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* nv50/ir: silence unsupported TGSI_PROPERTY_CS_FIXED_BLOCK_*Samuel Pitoiset2016-05-091-0/+5
| | | | | | | We don't need them for compute shaders. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* mesa/compute: Fix indirect dispatch buffer size check on 32-bit systemsJordan Justen2016-05-091-1/+1
| | | | | | | 2655265fcba9017e793026c76e490e04db088c8f, but for compute. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* freedreno/ir3: fix fallout from new block iteratorsRob Clark2016-05-091-1/+1
| | | | | | | Since this is potentially modifying the block structure of the shader, it needs the _safe() version of the iterator. Signed-off-by: Rob Clark <[email protected]>
* radeonsi: workaround for tesselation on SINicolai Hähnle2016-05-091-0/+8
| | | | | | | | | | | | | | | | | | We request more than 32KB of LDS here, which SI doesn't have. Since LLVM recently started checking the size of declared LDS allocations, all shaders involved in tesselation fail to compile on SI. Note that the entire calculation here seems wrong, given how we calculate indices for generic attributes, so the number ends up wrong on CI+ as well. A proper solution is clearly needed, but this patch should serve as a band-aid for SI in the meantime. Also note that the real size of the LDS allocation in hardware is independent from what we tell LLVM, so this is really more of a "cosmetic" change. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95198 Cc: "11.2" <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: always allocate export memory for pixel shadersNicolai Hähnle2016-05-091-5/+10
| | | | | | | | Experiments with framebuffer-no-attachments type draw calls have shown that NULL exports stall terribly unless we ensure that export memory is allocated by the SPI. Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: expose performance counters as 64 bitNicolai Hähnle2016-05-092-16/+19
| | | | | | | This is useful for shader-related counters, since they tend to quickly exceed 32 bits. Reviewed-by: Marek Olšák <[email protected]>
* nir/search: fix typoRob Clark2016-05-091-1/+1
| | | | Signed-off-by: Rob Clark <[email protected]>
* gallium: enable intel jitevents profilingTim Rowley2016-05-091-0/+9
| | | | | | | | LLVM when configured with "intel jitevents" enabled can inform VTune about dynamic code, so individual shaders are attributed profiling data and the resulting assembly can be examined. Acked-by: Roland Scheidegger <[email protected]>
* swr: Add missing break in query switch statement.Bruce Cherniak2016-05-091-0/+1
| | | | | | Missed a switch break in query stat collection when refactoring queries. Reviewed-by: George Kyriazis <[email protected]>
* freedreno/ir3: allow for additional VS sysval inputsRob Clark2016-05-091-2/+5
| | | | | | | | | | | | There are a total of four possible currently, rather than 2. So we need to be prepared for the input array to grow by 16 components. We could get away with less if we could pack sysval inputs.. and the way this is handled currently isn't really the nicest thing. But it's a tactical fix for an issue hit in: GL31-CTS.gtf30.GL3Tests.transform_feedback.transform_feedback_vertex_id Signed-off-by: Rob Clark <[email protected]>
* r300g: add support for PIPE_FORMAT_x8R8G8B8_*Marek Olšák2016-05-092-15/+77
| | | | | | | | | | | | And set endian swap for packed formats the way it should be done in theory. This allows big endian to work again, but it can still be buggy. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=71789 Cc: 11.1 11.2 <[email protected]> Reviewed-by: Michel Dänzer <[email protected]>
* Revert "i965: Always use Y-tiled buffers on SKL+"Daniel Stone2016-05-094-30/+8
| | | | | | | | | | | | | | | | | | | This commit broke Weston, Mutter, and xf86-video-modesetting, on KMS. In order to use Y-tiled buffers, the kernel requires the tiling mode to be explicitly named through the I915_FORMAT_MOD_Y_TILED AddFB2 modifier; it disallows any attempt to infer the buffer's tiling mode. As the GBM API does not have a way to extract modifiers for a buffer, this commit broke all users of GBM on SKL+. Revert it for now, until we get a way to extract modifier information from GBM, and also let GBM users inform the implementation that it intends to use the modifiers. This reverts commit 6a0d036483caf87d43ebe2edd1905873446c9589. Signed-off-by: Daniel Stone <[email protected]> Acked-by: Ben Widawsky <[email protected]> Tested-by: Hans de Goede <[email protected]>
* mesa/shader_query: add missing subroutines casesDave Airlie2016-05-091-0/+13
| | | | | | | | | | | | | | | ARRAY_SIZE and LOCATION should accept the SUBROUTINE_UNIFORM types. Fixes: GL43-CTS.program_interface_query.subroutines-vertex GL43-CTS.program_interface_query.subroutines-tess-control GL43-CTS.program_interface_query.subroutines-tess-eval GL43-CTS.program_interface_query.subroutines-geometry GL43-CTS.program_interface_query.subroutines-fragment GL43-CTS.program_interface_query.subroutines-compute Reviewed-by: Antia Puentes <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* spirv: Fix structure splitting with per-vertex interface arrays.Kenneth Graunke2016-05-071-1/+2
| | | | | | | | | | | | | | | | | | | We want to use interface_type, not vtn_var->type. They're normally equivalent, but for geometry/tessellation per-vertex interface arrays, we need to unwrap a level. Otherwise, we tried to iterate a structure members but instead used an array length. If the array length was longer than the number of fields in the structure, we'd crash. Fixes the CreatePipelineGeometryInputBlockPositive layer validation test. v2: Just use glsl_without_array() on the vtn_var type (requested by Jason Ekstrand). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* compiler: Add a C wrapper for glsl_type::without_array().Kenneth Graunke2016-05-072-0/+7
| | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* radeonsi: fix undefined behavior (memcpy arguments must be non-NULL)Nicolai Hähnle2016-05-071-1/+3
| | | | | Reviewed-by: Michel Dänzer <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: fix some reported undefined left-shiftsNicolai Hähnle2016-05-071-3/+3
| | | | | | | | One of these is an unsigned bitfield, which I suspect is a false positive, but gcc 5.3.1 complains about it with -fsanitize=undefined. Reviewed-by: Michel Dänzer <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* gallium/radeon: clean left-shift undefined behaviorNicolai Hähnle2016-05-0711-3989/+3989
| | | | | | | | | | | | | | Shifting into the sign bit of a signed int is undefined behavior. Unfortunately, there are potentially many places where this happens using the register macros. This commit is the result of running sed -ie "s/(((\(\w\+\)) & 0x\(\w\+\)) << \(\w\+\))/(((unsigned)(\1) \& 0x\2) << \3)/g" on all header files in gallium/{r600,radeon,radeonsi}. Reviewed-by: Marek Olšák <[email protected]>
* gallium: fix various undefined left shifts into sign bitNicolai Hähnle2016-05-076-8/+8
| | | | | | | | | Funnily enough, some of these were turned into a compile-time error by gcc with -fsanitize=undefined ("initializer is not a constant"). Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Michel Dänzer <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* compiler/glsl: do not downcast list sentinelNicolai Hähnle2016-05-071-1/+4
| | | | | | This crashes gcc's undefined behaviour sanitizer. Reviewed-by: Marek Olšák <[email protected]>
* mesa/main: fix another undefined left shiftNicolai Hähnle2016-05-071-1/+1
| | | | | | Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Michel Dänzer <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* mesa/main: define _NEW_xxx flags as unsigned shiftsNicolai Hähnle2016-05-071-30/+30
| | | | | | | | | Since 1 << 31 complains about undefined behaviour; the others are changed only for consistency. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Michel Dänzer <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: Compute correct LDS size for fragment shaders.Bas Nieuwenhuizen2016-05-061-3/+6
| | | | | | | | No sure where the 36 came from, but we clearly need at least 48 bytes per attribute per primitive. Signed-off-by: Bas Nieuwenhuizen <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* vc4: Add support for loading immediate values in QIR.Eric Anholt2016-05-064-0/+32
| | | | | | | This will be used for resetting the uniform stream in the presence of branching, but may also be useful as an optimization to reduce how many uniforms we have to copy out per draw call (in exchange for increasing icache pressure).
* vc4: Make vc4_qpu_validate() produce more verbose failures.Eric Anholt2016-05-061-35/+71
| | | | | | Seeing the expansion of a QPU_GET_FIELD in an assert isn't very informative, and it's hard find what's going wrong without getting a dump of the instruction that failed.
* vc4: Add a small QIR validate pass.Eric Anholt2016-05-064-0/+127
| | | | | This has caught a couple of bugs during loop development so far, and I should probably have written it long ago.
* vc4: Fix the src count on exp2/log2.Eric Anholt2016-05-061-2/+2
| | | | Found by the upcoming QIR validate pass.
* vc4: Reuse QPU disasm's cond flags in QIR.Eric Anholt2016-05-063-27/+46
| | | | In the process, this made me flatten out the "%s%s%s%s" fprintf arguments.
* vc4: When emitting an instruction to an existing temp, mark it non-SSA.Eric Anholt2016-05-061-0/+2
| | | | Prevents a bug in the later control-flow support series.
* vc4: Make sure that we don't overwrite the signal for PROG_END.Eric Anholt2016-05-061-0/+8
| | | | | | | | We should have already emitted a NOP due to the last instruction being a TLB or VPM write. However, if you disable dead code elimination then you might get dead code at the end, and that dead code might have the signal bits set to something non-default, at which point you die in assertion failure.
* nvc0: unreference images when the context is destroyedSamuel Pitoiset2016-05-061-0/+4
| | | | | | | Like other resources, we need to unreference all images. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* nir: Remove spurious return from void function.Jose Fonseca2016-05-061-2/+0
| | | | | | | | Left over from 450c0613627d5a472fcf1122c15b66988abfb372. Trivial. Built locally with clang and gcc. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95296
* radeonsi: set DECOMPRESS_Z_ON_FLUSH if nr_samples >= 4Marek Olšák2016-05-061-1/+2
| | | | | | | | Vulkan always sets this. It only affects in-place Z decompression. This is recommended for performance, but what app uses MSAA depth texturing? Reviewed-by: Nicolai Hähnle <[email protected]>
* r600g: use the hw MSAA resolving if formats are compatibleMarek Olšák2016-05-061-1/+2
| | | | | | | This allows resolving RGBA into RGBX. This should improve HL2 Lost Coast performance. Reviewed-by: Alex Deucher <[email protected]>
* Revert "i965: Switch to scalar TCS by default."Kenneth Graunke2016-05-051-1/+1
| | | | | | | This reverts commit b593737ed8349b280fa29242c35f565b59ab3025. Apparently it causes GPU hangs on some image load store tests. Let's turn it back off until we figure out why.
* st/omx/enc: fix incorrect reference picture order for B framesLeo Liu2016-05-051-7/+12
| | | | | | | | | Stacking frames is for driver that's capable to do dual instances encoding. Such feature is not enabled for B frames currently. Signed-off-by: Leo Liu <[email protected]> Reviewed-by: Alex Deucher <[email protected]> Cc: "11.1 11.2" <[email protected]>
* i965/fs: Move handling of samples_identical into the switch statementJason Ekstrand2016-05-051-21/+19
| | | | | This is where we handle texop_texture_samples so it makes things more consistent.
* i965/fs: Simplify texture destination fixupsJason Ekstrand2016-05-051-21/+11
| | | | | | | | | | | | | | | | | | | | | | There are a few different fixups that we have to do for texture destinations that re-arrange channels, fix hardware vs. API mismatches, or just shrink the result to fit in the NIR destination. These were all being done in a somewhat haphazard manner. This commit replaces all of the shuffling with a single LOAD_PAYLOAD operation at the end and makes it much easier to insert fixups between the texture instruction itself and the LOAD_PAYLOAD. Shader-db results on Haswell: total instructions in shared programs: 6227035 -> 6226669 (-0.01%) instructions in affected programs: 19119 -> 18753 (-1.91%) helped: 85 HURT: 0 total cycles in shared programs: 56491626 -> 56476126 (-0.03%) cycles in affected programs: 672420 -> 656920 (-2.31%) helped: 92 HURT: 42
* i965/fs: stop inclinding glsl/ir.h in brw_fs.hJason Ekstrand2016-05-052-1/+1
| | | | We are no longer using anything from GLSL IR in the FS backend.
* i965/fs: Merge nir_emit_texture and emit_textureJason Ekstrand2016-05-053-238/+162
| | | | | | | The fs_visitor::emit_texture helper originated when we still had both NIR and IR visitors for the FS backend. Since the old visitor was removed, emit_texture serves no real purpose beyond arbitrarily splitting heavily-linked code across two functions.
* nir: remove now-unused nir_foreach_block*_call()Connor Abbott2016-05-051-38/+0
| | | | | | Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Connor Abbott <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* vc4: fixup for new nir_foreach_block()Connor Abbott2016-05-054-48/+20
| | | | Reviewed-by: Eric Anholt <[email protected]>
* ir3: fixup for new nir_foreach_block()Connor Abbott2016-05-051-30/+21
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* nir/lower_double_ops: fixup for new nir_foreach_block()Jason Ekstrand2016-05-051-23/+9
| | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Connor Abbott <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* nir/lower_double_pack: fixup for new nir_foreach_block()Jason Ekstrand2016-05-051-26/+21
| | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Connor Abbott <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* nir/gather_info: fixup for new foreach_block()Jason Ekstrand2016-05-051-5/+5
| | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Connor Abbott <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* nir/lower_two_sided_color: fixup for new foreach_block()Connor Abbott2016-05-051-3/+5
| | | | | Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* nir/lower_tex: fixup for new foreach_block()Connor Abbott2016-05-051-25/+22
| | | | | Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* nir/lower_outputs_to_temporaries: fixup for new foreach_block()Connor Abbott2016-05-051-16/+12
| | | | | Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* i965: Switch to scalar TCS by default.Kenneth Graunke2016-05-051-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Normally, we expect SIMD8 shaders to be more instructions than SIMD4x2 shaders, as it takes four instructions to operate on a vec4, rather than a single instruction. However, the benefit is that it can process 8 objects per shader thread instead of 2. Surprisingly, the shader-db statistics show an improvement in both instruction and cycle counts: Synmark: -31.25% instructions, -29.27% cycles, 0 hurt. Tessmark: -36.92% instructions, -37.81% cycles, 0 hurt. Unigine Heaven: -3.42% instructions, -17.95% cycles, 0 hurt. Shadow of Mordor: +13.24% instructions (26 with fewer instructions, 45 with more), -5.23% cycles (44 with fewer cycles, 27 with more cycles). Presumably, this is because the SIMD8 URB messages are a much more natural fit than the SIMD4x2 URB messages - there's a ton less header setup. I benchmarked Shadow of Mordor and Unigine Heaven on my Skylake GT3e, and the performance seems to be the same or increase ever so slightly (< 1 FPS difference). So I believe it's strictly superior. There's also a lot more optimization potential we can do in scalar mode. This will also help us finish fp64 support, as scalar support is going to land much sooner than vec4-mode support. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>