().
CID 1373407
v2: Fixes from Emil Velikov's review
Update the teardown in reverse order of the setup/init.
Cc: "13.0" <[email protected]>
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> (v1)
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Reviewed-by: Emil Velikov <[email protected]>
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