| Commit message (Collapse) | Author | Age | Files | Lines |
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Android implements the API and does the native damage handling itself.
At the same time it
a) does call the vendor's eglSwapBuffersWithDamageKHR
b) does not implement eglSetDamageRegionKHR
There's something strange happening here. For now simply note about the
'lack' of eglSwapBuffersWithDamageKHR support.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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The function is effectively a direct function call into
libwayland-server.so.
Thus GBM no longer depends on the wayland-drm static library, making the
build more straight forward. And the resulting binary is a bit smaller.
Note: we need to move struct wayland_drm_callbacks further up,
otherwise we'll get an error since the type is incomplete.
v2: Rebase, beef-up commit message, update meson, move struct
wayland_drm_callbacks.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Daniel Stone <[email protected]> (v1)
Reviewed-by: Eric Engestrom <[email protected]> # meson bit only
Acked-by: Eric Engestrom <[email protected]> # for the rest
Reviewed-by: Dylan Baker <[email protected]> # meson
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Commit 05fc62d89f5 sets the variable, yet it forgot the update the
existing reference to append (instead of assign).
Thus as-is the expat library was discarded from the link chain when
building with Android.
Fixes: 05fc62d89f5 ("automake: intel: move expat handling where it's
used")
Cc: Hongxu Jia <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Use $(sysconfdir) instead of hardcoding /etc.
While the OpenCL spec expects the file in /etc, people building their
stack can override that, esp. !Linux users.
Furthermore this removes a fundamental violation, which results in the
system file being overwritten even as one explicitly sets --prefix
and/or DESTDIR.
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-By: Aaron Watry <[email protected]>
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Otherwise it will be missing from the release tarball
Fixes: 7f33e94e43a ("amd/addrlib: update to latest version")
Signed-off-by: Emil Velikov <[email protected]>
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LLVM 6 changed the API on the fast-math-flags:
https://reviews.llvm.org/rL317488
NOTE: This also enables the new flag 'ApproxFunc' to allow for
approximations for library functions (sin, cos, ...). I'm not completly
convinced, that this is something mesa should do.
Signed-off-by: Tobias Droste <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-and-Tested-by: Michel Dänzer <[email protected]>
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This patch is mostly a patch done by Ilia Mirkin.
It fixes KHR-GL45.enhanced_layouts.varying_structure_locations.
v2: fix locations for TCS/TES/GS inputs and outputs (Ilia)
CC: Ilia Mirkin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103098
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
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Use the NIR helper rather than the GLSL IR helper to get in/out
masks. This allows us to ignore varyings removed by NIR
optimisations.
Reviewed-by: Nicolai Hähnle <[email protected]>
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We want to use nir_shader_gather_info() the GLSL IR version might
be including varyings that NIR later eliminates. To do this we
need to generate NIR before we we start using the in/out bitmasks.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Delaying adding built-in uniforms until after we convert to NIR
gives us a better chance to optimise them away. Also NIR allows
us to iterate over the uniforms directly so should be faster.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This uses C++11 initializer lists.
I just overwrote all Mesa files with internal addrlib and discarded
hunks that we should probably keep, but I might have missed something.
The code depending on ADDR_AM_BUILD is removed. We can add it back next
time if needed.
Acked-by: Nicolai Hähnle <[email protected]>
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Fixes GL_OUT_OF_MEMORY from streaming-texture-leak (and will hopefully
keep piglit from ooming on my no-swap platform, as well).
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We were doing f16 unpacks, which trashed "1" values. Fixes many piglit
texwrap GL_EXT_texture_integer cases.
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Gallium disables it by removing the streamout buffers, not by binding a
program that doesn't have TF outputs. Fixes piglit
"ext_transform_feedback2/counting with pause"
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Fixes piglit discard-drawarrays.
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The v3d_qpu_writes_r*() were only checking for fixed-function accumulator
writes, not normal ALU writes to those regs.
Fixes fs-discard-exit-2 on simulation (but not HW).
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We have to compute the queries in software, so we're counting the
primitives by hand. We still need to make sure to not increment the
PRIMITIVES_EMITTED if we overflowed, but leave that for later.
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Fixes all of piglit's OQ tests.
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Most of NIR doesn't allow doing array indexing on a vector (though it
does on a matrix). However, nir_lower_io handles it just fine and this
behavior is needed for shared variables in Vulkan. This commit makes
glsl_get_array_element do something sensible for vector types and makes
nir_validate happy with them.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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We were already validating that the parent type goes along with the
child type but we weren't actually validating that the parent type is
reasonable. This fixes that.
Acked-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The GL_ARB_shader_ballot spec says that gl_SubGroupSizeARB is declared
as a uniform. This means that it cannot change across an invocation
such as a draw call or a compute dispatch. For compute shaders, we're
ok because we only ever use one dispatch size. For fragment, however,
the hardware dynamically chooses between SIMD8 and SIMD16 which violates
the spec. Instead, let's just pick a subgroup size based on the shader
stage. The fixed size we choose for compute shaders is a bit higher
than strictly needed but there's no real harm in that. The advantage is
that, if they do anything interesting with the value, NIR will see it as
an immediate and can optimize better.
Acked-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Ballot intrinsics return a bitfield of subgroups. In GLSL and some
SPIR-V extensions, they return a uint64_t. In SPV_KHR_shader_ballot,
they return a uvec4. Also, some back-ends would rather pass around
32-bit values because it's easier than messing with 64-bit all the time.
To solve this mess, we make nir_lower_subgroups take a new parameter
called ballot_bit_size and it lowers whichever thing it gets in from the
source language (uint64_t or uvec4) to a scalar with the specified
number of bits. This replaces a chunk of the old lowering code.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This lets you easily build integer immediates of arbitrary bit size.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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The SUBGROUP_*_MASK system values are uint64_t when coming in from GLSL
but uvec4 when coming in from SPIR-V. Lowering based on type allows us
to nicely handle both.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This way they can return either a uvec4 or a uint64_t. At the moment,
this is a no-op since we still always return a uint64_t.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This would be useful a number of places
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This commit pulls nir_lower_read_invocations_to_scalar along with most
of the guts of nir_opt_intrinsics (which mostly does subgroup lowering)
into a new nir_lower_subgroups pass. There are various other bits of
subgroup lowering that we're going to want to do so it makes a bit more
sense to keep it all together in one pass. We also move it in i965 to
happen after nir_lower_system_values to ensure that because we want to
handle the subgroup mask system value intrinsics here.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The automatic exec size inference can accidentally mess things up if
we're not careful. For instance, if we have
add(4) g38.2<4>D g38.1<8,2,4>D g38.2<8,2,4>D
then the destination register will end up having a width of 2 with a
horizontal stride of 4 and a vertical stride of 8. The EU emit code
sees the width of 2 and decides that we really wanted an exec size of 2
which doesn't do what we wanted.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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We have had a feature in codegen for some time that tries to
automatically infer the execution size of an instruction from the width
of its destination. For things such as fixed function GS, clipper, and
SF programs, this is very useful because they tend to have lots of
hand-rolled register setup and trying to specify the exec size all the
time would be prohibitive. For things that come from a higher-level IR,
however, it's easier to just set the right size all the time and the
automatic exec sizes can, in fact, cause problems. This commit makes it
optional while enabling it by default.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Originally we tried to handle this case based on slots_valid. However,
there are a number of ways that this can go wrong. For one, we throw
away any trailing slots which either aren't written or are set to
VARYING_SLOT_PAD. Second, even if PSIZ is a valid slot, we may not
actually write anything there. Between the lot of these, it was
possible to end up in a case where we tried to do a regular URB write
but ended up with a length of 1 which is invalid. This commit moves it
to the end and makes it based on a new boolean flag urb_written.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Cc: [email protected]
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Subgroup invocation is computed using a vector immediate and some
dispatch-aware arithmetic. Unfortunately, due to the vector arithmetic,
and the fact that it's frequently read 16-wide, it's not something that
can easily be CSEd by the back-end compiler. There are a few different
possible approaches to this problem:
1) Emit the code to calculate the subgroup invocation on-the-fly and
trust NIR to do the CSE. This is what we were doing.
2) Add a back-end instruction for the subgroup ID. This has the
advantage of helping the back-end compiler with CSE but has the
downside of very poor scheduling for the calculation because it has
to be emitted in the back-end.
3) Emit the calculation at the top of the program and re-use the
result. This gets rid of the CSE problem but comes at the cost of
an extra live register.
This commit switches us from 1) to 3). We choose to store the subgroup
invocation values as a W type to reduce the impact of the extra live
register. Trusting NIR and using 1) was fine but we're soon going to
want to use the subgroup invocation value for other things in the
back-end compiler and this makes it much easier to do without having to
worry about CSE problems.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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We're going to want subgroup ID for SPIR-V subgroups eventually anyway.
We really only want to push one and calculate the other from it. It
makes a bit more sense to push the subgroup ID because it's simpler to
calculate and because it's a real API thing. The only advantage to
pushing the base thread ID is to avoid a single SHL in the shader.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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With the advent of SPIR-V subgroup operations, compute shaders will have
to be slightly different depending on the SIMD size at which they
execute. In order to allow us to do dispatch-width specific things in
NIR, we re-run the final NIR stages for each sIMD width.
One side-effect of this change is that we start rallocing fs_visitors
which means we need DECLARE_RALLOC_CXX_OPERATORS.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, brw_nir_lower_intrinsics added the param and then emitted a
load_uniform intrinsic to load it directly. This commit switches things
over to use a specific NIR intrinsic for the thread id. The one thing I
don't like about this approach is that we have to copy thread_local_id
over to the new visitor in import_uniforms.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This isn't often a problem , when we're in a compute shader, we must
push the thread local ID so we decrement the amount of available push
space by 1 and it's no longer even and 64-bit data can, in theory, span
it. By marking those uniforms contiguous, we ensure that they never get
split in half between push and pull constants.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Cc: [email protected]
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It's only set on gen4-5 which clearly don't support compute shaders.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Nothing ever reads it for compute shaders because it's always 1.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The only things that adjust fs_visitor::max_dispatch_width are render
target writes which don't happen in compute shaders so they're
pointless.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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It's 8 for everything except compute shaders. For compute shaders,
there's no need to duplicate the computation and it's just a possible
source of error.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Before, we bailing in assign_constant_locations based on the minimum
dispatch size. The more direct thing to do is simply to check for
whether or not we have constant locations and bail if we do. For
nir_setup_uniforms, it's completely safe to do it multiple times because
we just copy a value from the NIR shader.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This is what we really wanted all along. Always retyping to D works
because that's what get_nir_src() always gives us, at least for 32-bit
types. The SPIR-V variants of these operations accept arbitrary types
and we need this if we're going to handle 64 or 16-bit values.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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The index is any value provided by the shader and this can be called in
non-uniform control flow so we can't just take component 0. Found by
inspection.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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