| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Kenneth Graunke <[email protected]>
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This stops Coverity reporting a defect and helps make the code less
error-prone.
Reviewed-by: Jason Ekstrand <[email protected]>
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This is a partial cherry-pick from AOSP's mesa3d tree:
https://android.googlesource.com/platform/external/mesa3d/+/a88dcf769eb00a4ffc7183a0396d881a28b5a29b%5E%21/
"We're deprecating make implicit rules, preferring static pattern
rules, or just regular rules."
Without this patch, the freedesktop/master branch won't build in
the AOSP environment, and this patch corrects that, as tested
on the Dragonboard 820c.
The i965 portion of the patch this is based on collided badly,
and I'm not sure how to best forward port it. However, so far
we don't see build issues without that portion.
Comments or feedback would be appreciated!
Change-Id: Id6dfd0d018cbd665fa19d80c14abd5f75fa10b8a
Cc: Rob Herring <[email protected]>
Cc: Alistair Strachan <[email protected]>
Cc: Marissa Wall <[email protected]>
Cc: Sumit Semwal <[email protected]>
Cc: Emil Velikov <[email protected]>
Cc: Rob Clark <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: John Stultz <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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Signed-off-by: Darren Powell <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Previously, I added a switch case for GL 2.1 (ed7a0770b881791dd697f3).
I don't know of any driver which only supports GL 2.0, but adding
this switch case avoids a failure if the app queries
GL_SHADING_LANGUAGE_VERSION.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Tarball distribution is done through "make distcheck". We include the
meson targets also into autotools so they won't fail when building
from the tarball.
Fixes: 6a60beba408 ("intel/tools: Add an error state to aub translator")
Cc: Jason Ekstrand <[email protected]>
Cc: Lionel Landwerlin <[email protected]>
Cc: Dylan Baker <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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This appears to help the Aztec Ruins benchmark by about 2% on my Kaby
Lake gt2 laptop.
Reviewed-by: Timothy Arceri <[email protected]>
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This leaves us with a series of little anv_pipeline_compile_* functions
which each take a compiler object, a mem_ctx, the stage to compile, and
the previous stage for VUE linking purposes. Some of them do
interesting things but most are little more than wrappers around
brw_compile_*.
Reviewed-by: Timothy Arceri <[email protected]>
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This breaks compilation up a bit into "link" and "compile". In the
"link" stage, new anv_pipeline_link_* helpers are called which are
responsible for setting up the binding table and doing anything needed
to properly link with the next stage in the pipeline if one exists.
They are called in reverse order starting with the fragment shader so
you can assume linking in later stages is already done.
Reviewed-by: Timothy Arceri <[email protected]>
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This pulls the SPIR-V to NIR step out into common code.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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We can set active_stages much more directly and then it's just candy
around setting pipeline->stages[stage].
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Instead of hashing each stage separately (and TES and TCS together), we
hash the entire pipeline. This means we'll get fewer cache hits if
they, for instance, re-use the same VS over and over again but it also
means we can now safely do cross-stage optimizations.
Reviewed-by: Timothy Arceri <[email protected]>
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Instead of having each anv_pipeline_compile_* function populate the
shader key, make it part of the anv_pipeline_stage struct and fill it
out up-front.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Frank Binns <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Frank Binns <[email protected]>
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Zeroing memory after calloc is not necessary. This also allows to avoid
possible crash when allocation fails, because memset is called before
checking screen for NULL.
Fixes: a29d63ecf71546c4798c6 "swr: refactor swr_create_screen to allow
for proper cleanup on error"
Reviewed-by: Eric Engestrom <[email protected]>
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The binary constant notation "0b" is a GCC extension. Instead, we use
hexadecimal notation to fix the MSVC 2013 build:
Compiling src\mesa\main\texcompress_astc.cpp ...
texcompress_astc.cpp
src\mesa\main\texcompress_astc.cpp(111) : error C2059: syntax error : 'bad suffix on number'
...
src\mesa\main\texcompress_astc.cpp(1007) : fatal error C1003: error count exceeds 100; stopping compilation
scons: *** [build\windows-x86-debug\mesa\main\texcompress_astc.obj] Error 2
scons: building terminated because of errors.
v2: Fix wrong conversion (Ilia).
Fixes: 38ab39f6501 ("mesa: add ASTC 2D LDR decoder")
Cc: Marek Olšák <[email protected]>
Cc: Brian Paul <[email protected]>
Cc: Roland Scheidegger <[email protected]>
Cc: Mike Lothian <[email protected]>
Cc: Gert Wollny <[email protected]>
Cc: Dieter Nützel <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Instead of plain snprintf(). To fix the MSVC 2013 build:
Compiling src\gallium\auxiliary\driver_ddebug\dd_draw.c ...
dd_draw.c
c:\projects\mesa\src\gallium\auxiliary\driver_ddebug\dd_util.h(60) : warning C4013: 'snprintf' undefined; assuming extern returning int
...
gallium.lib(dd_draw.obj) : error LNK2001: unresolved external symbol _snprintf
build\windows-x86-debug\gallium\targets\graw-gdi\graw.dll : fatal error LNK1120: 1 unresolved externals
scons: *** [build\windows-x86-debug\gallium\targets\graw-gdi\graw.dll] Error 1120
scons: building terminated because of errors.
Fixes: 6ff0c6f4ebc ("gallium: move ddebug, noop, rbug, trace to auxiliary to improve build times")
Cc: Marek Olšák <[email protected]>
Cc: Brian Paul <[email protected]>
Cc: Roland Scheidegger <[email protected]>
Cc: Nicolai Hähnle <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Instead of plain snprintf(). To fix the MSVC 2013 build:
Compiling src\util\u_queue.c ...
u_queue.c
src\util\u_queue.c(325) : warning C4013: 'snprintf' undefined; assuming extern returning int
...
mesautil.lib(u_queue.obj) : error LNK2001: unresolved external symbol _snprintf
scons: building terminated because of errors.
Fixes: b238e33bc9d ("kutil/queue: add a process name into a thread name")
Cc: Marek Olšák <[email protected]>
Cc: Brian Paul <[email protected]>
Cc: Roland Scheidegger <[email protected]>
Cc: Timothy Arceri <[email protected]>
Cc: Eric Engestrom <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Instead of plain snprintf(). To fix the MSVC 2013 build:
Compiling src\gallium\auxiliary\util\u_tests.c ...
u_tests.c
src\gallium\auxiliary\util\u_tests.c(624) : warning C4013: 'snprintf' undefined; assuming extern returning int
...
gallium.lib(u_tests.obj) : error LNK2019: unresolved external symbol _snprintf referenced in function _test_texture_barrier
build\windows-x86-debug\gallium\targets\graw-gdi\graw.dll : fatal error LNK1120: 1 unresolved externals
scons: *** [build\windows-x86-debug\gallium\targets\graw-gdi\graw.dll] Error 1120
scons: building terminated because of errors.
Fixes: 56342c97ee7 ("gallium/u_tests: test FBFETCH and shader-based blending with MSAA")
Cc: Marek Olšák <[email protected]>
Cc: Brian Paul <[email protected]>
Cc: Roland Scheidegger <[email protected]>
Cc: Dieter Nützel <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Instead of plain snprintf(). To fix the MSVC 2013 build.
Fixes: 6ff0c6f4ebc ("gallium: move ddebug, noop, rbug, trace to auxiliary to improve build times")
Cc: Marek Olšák <[email protected]>
Cc: Brian Paul <[email protected]>
Cc: Roland Scheidegger <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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During code review, Jason pointed out that:
2b3064c0731 "i965, anv: Use INTEL_DEBUG for disk_cache driver flags"
Didn't account for INTEL_SCALER_* environment variables.
To fix this, let the compiler return the disk_cache driver flags.
Another possible fix would be to pull the INTEL_SCALER_* into
INTEL_DEBUG bits, but as we are currently using 41 of 64 bits, I
didn't think it was a good use of 4 more of these bits. (5 since
INTEL_PRECISE_TRIG needs to be accounted for as well.)
Cc: Jason Ekstrand <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Shader time hard codes an index of the shader time buffer within the
gen program.
In order to support shader time in the disk shader cache, we'd need to
add the shader time index into the program key. This should work, but
probably is not worth it for this particular debug feature.
Therefore, let's just disable the disk shader cache if the shader time
debug feature is used.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106382
Fixes: 96fe36f7acc "i965: Enable disk shader cache by default"
Cc: Eero Tamminen <[email protected]>
Cc: Kenneth Graunke <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes new piglit test:
tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test
Reviewed-by: Ian Romanick <[email protected]>
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They don't really do anything interesting, but it's more consistent this
way.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Instead of just looking at the number of color attachments, look at
which ones are actually used by the subpass. This lets us potentially
throw away chunks of the fragment shader. In DXVK, for example, all
subpasses have 8 attachments and most are VK_ATTACHMENT_UNUSED so this
is very helpful in that case.
Reviewed-by: Timothy Arceri <[email protected]>
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The back-end compiler emits the number of color writes specified by
wm_prog_key::nr_color_regions regardless of what nir_store_outputs we
have. Once we've gone through and figured out which render targets
actually exist and are written by the shader, we should restrict the key
to avoid extra RT write messages.
Reviewed-by: Timothy Arceri <[email protected]>
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With the new deref instructions, we have to keep the modes consistent
between the derefs and the variables they reference. Since we remove
outputs by changing them to local variables, we need to run the fixup
pass to fix the modes.
Reviewed-by: Timothy Arceri <[email protected]>
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There's no point in walking the program if we're never going to actually
lower anything.
Reviewed-by: Timothy Arceri <[email protected]>
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Shader-db results on Kaby Lake:
total instructions in shared programs: 15166953 -> 15073611 (-0.62%)
instructions in affected programs: 2390284 -> 2296942 (-3.91%)
helped: 16469
HURT: 505
total loops in shared programs: 4954 -> 4951 (-0.06%)
loops in affected programs: 3 -> 0
helped: 3
HURT: 0
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The NIR nir_lower_io_arrays_to_elements pass attempts to split I/O
variables which are arrays or matrices into a sequence of separate
variables. This can help link-time optimization by allowing us to
remove varyings at a more granular level.
Shader-db results on Kaby Lake:
total instructions in shared programs: 15177645 -> 15168494 (-0.06%)
instructions in affected programs: 79857 -> 70706 (-11.46%)
helped: 392
HURT: 0
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Otherwise, only the first vec4 of a matrix or other complex type will
get marked as flat and we'll interpolate the others. This was caught by
a dEQP test which started failing because it did a SSO vs. non-SSO
comparison. Previously, we did the interpolation wrong consistently in
both versions. However, with one of Tim Arceri's NIR linkingpatches, we
started splitting the matrix input into vectors at link time in the
non-SSO version and it started getting correctly interpolated which
didn't match the broken SSO version. As of this commit, they both get
correctly interpolated.
Fixes: e61cc87c757f8bc "i965/fs: Add a flat_inputs field to prog_data"
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes: d1992255bb29054fa51763376d125183a9f602f3
("meson: Add build Intel "anv" vulkan driver")
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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By including the proper headers for getpid and for mkdir.
Fixes: 6ff0c6f4ebcb87ea6c6fe5a4ba90b548f666067d
("gallium: move ddebug, noop, rbug, trace to auxiliary to improve build times")
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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On windows process.h is a system provided header, and it's required in
include/c11/threads_win32.h. This header interferes with searching for
that header, and results in windows build warnings with scons, but
errors in meson which doesn't allow implicit function declarations. Just
rename process to u_process, which follows the style of utils anyway.
Fixes: 2e1e6511f76370870b5cde10caa9ca3b6d0dc65f
("util: extract get_process_name from xmlconfig.c")
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To make dEQP-GLES31.functional.ssbo.layout.random.all_shared_buffer.23
finish sooner on the older CPUs. (otherwise it gets killed and we fail
the test)
Acked-by: Dave Airlie <[email protected]>
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I missed an important part when porting the change over, fixing my
compiler warning but breaking -Werror=format-security.
Fixes: e6ff5ac4468e ("v3d: use snprintf(..., "%s", ...) instead of strncpy")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107443
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CXXLD gallium_dri.la
../../../../src/gallium/drivers/vc4/.libs/libvc4.a(vc4_cl_dump.o): In function `vc4_dump_cl':
src/gallium/drivers/vc4/vc4_cl_dump.c:45: undefined reference to `clif_dump_init'
src/gallium/drivers/vc4/vc4_cl_dump.c:82: undefined reference to `clif_dump_destroy'
../../../../src/broadcom/cle/.libs/libbroadcom_cle.a(cle_libbroadcom_cle_la-v3d_decoder.o): In function `v3d_field_iterator_next':
src/broadcom/cle/v3d_decoder.c:902: undefined reference to `clif_lookup_bo'
Fixes: e92959c4e0 ("v3d: Pass the whole clif_dump structure to v3d_print_group().")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107423
CC: Eric Anholt <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Andres Gomez <[email protected]>
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Gen10+ has an additional bit in MI_BATCH_BUFFER_END to signal the end
of the context image.
We select the largest size for the context image regardless of the
generation.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Rafael Antognolli <[email protected]>
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Python 2 had string_escape and unicode_escape codecs. Python 3 only has
the latter. These work the same as far as we're concerned, so let's use
the future-proof one.
However, the reste of the code expects unicode strings, so we need to
decode them again.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Python 2 had two integer types: int and long. Python 3 dropped the
latter, as it made the int type automatically support bigger numbers.
As a result, Python 3 lost the 'L' suffix on integer litterals.
This probably doesn't make much difference when compiling the generated
C code, but adding it explicitly means that both Python 2 and 3 generate
the exact same C code anyway, which makes it easier to compare and check
for discrepencies when moving to Python 3.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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In both Python 2 and 3, zlib.Compress.compress() takes a byte string,
and returns a byte string as well.
In Python 2, the script was working because:
1. string literalls were byte strings;
2. opening a file in unicode mode, reading from it, then passing the
unicode string to compress() would automatically encode to a byte
string;
On Python 3, the above two points are not valid any more, so:
1. zlib.Compress.compress() refuses the passed unicode string;
2. compressed_data, defined as an empty unicode string literal, can't be
concatenated with the byte string returned by compress();
This commit fixes this by explicitly using byte strings where
appropriate, so that the script works on both Python 2 and 3.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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The latter is a constructor for file objects, but when actually opening
a file, using the former is more idiomatic.
In addition, file() is not a builtin any more in Python 3, so this makes
the script compatible with both Python 2 and Python 3.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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The XML parser wants byte strings, not unicode strings.
In both Python 2 and 3, opening a file without specifying the mode will
open it for reading in text mode ('r').
On Python 2, the read() method of the file object will return byte
strings, while on Python 3 it will return unicode strings.
Explicitly specifying the binary mode ('rb') makes the behaviour
identical in both Python 2 and 3, returning what the XML parser
expects.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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