| Commit message (Collapse) | Author | Age | Files | Lines |
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The MOV instruction can extract bytes to words/double words, and
words/double words to quadwords, but not byte to quadwords.
For unsigned byte to quadword, we can read them as words and AND off the
high byte and extract to quadword in one instruction. For signed bytes,
we need to first sign extend to word and the sign extend that word to a
quadword.
Fixes the following test on CHV, BXT, and GLK:
KHR-GL46.shader_ballot_tests.ShaderBallotBitmasks
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103628
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes the following tests on CHV, BXT, and GLK:
KHR-GL46.shader_ballot_tests.ShaderBallotFunctionBallot
dEQP-VK.spirv_assembly.instruction.compute.uconvert.uint32_to_int64
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103115
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Speed up simd16 frontend (default) on avx/avx2 platforms;
fixes performance regression caused by switch to simdlib.
Reviewed-by: Bruce Cherniak <[email protected]>
Cc: [email protected]
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Speed up avx512 platforms; fixes performance regression caused
by swithc to simdlib.
Reviewed-by: Bruce Cherniak <[email protected]>
Cc: [email protected]
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When queryImage doesn't support __DRI_IMAGE_ATTRIB_FOURCC wayland clients
will die with a NULL derefence in wl_proxy_add_listener.
Attempt to provide a simple fallback to keep ancient systems working.
Fixes: 6595c699511 ("egl/wayland: Remove more surface specifics from
create_wl_buffer")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103519
Signed-off-by: Derek Foreman <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Acked-by: Daniel Stone <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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v2: remove r600_can_dma_copy_buffer
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Already implemented for Gallium drivers.
Useful for gbm_bo_(un)map.
Tests:
By porting wayland/weston/clients/simple-dmabuf-drm.c to GBM.
kmscube --mode=rgba
kmscube --mode=nv12-1img
kmscube --mode=nv12-2img
piglit ext_image_dma_buf_import-refcount -auto
piglit ext_image_dma_buf_import-transcode-nv12-as-r8-gr88 -auto
piglit ext_image_dma_buf_import-sample_rgb -fmt=XR24 -alpha-one -auto
piglit ext_image_dma_buf_import-sample_rgb -fmt=AR24 -auto
piglit ext_image_dma_buf_import-sample_yuv -fmt=NV12 -auto
piglit ext_image_dma_buf_import-sample_yuv -fmt=YU12 -auto
piglit ext_image_dma_buf_import-sample_yuv -fmt=YV12 -auto
v2: add early return if (flag & MAP_INTERNAL_MASK)
v3: take input rect into account and test with kmscube and piglit.
v4: handle wraparound and bo reference.
v5: indent, exclude 0 width and height on the boundary, map bo
independently of the image.
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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It seems safe and it improves performance by +4% (73->76).
A drirc based solution is not what we want for now, keep it
simple and improve later if it's really needed.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Introduced on commit 157c9a13414b524ce98ea0ea07fce819efc1ba65
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Otherwise we leak it.
Fixes: eaa56eab6da "radv: initial support for shared semaphores (v2)"
Reviewed-by: Samuel Pitoiset <[email protected]>
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Otherwise we can leak the old syncobj.
Fixes: eaa56eab6da "radv: initial support for shared semaphores (v2)"
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Previously, we just had one hash set for tracking depth and render
caches called brw_context::render_cache. This is less than ideal
because the depth and render caches are separate and we can't track
moves between the depth and the render caches. This limitation led
to some unnecessary flushing around the depth cache. There are cases
(mostly with BLORP) where we can end up touching a depth or stencil
buffer through the render cache. To guard against this, blorp would
unconditionally do a render_cache_set_check_flush on it's destination
which meant that if you did any rendering (including a BLORP operation)
to a given surface and then used it as a blorp destination, you would
end up flushing it out of the render cache before rendering into it.
Things get worse when you dig into the depth/stencil state code for
regular GL draw calls. Because we may end up rendering to a depth
or stencil buffer via BLORP, we did a render_cache_set_check_flush on
all depth and stencil buffers in brw_emit_depthbuffer to ensure that
they got flushed out of the render cache prior to using them for depth
or stencil testing. However, because we also need to track dirtiness
for depth and stencil so that we can implement depth and stencil
texturing correctly, we were adding all depth and stencil buffers to the
render cache set in brw_postdraw_set_buffers_need_resolve. This meant
that, if anything caused 3DSTATE_DEPTH_BUFFER to get re-emitted
(currently _NEW_BUFFERS, BRW_NEW_BATCH, and BRW_NEW_BLORP), we would
almost always do a full pipeline stall and render/depth cache flush.
The root cause of both of these problems is that we can't tell the
difference between the render and depth caches in our tracking. This
commit splits our cache tracking into two sets, one for render and one
for depth, and properly handles transitioning between the two. We still
flush all the caches whenever anything needs to be flushed. The idea is
that if we're going to take the hit of a flush and stall, we may as well
flush everything in the hopes that we can avoid a flush by something
else later.
Reviewed-by: Kenneth Graunke <[email protected]>
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Right now we just always flush the destination for render and aren't
particularly careful about depth or stencil. Soon, flush_for_render
isn't going to do the same thing as flush_for_depth and we may be doing
a good deal less depth flushing so we should be a bit more precise.
Reviewed-by: Kenneth Graunke <[email protected]>
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In theory, this will let us track the depth and render caches
separately. Right now, they're just wrappers around
brw_render_cache_set_*
Reviewed-by: Kenneth Graunke <[email protected]>
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We may access them as a texture using blorp regardless of whether or not
stencil texturing is enabled.
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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Reviewed-by: Kenneth Graunke <[email protected]>
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We were already using PTE for all render targets in case one happened to
get scanned out. However, this still wasn't 100% correct because there
are still possibly cases where we may want to texture from an external
buffer even though we don't know the caching mode. This can happen, for
instance, on buffers imported from another GPU via prime.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101691
Cc: "17.3" <[email protected]>
Tested-by: Lyude Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This makes our MOCS settings significantly more flexible.
Cc: "17.3" <[email protected]>
Tested-by: Lyude Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "17.3" <[email protected]>
Tested-by: Lyude Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "17.3" <[email protected]>
Tested-by: Lyude Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is a bit more annoying than your average shader - we need to look
at MEDIA_INTERFACE_DESCRIPTOR_LOAD in the batch buffer, then hop over
to the dynamic state buffer to read the INTERFACE_DESCRIPTOR_DATA, then
hop over to the instruction buffer to decode the program.
Now that we store all the buffers before decoding, we can actually do
this fairly easily.
Reviewed-by: Lionel Landwerlin <[email protected]>
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while loops skip the first field of the instruction/structure, which
is not what the code intended. It works out because the field we're
looking for doesn't happen to be first, but we ought to do it right
regardless.
Found while writing the next patch, where Kernel Start Pointer is
the first field of INTERFACE_DESCRIPTOR_DATA.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This makes aubinator_error_decode's shader dumping work like aubinator.
Instead of printing them after the fact, it prints them right inside the
3DSTATE_VS/HS/DS/GS/PS packet that references them. This saves you the
effort of cross-referencing things and jumping back and forth.
It also reduces a bunch of book-keeping, and eliminates the limitation
that we could only handle 4096 programs. That code was also broken and
failed to print any shaders if there were under 4096 programs.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This lets us complete parsing and storing of each buffer's data before
we begin decoding the batchbuffer. This makes it possible to inspect
the state buffer and program buffer, so we can properly decode any
indirect state or shader programs.
Reviewed-by: Chris Wilson <[email protected]>
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Ported from intel_error_decode. We don't want to run off the end.
Reviewed-by: Chris Wilson <[email protected]>
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Dead code.
Reviewed-by: Chris Wilson <[email protected]>
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Based on a similar patch to intel_error_decode by Chris Wilson.
While we're de-duplicating the gtt_offset calculation, we can simplify
it to assume two hex digits are there - the kernel has done this since
v4.6, and we already require error states from v4.10.
Reviewed-by: Chris Wilson <[email protected]>
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These three are the only we can reasonably decode with genxml.
Reviewed-by: Chris Wilson <[email protected]>
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Also change count from a pointer into a value. We were supposed to
be resetting it to 0 (and failed to), but that's gone since we dropped
the pre-ascii85 handling.
Reviewed-by: Chris Wilson <[email protected]>
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Error state files used to look like:
render ring --- gtt_offset = 0x0e8f6000
00000000 : 69040000
00000004 : 79090000
...
00007ffc : 00000000
--- ringbuffer = 0x00001000
There were thousands of lines between sections. The file format changed
with Kernel 4.10, and now has a single ascii85-encoded line following
each section heading. This is much easier to parse.
There are a bunch of bugs in our handling of the old style format,
where we'd decode the wrong data, at the wrong time. Fixing all of
these is going to be a giant pain. It's also a lot of extra code
complexity. In order to properly decode indirect state, or compute
shaders, we'll also need to parse data in advance of decoding, which
is going to be a giant pain with this ad-hoc "decode everywhere!"
mentality. So, let's just drop support for the older file format.
This unfortunately requires an error state generated by Kernel 4.10 or
later. That's probably not the end of the world, as we encourage users
to upgrade to the latest kernel when encountering GPU hangs anyway. It
might be a giant pain for people with LTS kernels, though...
Reviewed-by: Chris Wilson <[email protected]>
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The dashes "---" may occur within an ascii85 block, but only an ascii85
block starts with ':' or '~'.
Ported from Chris Wilson's intel-gpu-tools commit:
bceec7e1d8a160226b783c6344eae8cbf4ece144
Reviewed-by: Chris Wilson <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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This is the same logic as the previous two patches.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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It's a neat idea, and still useful in some cases, but the intel common
code is used by i965 and anvil only, this is a little clearer.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Using build_by_default : false is convenient for dependencies that can
be pulled in by various diverse components of the build system, the
gallium hardware/software drivers and state trackers do not fit that
description. Instead, these should be guarded using the variable that tracks
whether that driver should be enabled.
This leaves a few helper libraries: trace, rbug, etc, and the generic
winsys bits as `build_by_default : false` because there are a large
number of gallium components that pull them in.
v2: - remove build_by_default from winsys convenience libs as well.
v3: - Always put drivers before winsys for consistency
Signed-off-by: Dylan Baker <[email protected]>
Tested-by: Lionel Landwerlin <[email protected]> (v1)
Reviewed-by: Eric Anholt <[email protected]>
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Fixes:
tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-bitfieldExtract.shader_test
Signed-off-by: Dave Airlie <[email protected]>
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This handles the bits >= 32 corner case in bitfieldInsert.
Fixes:
tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-bitfieldInsert.shader_test.
Signed-off-by: Dave Airlie <[email protected]>
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Like
radeonsi: generate GS prolog to (partially) fix triangle strip adjacency rotation
evergreen hw suffers from the same problem, so rotate the
geometry inputs to fix this.
This fixes:
./bin/glsl-1.50-geometry-primitive-types GL_TRIANGLE_STRIP_ADJACENCY
on evergreen.
Signed-off-by: Dave Airlie <[email protected]>
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As per radeonsi, the tess factor components for isolines
are reversed.
Fixes: tests/spec/arb_tessellation_shader/execution/isoline.shader_test
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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r0 in input into vertex shaders contains things like vertexid,
we need to reserve it even if we have no inputs.
This fixes a bunch of tessellation piglits.
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Otherwise we end up emitting the fence.
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Without this, trying to create a GLX_RGBA_FLOAT_TYPE_ARB context would
fail, because GLX_RGBA_TYPE would be a mismatch with the fbconfig.
Cc: [email protected]
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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This is perfectly legal in GL 3.0+.
Fixes piglit/glx-create-context-current-no-framebuffer.
Cc: [email protected]
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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The previous iteration algorithm would advance the field pointer right
after we advance the group. This meant that you would end up with
skipping the first field of the group. In the common case, where the
only field is a struct (e.g. 3DSTATE_VERTEX_BUFFERS), it would get
skipped entirely.
Reviewed-by: Lionel Landwerlin <[email protected]>
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They serve no purpose other than to just fill empty space in the packet
so each dword has something. Just disallowing empty groups is a bit
easier on some of the tools. This does not change the generated packing
headers in any way.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Gather operations in both GLSL and SPIR-V require a sampler. Fixes
gathers returning garbage when using separate texture/samplers (on AMD,
was using an invalid sampler descriptor).
Signed-off-by: Alex Smith <[email protected]>
Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We should use the result type of the OpSampledImage opcode, rather than
the type of the underlying image/samplers.
This resolves an issue when using separate images and shadow samplers
with glslang. Example:
layout (...) uniform samplerShadow s0;
layout (...) uniform texture2D res0;
...
float result = textureLod(sampler2DShadow(res0, s0), uv, 0);
For this, for the combined OpSampledImage, the type of the base image
was being used (which does not have the Depth flag set, whereas the
result type does), therefore it was not being recognised as a shadow
sampler. This led to the wrong LLVM intrinsics being emitted by RADV.
Signed-off-by: Alex Smith <[email protected]>
Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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