| Commit message (Collapse) | Author | Age | Files | Lines |
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Just fetch and store it once, rather than doing the
xcb_setup_roots_iterator + get_xcb_screen dance five times.
v2: Call xcb_disconnect() on error (Eric)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]> (v1)
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Identical throughout dri2, dri3 and drisw. Next patch will add more
common code, so rather than duplicating it factor out the function.
Note: this also sets eglError on failure. Something that's quite
inconsistent throughout the codebase.
v2: Call xcb_disconnect() on error (Eric)
Note: use xcb_disconnect() even in the xcb_connection_has_error() case
as per the manual:
... memory will not be freed until xcb_disconnect...
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]> (v1)
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This has been unused since 943b69cddd
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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The old approach works fine, and this approach isn't necessarily better.
But it at least has the advantage that Vulkan and GL use the same
approach. I originally wrote it to gain additional testing for the
new paths.
shader-db statistics show 0 instruction count changes.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Everything is now in place, and we appear to pass the tests on Gen7+.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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ARB_enhanced_layouts only requires component qualifier support for
generic varyings, so this is all the vec4 backend knew how to handle.
This patch extends the backend to handle it for all varyings, so we
can use store_output intrinsics with a component set for things like
clip/cull distances. We may want to use that for other VUE header
fields in the future as well.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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We need to calculate the number of vec4 slots correctly.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Use nir_is_per_vertex_io() rather than is_arrays_of_arrays().
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Certain built-in arrays, such as gl_ClipDistance[], gl_CullDistance[],
gl_TessLevelInner[], and gl_TessLevelOuter[] are specified as scalar
arrays. Normal scalar arrays are sparse - each array element usually
occupies a whole vec4 slot. However, most hardware assumes these
built-in arrays are tightly packed.
The new var->data.compact flag indicates that a scalar array should
be tightly packed, so a float[4] array would take up a single vec4
slot, and a float[8] array would take up two slots.
They are still arrays, not vec4s, however. nir_lower_io will generate
intrinsics using ARB_enhanced_layouts style component qualifiers.
v2: Add nir_validate code to enforce type restrictions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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I've started working on a shader-db alike for Vulkan,
it's based on vktrace and it records pipelines, this
adds support to dump the shader stats exactly like
radeonsi does, so I can reuse the shader-db scripts it
uses.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The sample id is packed into bits 8-12, so adjust
things properly.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes a bunch of crashes in CTS tests looking for this.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This cleans up the ddxy emission along the same lines as
radeonsi. It also means we don't use LDS on VI chips we
use the dspermute interface, it also removes some duplicated
code.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For the hw resolve there is no need to emit any sort
of texture coordinates, so drop them all in the meta path.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Invalidates the cache when someone switches cards.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
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We want to also invalidate the cache when LLVM gets changed. As the
specific LLVM revision is not fixed at build time, we will need to
check at runtime. Computing a checksum for LLVM is going to be very
expensive, so just use the mtime.
Tested on my computer that the returned DSO for the LLVM symbol is
actually the LLVM DSO.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
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No sense in repeatedly determining it. Also, it might be dependent
on the device as shaders get compiled differently for SI/CIK/VI etc.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
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Fixes copy and paste error in 9d96d3803ab
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The former calculations were for min/max y. The width/height don't take
translate into account.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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This may ultimately be possible to support, but for now it's not hooked
up and the swr core only supports this output from GS.
This normally wouldn't matter, but we lie about supporting GL 3.2, and
also the blitter and st/mesa will make use of this functionality if
claimed.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Multiple buffers may reference client arrays. When this happens, we
might reach for scratch space multiple times, which could cause later
arrays to invalidate the pointers allocated for the earlier ones.
This fixes copyteximage 2D_ARRAY.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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Currently a sequence like draw/map/draw/map will cause the second map to
not wait for the second draw. This is because the first map will clear
the resource business bit, and the second draw won't reset it since no
state has changed.
swr_update_derived does a tiny bit of extra work, including updating the
SWR_BACKEND_STATE as well as waiting for prending fences. If that's a
problem, we could call swr_update_resource_status directly from
draw/clear handlers.
Fixes clearbuffer-stencil, clearbuffer-depth, clearbuffer-depth-stencil,
and clearbuffer-display-lists.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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The minification should happen before alignment, not after. See similar
logic on ComputeLODOffsetY. The current logic requires unnecessarily
large textures when there's an initial NPOT size.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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There's no guarantee that mip width/height will be a multiple of the
compressed block size. Doing a divide by the block size first yields
different results than GL expects, so we do the divide at the end.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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A past commit added the ability to compile "optimized" shader variants
asynchronously (not stalling the app).
This commit builds upon that and adds what is basically a runtime shader
linker. If a VS output isn't used by the currently-bound PS, a new VS
compilation is started without that output. The new shader variant
is used when it's ready.
All apps using separate shader objects I've seen had unused VS outputs.
Eliminating unused/useless VS outputs also eliminates the corresponding
vertex attribute loads.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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It's just tgsi_shader_info with DEFAULT_VAL varyings removed.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is the first user of optimized monolithic shader variants.
Cull distances can't be disabled by states.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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there is no VS epilog in this case
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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key->part.*: prolog and epilog flags only
key->as_{ls,es}: special flags
key->mono.*: flags for monolithic compilation only
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixed piglits:
- arb_cull_distance/clip-cull-3
- arb_cull_distance/clip-cull-4
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Company Of Heroes 2 needs only 24.
This saves 512 bytes of CE RAM per shader stage.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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We don't want opt4Space here.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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FORCE_TILING should disable it. It has no effect now, but that may change
soon.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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When the uploading of shader fails on si_shader_binary_upload(),
it returns -ENOMEM. We should handle si_shader_binary_upload() failure path
on si_create_compute_state().
CID 1394027
v2: Fixes from Edward O'Callaghan's review
a) Update explicitly return value check with "si_shader_binary_upload() < 0"
b) Update commit message.
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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It turns out that noone actually cares if the address computations overflow,
be it the stride mul or the offset adds.
Wrap around seems to be explicitly permitted even by some other API (which
is a _very_ surprising result, as these overflow computations were added just
for that and made some tests pass at that time - I suspect some later fixes
fixed the actual root cause...). So the requirements in that other api were
actually sane there all along after all...
Still need to make sure the computed buffer size needed is valid, of course.
This ditches the shiny new widening mul from these codepaths, ah well...
And now that I really understand this, change the fishy min limiting
indices to what it really should have done. Which is simply to prevent
fetching more values than valid for the last loop iteration. (This makes
the code path in the loop minimally more complex for the non-indexed case
as we have to skip the optimization combining two adds. I think it should
be safe to skip this actually there, but I don't care much about this
especially since skipping that optimization actually makes the code easier
to read elsewhere.)
Reviewed-by: Jose Fonseca <[email protected]>
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Don't keep the ofbit. This is just a minor simplification, just adjust
the buffer size so that there will always be an overflow if buffers aren't
valid to fetch from.
Also, get rid of control flow from the instanced path too. Not worried about
performance, but it's simpler and keeps the code more similar to ordinary
fetch.
Reviewed-by: Jose Fonseca <[email protected]>
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