| Commit message (Collapse) | Author | Age | Files | Lines |
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The more I think about it the more this seems like a bad idea.
When we were deleting old cache dirs this wasn't so bad as it
was unlikely we would ever hit the actual limit before things
were cleaned up. Now that we only start cleaning up old cache
items once the limit is reached the a percentage based max
cache limit is more risky.
For the inital release of shader cache I think its better to
stick to a more conservative cache limit, at least until we
have some way of cleaning up the cache more aggressively.
Cc: "17.1" <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Things are about to get more complicated, especially as far as
semaphores are concerned.
Reviewed-by: Chad Versace <[email protected]>
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This commit just exposes the memory handle type. There's interesting we
need to do here for images. So long as the user doesn't set any crazy
environment variables such as INTEL_DEBUG=nohiz, all of the compression
formats etc. should "just work" at least for opaque handle types.
v2 (chadv):
- Rebase.
- Fix vkGetPhysicalDeviceImageFormatProperties2KHR when
handleType == 0.
- Move handleType-independency comments out of handleType-switch, in
vkGetPhysicalDeviceExternalBufferPropertiesKHX. Reduces diff in
future dma_buf patches.
Co-authored-with: Chad Versace <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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This cache allows us to easily ensure that we have a unique anv_bo for
each gem handle. We'll need this in order to support multiple-import of
memory objects and semaphores.
v2 (Jason Ekstrand):
- Reject BO imports if the size doesn't match the prime fd size as
reported by lseek().
Reviewed-by: Chad Versace <[email protected]>
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This is the trivial implementation that just exposes the extension
string but exposes zero external handle types.
Reviewed-by: Chad Versace <[email protected]>
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This is a complete but trivial implementation. It's trivial becasue We
support no external memory capabilities yet. Most of the real work in
this commit is in reworking the UUIDs advertised by the driver.
v2 (chadv):
- Fix chain traversal in vkGetPhysicalDeviceImageFormatProperties2KHR.
Extract VkPhysicalDeviceExternalImageFormatInfoKHX from the chain of
input structs, not the chain of output structs.
- In vkGetPhysicalDeviceImageFormatProperties2KHR, iterate over the
input chain and the output chain separately. Reduces diff in future
dma_buf patches.
Co-authored-with: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We're about to have more UUIDs for different things so this one really
needs to be properly labeled.
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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The command is really operating on a Queue not a command buffer and the
nearest object to that with an allocator is VkDevice.
Reviewed-by: Chad Versace <[email protected]>
Cc: "17.0 17.1" <[email protected]>
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This was added in 34b3b40af97d back in 2006. Seems it wasn't
needed.
Reviewed-by: Samuel Pitoiset <[email protected]>
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I don't see any reasons why vector_elements is 1 for images and
0 for samplers. This increases consistency and allows to clean
up some code a bit.
This will also help for ARB_bindless_texture.
No piglit regressions with RadeonSI.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: rename default_ik -> ik_opencl
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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The majority of cache files are less than 1kb this resulted in us
greatly miscalculating the amount of disk space used by the cache.
Using the number of blocks allocated to the file is more
conservative and less likely to cause issues.
This change will result in cache sizes being miscalculated further
until old items added with the previous calculation have all been
removed. However I don't see anyway around that, the previous
patch should help limit that problem.
Cc: "17.1" <[email protected]>
Reviewed-and-Tested-by: Michel Dänzer <[email protected]>
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Modern disks are extremely large and are only going to get bigger.
Usage has shown frequent Mesa upgrades can result in the cache
growing very fast i.e. wasting a lot of disk space unnecessarily.
5% seems like a more reasonable default.
Cc: "17.1" <[email protected]>
Acked-by: Michel Dänzer <[email protected]>
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This assert wasn't in the original radeonsi code but I added
it without totally understanding the original code, it caused
some regressions in variable-indexing tessellation shaders.
Fixes: e2659176 radeonsi/ac: move vertex export remove to common code.
Reported-by: Michel Dänzer <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Add missing include to fix build.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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v2:
Also handle the the new format in indirect dispatch
Use compute class check instead of chipset check
Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This fixes rendering corruptions in DOOM. Hopefully, it will also make
Jenkins a bit more stable as we've been seeing some random failures and
GPU hangs ever since turning on 48bit.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100620
Fixes: 651ec926fc1 "anv: Add support for 48-bit addresses"
Tested-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "17.1" <[email protected]>
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This is ported from radeonsi, and I can see at least one
Talos shader drops an export due to this, and saves some
VGPR usage.
v2: use shared code.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This code can be shared by radv, we bump the max to
VARYING_SLOT_MAX here, but that shouldn't have too
much fallout.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Since the host pool changes,
Fixes:
dEQP-VK.api.descriptor_pool.out_of_pool_memory
Fixes: 126d5ad "radv: Use host memory pool for non-freeable descriptors."
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Varying types have already been validated in
apply_type_qualifier_to_variable() by this point.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Here get_scalar_type() was just being use to remove the array
after that we converted it back to base_type anyway so just
use the without_array() helper.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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When we ran Viewperf11's Maya-03 test 3 we saw warnings about flushing
the command buffer with mapped buffers. This happened when transitioning
from hardware rendering to a 'draw' fallback path.
The problem is the util_set_vertex_buffers_count() function doesn't do
exactly what we want in svga_hwtnl_vertex_buffers(). In a case such as
dst_count=2, dst={bufA, bufB}, count=1 and src={bufC}, when the function
returns we'll have dst_count=2 and dst={bufC, bufB}. What we really want
is dst_count=1 and dst={bufC, NULL}. As it was, we were telling the svga
device that there were two vertex buffers when in fact we really only
needed one for the subsequent drawing command.
In this particular case, we first did hardware drawing with {bufA, bufB}
then we transitioned to the 'draw' module, consuming vertex data from
bufA and bufB and writing the new vertex data to bufC. bufA and bufB are
mapped for reading when we flush the command buffer but should not be
referenced by the command buffer. The above change fixes that.
No Piglit regressions. Also tested with Viewperf, Google Earth, Heaven,
etc.
VMware bug 1842059
Reviewed-by: Charmaine Lee <[email protected]>
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We only need to construct the debug message if the mapped_sync flag is set.
This should make the function faster since the flag is usually false.
Reviewed-by: Charmaine Lee <[email protected]>
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Trivial.
Reviewed-by: Charmaine Lee <[email protected]>
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Trivial fix
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Instead of directly sending the InvalidateGBSurface command,
this patch uses the invalidate_surface interface.
Fixes Linux VM piglit failures including
ext_texture_array-gen-mipmap, fbo-generatemipmap-array S3TC_DXT1
Reviewed-by: Brian Paul <[email protected]>
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This patch revises the fix in commit 606f13afa31c9f041a68eb22cc32112ce813f944
to properly translate the surface format for screen target.
Instead of changing the svga format for PIPE_FORMAT_B5G6R5_UNORM
to SVGA3D_R5G6B5 for all texture surfaces, this patch only restricts
SVGA3D_R5G6B5 for screen target surfaces. This avoids rendering
failures when specify a non-vgpu10 format in a vgpu10 context with
software renderer.
Fixes piglit failures spec@!opengl 1.1@draw-pixels,
spec@!opengl 1.1@teximage-colors gl_r3_g3_b2
spec@!opengl 1.1@texwrap formats
Tested Xorg with 16bits depth.
Also tested with MTT piglit, MTT glretrace.
Reviewed-by: Brian Paul <[email protected]>
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CinebenchR15 not only binds the same texture for rendering and sampling,
it actually changes the framebuffer buffer attachment very often, causing
a lot of backed surface view to be created and a lot of surface copies
to be done. This patch caches the backed surface handle
in the texture resource and allows the backed surface view to
reuse the backed surface handle. With this patch, the number of
backed surface view reduces from 1312 to 3. Unfortunately, this
does not eliminate all the surface copies. There are still surface
copies involved when we switch from original to backed surface handle
for rendering.
Tested with CinebenchR15, NobelClinicianViewer, Turbine, Lightsmark2008,
MTT glretrace, MTT piglit.
Reviewed-by: Brian Paul <[email protected]>
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This patch adds a timestamp in svga_surface structure to keep track
of when the backing surface is last sync with the original resource.
This helps to avoid unnecessary surface copy from the original
resource to the backing surface if the original resource has not
since been modified.
This reduces the amount of surface copy with CinebenchR15.
Tested with CinebenchR15, mtt glretrace.
Reviewed-by: Brian Paul <[email protected]>
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For VGPU10, we will render to a backed surface view when
the same resource is used for rendering and sampling.
In this case, we will mark the dirty bit for the backed surface view.
Reviewed-by: Brian Paul <[email protected]>
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This patch moves the rendertarget view related fields from
svga_hw_draw_state to svga_hw_clear_state where all the hw
framebuffer related state resides.
Reviewed-by: Brian Paul <[email protected]>
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Instead of setting the rendered_to flags at set time, this patch
moves the setting of the flags to framebuffer emit time.
Reviewed-by: Brian Paul <[email protected]>
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We don't change any of the argument objects.
Reviewed-by: Charmaine Lee <[email protected]>
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The old ones were somewhat cryptic.
Reviewed-by: Charmaine Lee <[email protected]>
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The debug output in svga_create_sampler_state() was controlled by
DEBUG_VIEWS but that's not consistent with the other debug output for
sampler views. Create/use a new debug flag just for this.
Reviewed-by: Charmaine Lee <[email protected]>
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Tested by verifying 3D acceleration works with HWv8 but not earlier.
For HWv7 and older we get the GDI Generic renderer.
Reviewed-by: Neha Bhende<[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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If for some reason kernel is not able to create surface,
when no buffer was provided the function
vmw_svga_winsys_surface_create should return NULL.
This patch fixes the issue where the code was not following the
clean up path in case of error, which used to cause SIGSEGV.
Reviewed-by: Sinclair Yeh <[email protected]>
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Remove trailing whitespace, fix formatting, etc. Trivial.
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Remove unneeded parens. Add const qualifiers. Move var decls closer
to where they're used.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Neha Bhende<[email protected]>
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shader-db results on GK106 (Thanks Karol):
total instructions in shared programs : 3931608 -> 3929463 (-0.05%)
total gprs used in shared programs : 481255 -> 479014 (-0.47%)
total local used in shared programs : 27481 -> 27381 (-0.36%)
total bytes used in shared programs : 36031256 -> 36011120 (-0.06%)
local gpr inst bytes
helped 14 1471 1309 1309
hurt 1 88 384 384
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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47109 shaders in 29632 tests
Totals:
SGPRS: 1917364 -> 1916620 (-0.04 %)
VGPRS: 1165802 -> 1165202 (-0.05 %)
Spilled SGPRs: 1880 -> 1843 (-1.97 %)
Spilled VGPRs: 70 -> 65 (-7.14 %)
Private memory VGPRs: 1184 -> 1184 (0.00 %)
Scratch size: 1312 -> 1308 (-0.30 %) dwords per thread
Code Size: 60211356 -> 60192268 (-0.03 %) bytes
LDS: 1077 -> 1077 (0.00 %) blocks
Max Waves: 428597 -> 428674 (0.02 %)
Wait states: 0 -> 0 (0.00 %)
Totals from affected shaders:
SGPRS: 238173 -> 237429 (-0.31 %)
VGPRS: 149556 -> 148956 (-0.40 %)
Spilled SGPRs: 1263 -> 1226 (-2.93 %)
Spilled VGPRs: 25 -> 20 (-20.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 20 -> 16 (-20.00 %) dwords per thread
Code Size: 10457904 -> 10438816 (-0.18 %) bytes
LDS: 50 -> 50 (0.00 %) blocks
Max Waves: 41283 -> 41360 (0.19 %)
Wait states: 0 -> 0 (0.00 %)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The main goal of this pass to merge temporary registers in order
to reduce the total number of registers and also to produce
optimal TGSI code.
In fact, compilers seem to be confused when temporary variables
are already merged, maybe because it's done too early in the
process.
Skipping the pass, reduce both the register pressure and the code
size, at least for Nouveau and RadeonSI because they have a real
backend compiler.
Found by luck while fixing an issue in the TGSI dead code elimination
pass which affects tex instructions with bindless samplers.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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