| Commit message (Collapse) | Author | Age | Files | Lines |
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26011 shaders in 14651 tests
Totals:
SGPRS: 1251920 -> 1152636 (-7.93 %)
VGPRS: 728421 -> 728198 (-0.03 %)
Spilled SGPRs: 16644 -> 3776 (-77.31 %)
Spilled VGPRs: 369 -> 369 (0.00 %)
Scratch VGPRs: 1344 -> 1344 (0.00 %) dwords per thread
Code Size: 36001064 -> 35835152 (-0.46 %) bytes
LDS: 767 -> 767 (0.00 %) blocks
Max Waves: 222221 -> 222372 (0.07 %)
Wait states: 0 -> 0 (0.00 %)
v2: merge codepaths where possible
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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v2: inline the code and remove the conditional that's a no-op now
Reviewed-by: Nicolai Hähnle <[email protected]>
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Track rendering to each FBO independently and flush rendering only when
necessary. This lets us avoid the overhead of storing and loading the
frame when an application momentarily switches to rendering to some other
texture in order to continue rendering the main scene.
Improves glmark -b desktop:effect=shadow:windows=4 by 27%
Improves glmark -b
desktop:blur-radius=5:effect=blur:passes=1:separable=true:windows=4
by 17%
While I haven't tested other apps, this should help X rendering a lot, and
I've heard GLBenchmark needed it too.
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This is done in vc4_flush currently, but I'm going to make the job always
track the surfaces it might be rendering to instead of putting in the
destinations at flush time.
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This is a preparation step for having multiple jobs being queued up at the
same time.
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Drops some tricky logic in vc4_flush() trying to update the pointers, and
fixes a broken lack of unref for MSAA surfaces at context destroy time.
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For calling job_submit() directly, I need the skipping here.
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To implement job shuffling, I want to be able to call submit() on specific
jobs, turning vc4_flush() into the context's flush-all-jobs hook.
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It's really just an upgrade to attempting WHOLE_RESOURCE. Pulling the
logic out caught two bugs in it: We would try to do so on cubemaps (even
though we're only mapping 1 of the 6 slices), and we would break
persistent coherent mappings by trying to reallocate when we shouldn't.
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The clear of Z or stencil will end up clearing the other as well, instead
of masking. There's no way around this that I know of, so if we are
clearing just one then we need to draw a quad.
Fixes a regression in the job-shuffling code, where the clear values move
to the job and don't just have the last clear's value laying around when
you do glClear(DEPTH) and then glClear(STENCIL) separately
(ext_framebuffer_multisample-clear 4 depth)).
This causes regressions in ext_framebuffer_multisample/multisample-blit
depth and ext_framebuffer_multisample/no-color depth, but these were
formerly false positives due to the reference image also being black. Now
the reference and test images are both being drawn, and it looks like
there's an incorrect resolve of depth during blitting to an MSAA FBO.
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This requires a bit of rejiggering, since normally ES entrypoints alias
core ones, not vice-versa.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This also exposes them for ARB_ES3_2_compatibility.
While both specs refer to the new MS line width parameters being
separate from the existing AA line widths, reality begs to differ. It's
the same on all hardware currently supported by mesa. Should hardware
come along that wants these to be different, they're easy enough to
separate out.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]> (v1)
Reviewed-by: Kenneth Graunke <[email protected]>
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Earlier, the loop pretends to loop over instructions from "start" to "end",
but the callers always pass 8192 for end, which is some huge bogus
value. The real loop termination condition is send-with-EOT or 0. (Ken)
Signed-off-by: Sirisha Gandikota <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Skylake adds new SENDS and SENDSC opcodes, which should be
handled in the send-with-EOT check. Make an is_send() helper
that checks if the opcode is SEND/SENDC/SENDS/SENDSC (Ken)
v2: Make is_send() much more crispier, Mix declaration and
code to make the code compact (Ken)
Signed-off-by: Sirisha Gandikota <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Remove the float/dword union and use the iter->p[f->start / 32]
directly as printf formatter %08x expects uint32_t (Ken)
v2: Make the cleanup much more crispier (Ken)
Signed-off-by: Sirisha Gandikota <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Since Vulkan doesn't allow single-slice 3D storage images, we need to just
set the base_array_layer and array_len to the full size of the 3-D LOD.
Signed-off-by: Jason Ekstrand <[email protected]>
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This reverts commit 3943888c94beca69e575b8d3d1ec7a6cbf474ee4. It turns out
that commit was pretty-much bogus since it breaks binding a 3-D texture as a
2-D storage image. The correct fix for the Vulkan CTS tests needs to be in
the Vulkan driver itself rather than ISL.
Signed-off-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Everything that we were once using the blit2d framework for is now done
with blorp.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This is a lot cleaner and easier to read than the old piles of if
statements.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This allows us to #undef them later if we don't want them to persist
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This allows us to #undef them later if we don't want them to persist
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The original blorp_alloc_binding_table helper was supposed to return the
binding table offset and map along with the surface state maps. This isn't
quite what we want, however. What we really want is the binding table
offsets, surface state offsets, and surface state maps. In the GL driver,
the binding table map *is* an array of surface state offsets. However, in
Vulkan, this isn't quite true as the entries in the binding table are
surface state offsets combined with another binding table block offset.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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radeonsi depends on the interp flags a little bit too much.
This fixes 9 randomly failing tests:
GL45-CTS.shader_multisample_interpolation.render.interpolate_at_centroid.*
Reviewed-by: Nicolai Hähnle <[email protected]>
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No known tests.
Cc: [email protected]
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Unify the clear and copy paths, clean up the definitions.
It looks more like a rework. It's a preparation for GDS support,
which might or might not come.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is a fallout from reworking the debug flags.
Reviewed-by: Nicolai Hähnle <[email protected]>
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If si_sampler_view_add_buffer ends up flushing, then the code
in begin_new_cs would previously have added the buffer(s) for
whatever was previously bound to that slot. Now it would add only
the new buffer.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Heaven and Valley write gl_SampleMask and not Z.
Use 16_ABGR instead of 32_ABGR if Z isn't written.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This was missed in:
commit 0d2e43fcb1198a6e67c85feadb1ca8c360ddc284
Author: Marek Olšák <[email protected]>
Date: Thu Aug 18 16:30:00 2016 +0200
gallium/radeon: derive buffer placement and flags only at initialization
Tested-by: Michel Dänzer <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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this was unimplemented
Reviewed-by: Nicolai Hähnle <[email protected]>
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broken recently
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixes segfaults in EG compute since:
commit 21de3be8e62b2b093569a99550e6356ed2f106b4
radeonsi: fix texture format reinterpretation with DCC
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Fix VAAPI YV12/I420 convert to NV12 U/V reversal.
Input order is YVU when this is called.
Signed-off-by: Andy Furniss <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
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