| Commit message (Collapse) | Author | Age | Files | Lines |
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This will allow us to use STD430 packing by default if the driver
supports it.
Reviewed-by: Marek Olšák <[email protected]>
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Will be used to add LOAD support to UBOs.
Reviewed-by: Marek Olšák <[email protected]>
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This will be use to distinguish between load types when using
the TGSI_OPCODE_LOAD opcode.
Reviewed-by: Marek Olšák <[email protected]>
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The virgl protocol version of tgsi doesn't handle this yet,
transform it back to the old ways.
Thanks to Nicolai Hähnle <[email protected]>
for also writing nearly the same patch.
Fixes: 41e342d5 tgsi/ureg: always emit constants (and their decls) as 2D
Tested-by: Rob Herring <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Otherwise we end up using a 32-bit comparison which didn't end well.
Timothy caught this while playing around with some opt passes.
Fixes: 278580729a (st/glsl_to_tgsi: add support for 64-bit integers)
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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It's nice to have this information. While we're at it, tweak the
formatting to try and vertically align numbers in the common case.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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We now flush the batch when either the batchbuffer or statebuffer
reaches the original intended batch size, instead of when the sum of
the two reaches a certain size (which makes no sense now that they're
separate buffers).
With this change, we also need to update our "are we near the end?"
estimate to require separate batch and state buffer space. I obtained
these estimates by looking at the size of draw calls in the Unreal 4
Elemental Demo (using INTEL_DEBUG=flush and always_flush_batch=true).
This will significantly impact the size of our batches. I've adjusted
both down to try and be roughly similar to what we had been doing. On
various benchmarks, a 20kB batch and 16kB statebuffer seemed to about
right, but we may need to adjust this further. I tried a 16kB batch,
but that regressed Synmark OglMultithread performance by a fair bit.
32kB for both would have significantly increased our batch sizes.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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Now that we can grow the batchbuffer if we absolutely need the extra
space, we don't need to reserve space for the final do-or-die ending
commands.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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We need to set brw->no_batch_wrap to actually avoid flushing in the
middle of our BLORP operation, and instead grow the batchbuffer.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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Previously, we would just assert fail and die in this case. The only
safeguard is the "estimated max prim size" checks when starting a draw
(or compute dispatch or BLORP operation)...which are woefully broken.
Growing is fairly straightforward:
1. Allocate a new larger BO.
2. memcpy the existing contents over to the new buffer
3. Set the new BO to the same GTT offset as the old BO. When emitting
relocations, we write the presumed GTT offset of the target BO. If
we changed it, we'd have to update all the existing values (by
walking the relocation list and looking at offsets), which is more
expensive. With the old BO freed, ideally the kernel could simply
place the new BO at that offset anyway.
4. Update the validation list to contain the new BO.
5. Update the relocation list to have the GEM handle for the new BO
(which we can skip if using I915_EXEC_HANDLE_LUT).
v2: Update to handle malloc'd shadow buffers.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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Previously, we emitted GPU commands and indirect state into the same
buffer, using a stack/heap like system where we filled in commands from
the start of the buffer, and state from the end of the buffer. We then
flushed before the two met in the middle.
Meeting in the middle is fatal, so you have to be certain that you
reserve the correct amount of space before emitting commands or state
for a draw. Currently, we will assert !no_batch_wrap and die if the
estimate is ever too small. This has been mercifully obscure, but has
happened on a number of occasions, and could in theory happen to any
application that issues a large draw at just the wrong time.
Estimating the amount of batch space required is painful - it's hard to
get right, and getting it right involves a lot of code that would burn
CPU time, and also be painful to maintain. Rolling back to a saved
state and retrying is also painful - failing to save/restore all the
required state will break things, and redoing state emission burns a
lot of CPU. memcpy'ing to a new batch and continuing is painful,
because commands we issue for a draw depend on earlier commands as well
(such as STATE_BASE_ADDRESS, or the GPU being in a pirtacular state).
The best plan is to never run out of space, which is totally doable but
pretty wasteful - a pessimal draw requires a huge amount of space, and
rarely occurs. Instead, we'd like to grow the batch buffer if we need
more space and can't safely flush.
We can't grow with a meet in the middle approach - we'd have to move the
state to the end, which would mean updating every offset from dynamic
state base address. Using separate batch and state buffers, where both
fill starting at the beginning, makes it easy to grow either as needed.
This patch separates the two concepts. We create a separate state
buffer, with a second relocation list, and use that for brw_state_batch.
However, this patch tries to retain the original flushing behavior - it
adds the amount of batch and state space together, as if they were still
co-existing in a single buffer. The hope is to flush at the same time
as before. This is necessary to avoid provoking bugs caused by broken
batch wrap handling (which we'll fix shortly). It also avoids suddenly
increasing the size of the batch (due to state not taking up space),
which could have a significant performance impact. We'll tune it later.
v2:
- Mark the statebuffer with EXEC_OBJECT_CAPTURE when supported (caught
by Chris). Unfortunately, we lose the ability to capture state data
on older kernels.
- Continue to support the malloc'd shadow buffers.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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This will let us access screen->kernel_features in the next patch.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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We'll need to read from both buffers when decoding state.
This also drops the "failed to map" fallback - it's completely useless
on LLC systems where we write directly to the mapped BO. It's not that
useful on non-LLC systems either.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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brw_batch_reloc emits a relocation from the batchbuffer to elsewhere.
brw_state_reloc emits a relocation from the statebuffer to elsewhere.
For now, they do the same thing, but when we actually split the two
buffers, we'll change brw_state_reloc to use the state buffer.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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I'm planning on splitting batch and state into separate buffers, at
which point we'll need two relocation lists. In preparation for that,
this patch refactors the relocation stuff into a structure we can
replicate...which looks a lot like anv_reloc_list.
Reviewed-by: Chris Wilson <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The batch buffer and state buffer code is fairly tied together,
and having it in one .c file will make refactoring easier.
Also, drop some commentary above brw_state_batch. The "aperture
checking performance hacks" are long since gone, so that paragraph
makes little sense at this point.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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Prior to the previous patch, we would pwrite the batchbuffer contents,
and wanted to skip the execbuffer if that failed. Now that we memcpy,
we don't set ret != 0 on failure anymore, so it will always be 0.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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We'd like to eliminate the malloc'd shadow copy eventually, but there
are still unresolved performance problems. In the meantime, let's at
least get rid of pwrite.
On Apollolake, improves Synmark OglBatch6 performance by:
1.53581% +/- 0.269589% (n=108).
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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This makes the assertion safe against batchbuffers growing.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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This assertion prevents you from doing intel_batchbuffer_require_space
with a size so huge it won't fit in the batchbuffer. This doesn't seem
like a common mistake, and I've never seen the assert to be useful.
Soon, I hope to have batches grow, at which point this won't make sense.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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For non-CCS images, we were reporting just one plane even though they
may have multiple in the case of YUV.
Reviewed-by: Ben Widawsky <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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This allows the user to query the number of planes required by a given
format+modifier combination without having to create a bo or surface.
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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Signed-off-by: Marek Olšák <[email protected]>
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After get_variable_being_redeclared() has been called, it is no longer
safe to access the original variable pointer, since its memory might have
been freed.
Since callers of this function should only be accessing the variable pointer
returned by the function, avoid potential bugs by re-assigning the
original variable pointer to the result of the function call,
making it impossible for the remaining code to access an invalid variable
pointer.
Reviewed-by: Nicolai Hähnle <[email protected]>
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get_variable_being_redeclared() can delete the original variable
in a specific scenario. The code sets it to NULL after this so other
code in that same function doesn't try to access trashed memory after
the fact, however, the copy of that variable in the caller code
won't see any of this making it very easy to overlook.
Make the function a bit safer by taking a pointer to the original
variable so we can also make NULL the caller's pointer to the variable
if this function deletes it.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Since the original 'var' might have been deleted from this point forward.
Bugzila: https://bugs.freedesktop.org/show_bug.cgi?id=102685
Fixes: 51bf007d2c27fba (glsl: Disallow unsized array of atomic_uint)
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Useful to know which debug/perftest options were enabled when
a hang report is generated.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Copied from dd_dump_dmesg().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Might be useful for checking if all descriptors are sets by
the application.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To dump them when a hang is detected.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This might be very useful in order to figure out where a shader
is stucked. This uses UMR to detect which instruction is executing
bad things.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This will allow us to use it from radv.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Might report some useful information to help figuring out where
does the hang happened.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To dump some status MMIO registers when a hang is detected.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To dump the shader stats when a hang is detected.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Only the disassembly is currently dumped.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To improve GPU hangs detection when shaders are stucked.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To share common code after every draw/compute calls.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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When a GPU hang is detected in radv_gpu_hang_occured() we know
which command buffer is faulty but the bound pipelines might
have been updated during the execution.
The pointers to the radv_pipeline objects are emitted just
after the second trace ID, that way it would be easy to dump
the active shaders at the moment of the hang.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To avoid random initial values.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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GetAttachedObjectsARB
Signed-off-by: Jeremy Huddleston Sequoia <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102552
v2: Patch cleanup proposed by Nicolai Hähnle.
* deleted changes in si_translate_texformat.
Cc: Nicolai Hähnle <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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When a batch is submitted, INTEL_DEBUG=bat prints a message indicating
which part of the code triggered the flush, and some statistics about
the batch/state buffer utilization.
It also decodes the batchbuffer in debug builds...which is so much
output that it drowns out the utilization messages, if that's all you
care about.
INTEL_DEBUG=submit now just does the utilization messages.
INTEL_DEBUG=bat continues to do both (as the message is a good indicator
that we're starting decode of a new batch).
v2: Rename from "flush" to "submit" (suggested by Chris) because we
might want "flush" for PIPE_CONTROL debugging someday.
Reviewed-by: Chris Wilson <[email protected]>
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With the shaders in the ssao demo, the nir_opt_if wasn't
working properly without this, after this the if gets optimised
so that loop unrolling gets called.
(loop unrolling fails due to instruction count, but at least
it gets to do that.)
Reviewed-by: Timothy Arceri <[email protected]>
Cc: "17.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fix the build for Android Nougat.
The dladdr(3) manpage says that <dlfcn.h> is required. On Linux, the
build succeeded without it because build_id.c includes <link.h> which
includes <dlfcn.h>. On Android, we must include <dlfcn.h> directly.
Fixes: 5c98d382 "util: Query build-id by symbol address, not library name"
Reviewed-by: Matt Turner <[email protected]>
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