| Commit message (Collapse) | Author | Age | Files | Lines |
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The intention here is to keep a pristine copy of the upstream gl.xml that
can be updated at any time with a new version, and use that to generate
Mesa code from instead of our private XML.
Reviewed-by: Ian Romanick <[email protected]>
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The previous contents appeared to be the output of some form of code
generation for all enums, with a few entries hand-edited to deal with
oddness. The downside to this was that when an enum gets promoted from
vendor to _EXT or _EXT to _ARB or _ARB to core, make check starts failing
even when the commiter has done nothing wrong. Instead of black-box
testing the code generation, pick a few enums that intentionally poke the
interesting cases of code generation.
People editing the code generator should be diffing the generated code
anyway. This should catch when they fail to do so, without throwing false
negatives when people update the GL XML.
Reviewed-by: Ian Romanick <[email protected]>
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When probing for devices, clover will call pipe_loader_probe() twice.
The first time to retrieve the number of devices, and then second time
to retrieve the device structures.
We currently assume that the return value of both calls will be the
same, but this will not be the case if a device happens to disappear
between the two calls.
When a device disappears, the pipe_loader_probe() will add a NULL
device to the device list, so we need to handle this.
v2:
- Keep range for loop
Reviewed-by: Francisco Jerez <[email protected]>
Acked-by: Emil Velikov <[email protected]>
CC: <[email protected]>
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Correct some occurrences of -ldl and -lpthread to use
$(DLOPEN_LIBS) and $(PTHREAD_LIBS) respectively.
Signed-off-by: Jonathan Gray <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Improves register pressure, since otherwise we end up emitting
loads for all the elements in the RHS and them emitting
stores for all elements in the LHS.
Reviewed-by: Jordan Justen <[email protected]>
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Improves register pressure, since otherwise we end up emitting
loads for all the elements in the RHS and them emitting
stores for all elements in the LHS.
v2:
- Mark progress properly. This also fixes some instances where the added
nodes with individual element copies where not being lowered, which is
expected behavior as explained in the documentation for
visit_list_elements.
- Only need to do this if the RHS is a buffer-backed variable.
- We can also have arrays inside structs. A later patch will make it so
we also split struct copies and end up with multiple
ir_dereference_record assignments, so make sure that if any of these
is an array copy, we also split it.
Fixes the following piglit tests:
tests/spec/arb_shader_storage_buffer_object/execution/large-field-copy.shader_test
tests/spec/arb_shader_storage_buffer_object/linker/copy-large-array.shader_test
Reviewed-by: Jordan Justen <[email protected]>
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Other hardwares than AMD require to parse:
VAPictureParameterBufferH264.ReferenceFrames[16]
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Christian König <[email protected]>
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In general max_references cannot be based on num_render_targets.
This patch allows to allocate buffers with an accurate size.
I.e. no more than necessary. For other codecs it is a fixed
value 2.
This is similar behaviour as vaapi/vdpau-driver.
For now HEVC case defaults to num_render_targets as before.
But it could also benefits this change by setting a more
accurate max_references number in handlePictureParameterBuffer.
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The current implementation looks for array dereferences on gl_FragData and
immediately proceeds to lower them, however this is not enough because we
can have array access on vector variables too, like in this code:
out vec4 color;
void main()
{
int i;
for (i = 0; i < 4; i++)
color[i] = 1.0;
}
Fix it by making sure that the actual variable being dereferenced is an array.
Fixes a crash in:
spec/arb_gpu_shader_fp64/execution/built-in-functions/fs-ldexp-dvec4.shader_test
Reviewed-by: Tapani Pälli <[email protected]>
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We need to emit at least one cut/emit in every
geometry shader, the easiest workaround it to
stick a single CUT at the top of each geom shader.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is specified in the docs for rv670 to work properly.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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On some chips the GSVS itemsize needs to be aligned to a cacheline size.
This only applies to some of the r600 family chips.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes an issue where the addition of the FLAT qualifier in
varying_matches::record() can break the expected varying order.
It also avoids a future issue with the relaxing of interpolation
qualifier matching constraints in GLSL 4.50.
V2: (by Timothy Arceri)
* reworked comment slightly
Signed-off-by: Gregory Hainaut <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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GL_ARB_separate_shader_objects allow matching by name variable or block
interface. Input varyings can't be removed because it is will impact the
location assignment.
This fixes the bug 79783 and likely any application that uses
GL_ARB_separate_shader_objects extension.
V2 (by Timothy Arceri):
* simplify now that builtins are not set as always active
Signed-off-by: Gregory Hainaut <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
https://bugs.freedesktop.org/show_bug.cgi?id=79783
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The value will be set in separate-shader program when an input/output
must remains active. e.g. when deadcode removal isn't allowed because
it will create interface location/name-matching mismatch.
v3:
* Rename the attribute
* Use ir_variable directly instead of ir_variable_refcount_visitor
* Move the foreach IR code in the linker file
v4:
* Fix variable name in assert
v5 (by Timothy Arceri):
* Rename functions and reword comments
* Don't set always active on builtins
Signed-off-by: Gregory Hainaut <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Cc: Gregory Hainaut <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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This change allows used defined inputs/outputs with explicit locations
to be removed if they are detected to not be used between shaders
at link time.
To enable this we change the is_unmatched_generic_inout field to be
flagged when we have a user defined varying. Previously
explicit_location was assumed to be set only in builtins however SSO
allows the user to set an explicit location.
We then add a function to match explicit locations between shaders.
V2: call match_explicit_outputs_to_inputs() after
is_unmatched_generic_inout has been initialised.
Cc: Gregory Hainaut <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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This will be used in the tess shaders.
Reviewed-by: Oded Gabbay <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes: 42a5e143a8d "vl/buffers: add RGBX and BGRX to the supported formats"
Cc: [email protected]
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
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When working on tessellation shaders, I created some vec4 virtual
opcodes for creating message headers through a sequence like:
mov(8) g7<1>UD 0x00000000UD { align1 WE_all 1Q compacted };
mov(1) g7.5<1>UD 0x00000100UD { align1 WE_all };
mov(1) g7<1>UD g0<0,1,0>UD { align1 WE_all compacted };
mov(1) g7.3<1>UD g8<0,1,0>UD { align1 WE_all };
This is done in the generator since the vec4 backend can't handle align1
regioning. From the visitor's point of view, this is a single opcode:
hs_set_output_urb_offsets vgrf7.0:UD, 1U, vgrf8.xxxx:UD
Normally, there's no hazard between sources and destinations - an
instruction (naturally) reads its sources, then writes the result to the
destination. However, when the virtual instruction generates multiple
hardware instructions, we can get into trouble.
In the above example, if the register allocator assigned vgrf7 and vgrf8
to the same hardware register, then we'd clobber the source with 0 in
the first instruction, and read back the wrong value in the last one.
It occured to me that this is exactly the same problem we have with
SIMD16 instructions that use W/UW or B/UB types with 0 stride. The
hardware implicitly decodes them as two SIMD8 instructions, and with
the overlapping regions, the first would clobber the second.
Previously, we handled that by incrementing the live range end IP by 1,
which works, but is excessive: the next instruction doesn't actually
care about that. It might also be the end of control flow. This might
keep values alive too long. What we really want is to say "my source
and destinations interfere".
This patch creates new infrastructure for doing just that, and teaches
the register allocator to add interference when there's a hazard. For
my vec4 case, we can determine this by switching on opcodes. For the
SIMD16 case, we just move the existing code there.
I audited our existing virtual opcodes that generate multiple
instructions; I believe FS_OPCODE_PACK_HALF_2x16_SPLIT needs this
treatment as well, but no others.
v2: Rebased by mattst88.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We've apparently always been botching JIP for sequences such as:
do
cmp.f0.0 ...
(+f0.0) break
...
if
...
else
...
endif
...
while
Normally, UIP is supposed to point to the final destination of the jump,
while in nested control flow, JIP is supposed to point to the end of the
current nesting level. It essentially bounces out of the current nested
control flow, to an instruction that has a JIP which bounces out another
level, and so on.
In the above example, when setting JIP for the BREAK, we call
brw_find_next_block_end(), which begins a search after the BREAK for the
next ENDIF, ELSE, WHILE, or HALT. It ignores the IF and finds the ELSE,
setting JIP there.
This makes no sense at all. The break is supposed to skip over the
whole if/else/endif block entirely. They have a sibling relationship,
not a nesting relationship.
This patch fixes brw_find_next_block_end() to track depth as it does
its search, and ignore anything not at depth 0. So when it sees the
IF, it ignores everything until after the ENDIF. That way, it finds
the end of the right block.
I noticed this while reading some assembly code. We believe jumping
earlier is harmless, but makes the EU walk through a bunch of disabled
instructions for no reason. I noticed that GLBenchmark Manhattan had
a shader that contained a BREAK with a bogus JIP, but didn't measure
any performance improvement (it's likely miniscule, if there is any).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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This will allow adding tess stuff much cleaner later.
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just splits out a common pattern into an inline function
to make things cleaner to read.
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reported on irc by gryffus
Signed-off-by: Dave Airlie <[email protected]>
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Forgot to add these.
Signed-off-by: Dave Airlie <[email protected]>
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We really should initialise HS/LS_2 and SQ_LDS_ALLOC exists
on all evergreen not just cayman, so we should initialise
it as well.
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds the defines for a bunch of registers and shader
values that are required to implement tessellation.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Move some common code into one place, tess will also need
to use this function.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This helps in debugging unknown instructions.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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There was only a single user which was using strlen(buf).
As this function is not user facing (i.e. we don't need to feed back
original length via a callback), we can simplify things.
Suggested-by: Timothy Arceri <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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As glsl_types.{cpp,h} were moved out of the sconscript (commit
b23a4859f4d "scons: Build nir/glsl_types.cpp once.") remove the dangling
includes.
Cc: Jose Fonseca <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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The header is already included by glsl_types.{cpp,h}.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Dead since
5e9aa9926b9 (2011) - _mesa_ir_compile_shader
69e07bdeb42 (2009) - _mesa_get_program_register
Cc: Kenneth Graunke <[email protected]>
Cc: Brian Paul <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Analogous to previous commit, minus the extra dup. We are the one
opening the device thus we can directly use the fd.
Spotted by Coverity (CID 1339867, 1339877)
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
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Analogous to previous commit.
Spotted by Coverity (CID 1339868)
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
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Analogous to previous commit.
Spotted by Coverity (CID 1339866)
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
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Add some checks if the original/dup'd fd is valid and ensure that we
don't leak it on error. The former is implicitly handled within the
pipe_loader, although let's make things explicit and check beforehand.
Spotted by Coverity (CID 1339865)
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
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In theory this wouldn't be an issue, as we'll find the correct name and
break out of the loop before we hit the sentinel.
Let's fix this and avoid issues in the future.
Spotted by Coverity (CID 1339869, 1339870, 1339871)
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
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Earlier commit factored out the mpeg4 IQ matrix handling into separate
function, although it forgot to add a break in its case statement.
Thus the data ended up partially overwritten as the mpeg4 and h265
structs are members of the desc union.
Spotted by Coverity (CID 1341052)
Fixes: 64761a841db "st/va: move MPEG4 functions into separate file"
Cc: Julien Isorce <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93126
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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Non-timer queries are suspended during blits. When the blits end, the queries
are resumed, but this resume operation itself might run out of CS space and
trigger a flush. When this happens, we must prevent a duplicate suspend during
preflush suspend, and we must also prevent a duplicate resume when the CS flush
returns back to the original resume operation.
This fixes a regression that was introduced by:
commit 8a125afa6e88a3eeddba8c7fdc1a75c9b99d5489
Author: Nicolai Hähnle <[email protected]>
Date: Wed Nov 18 18:40:22 2015 +0100
radeon: ensure that timing/profiling queries are suspended on flush
The queries_suspended_for_flush flag is redundant because suspended queries
are not removed from their respective linked list.
Reviewed-by: Marek Olšák <[email protected]>
Reported-by: Axel Davy <[email protected]>
Cc: "11.1" <[email protected]>
Tested-by: Axel Davy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Trivial.
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Addresses MSVC warning C4098: 'svga_destroy_query' : 'void' function
returning a value.
Reviewed-by: Roland Scheidegger <[email protected]>
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Zero length arrays are non standard:
warning C4200: nonstandard extension used : zero-sized array in struct/union
Cannot generate copy-ctor or copy-assignment operator when UDT contains a zero-sized array
And all code does `N * sizeof query_result->batch[0]`, so it should work
exactly the same.
Reviewed-by: Roland Scheidegger <[email protected]>
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When converting 0.0 it would be nice if it didn't do any arithmetic.
Reviewed-by: Jason Ekstrand <[email protected]>
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From Section 11.1.3.11 (Validation) of the GLES 3.1 spec:
"An INVALID_OPERATION error is generated by any command that trans-
fers vertices to the GL or launches compute work if the current set
of active program objects cannot be executed, for reasons including:"
It then goes on to list the rules we validate in the
_mesa_validate_program_pipeline() function.
For ValidateProgramPipeline the only mention of generating an error is:
"An INVALID_OPERATION error is generated if pipeline is not a name re-
turned from a previous call to GenProgramPipelines or if such a name has
since been deleted by DeleteProgramPipelines,"
Which we handle separately.
This fixes:
ES31-CTS.sepshaderobjs.PipelineApi
No regressions on the eEQP 3.1 tests.
Cc: Gregory Hainaut <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Rather than assigning inloc up front, when we don't yet know if it will
be unused, assign it last thing before the legalize pass.
Also, realize when inputs are unused (since for frag shader's we can't
rely on them being removed from ir->inputs[]). This doesn't make sense
if we don't also dynamically assign the inloc's, since we could end up
telling the hw the wrong # of varyings (since we currently assume that
the # of varyings and max-inloc are related..)
Signed-off-by: Rob Clark <[email protected]>
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Rather than magic depth value, which won't be available in later stages.
Signed-off-by: Rob Clark <[email protected]>
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