| Commit message (Collapse) | Author | Age | Files | Lines |
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Consider the case of two nearly identical GLSL fragment shaders:
out vec4 color;
void main() { color = vec4(1); }
and
layout(early_fragment_tests) in;
out vec4 color;
void main() { color = vec4(1); }
These shaders compile to the exact same assembly, but have distinct
values for brw_wm_prog_data::early_fragment_tests.
Since these are two independent GLSL shaders, they have different
program keys - notably, brw_wm_prog_key::program_string_id differs.
When uploading the second, brw_upload_cache will find an existing copy
of the assembly in the cache BO, which means matching_data will be
non-NULL. Although we create a second cache item (with the new key
and prog_data), we set item->offset to the existing copy and avoid
re-uploading duplicate assembly.
However, brw_search_cache() would only flag BRW_NEW_*_PROG_DATA if
item->offset differed from the supplied offset. With reuse, both
programs have the same offset, but prog_data changed. We have to
flag it, but failed to.
To fix this, we simply need to check if the aux (prog_data) pointer
changed. If either the assembly or the prog_data differs, flag it.
This fixes a regression since 1bba29ed403e735ba0bf04ed8aa2e571884f,
where Topi fixed brw_upload_cache() to actually reuse identical
assembly. Prior to that, reuse basically never happened due to bugs.
Unfortunately, this code apparently wasn't prepared to handle reuse!
Fixes GPU hangs in Dolphin on Broadwell.
Huge thanks to Pierre Bourdon and Ilia Mirkin for debugging this
and helping track down the real issue.
Cc: "11.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92623
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Tested-by: Pierre Bourdon <[email protected]>
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https://bugs.freedesktop.org/show_bug.cgi?id=92705
v2.1: use Linker::Flags::None instead of 0 and emplace_back()
Signed-off-by: Laurent Carlier <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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With just the right sequence of per-vertex commands and state changes,
it's possible for this assertion to fail (such as with viewperf11's
lightwave-06-1 test). Instead of asserting, return 0 so that the
caller knows the VBO is full and needs to be flushed.
Reviewed-by: Charmaine Lee <[email protected]>
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I wonder if the craziness was worth it.
Reviewed-by: Brian Paul <[email protected]>
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For ARB_copy_image.
Reviewed-by: Brian Paul <[email protected]>
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which is where a block in src maps to a pixel in dst and vice versa.
e.g. DXT1 <-> R32G32_UINT
DXT5 <-> R32G32B32A32_UINT
Reviewed-by: Michel Dänzer <[email protected]>
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We initialized Target, but not TargetIndex.
This is required since 7d7dd1871174905dfdd3ca874a09d9.
v2: do it in the right place. Noticed by Brian Paul.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92645
Reviewed-by: Brian Paul <[email protected]>
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The variable is already of type src_reg. creating a new instance only to
destroy it seems unnecessary.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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There is only one function that can be called, which is well known at
compilation time.
The abstraction used here seems unnecessary, so let's use a direct call
to brw_stage_prog_data_free() when appropriate, cut down the size of
struct brw_cache.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The maximum number of active variables for shader storage blocks should
take into account the specific rules for shader storage blocks, i.e. for
an active shader storage block member declared as an array, an entry
will be generated only for the first array element, regardless of its type.
Fixes 3 dEQP-GLES31.functional.* tests:
dEQP-GLES31.functional.program_interface_query.shader_storage_block.active_variables.named_block
dEQP-GLES31.functional.program_interface_query.shader_storage_block.active_variables.unnamed_block
dEQP-GLES31.functional.program_interface_query.shader_storage_block.active_variables.block_array
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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From OpenGL ES 3.1 specification, section 10.5:
"DrawArraysIndirect requires that all data sourced for the
command, including the DrawArraysIndirectCommand
structure, be in buffer objects, and may not be called when
the default vertex array object is bound."
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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dcc_size is sufficient and doesn't need a further comment in my opinion.
Reviewed-by: Nicolai Hähnle <[email protected]>
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For debugging, bug reports, etc.
This is not in the radeonsi directory, but it is about radeonsi.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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OpenGL ES 3.1 specification, section 10.5:
"An INVALID_OPERATION error is generated if
transform feedback is active and not paused."
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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From OpenGL 4.4 specification, section 10.4 and
Open GL Es 3.1 section 10.5:
"An INVALID_VALUE error is generated if indirect is not a multiple
of the size, in basic machine units, of uint."
However, the current code follow the ARB_draw_indirect:
https://www.opengl.org/registry/specs/ARB/draw_indirect.txt
"INVALID_OPERATION is generated by DrawArraysIndirect and
DrawElementsIndirect if commands source data beyond the end
of a buffer object or if <indirect> is not word aligned."
V2: After discussions on the list, it was suggested to
only keep the INVALID_VALUE error.
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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From ARB_program_query_interface spec:
"uint GetProgramResourceIndex(uint program, enum programInterface,
const char *name);
[...]
If <name> exactly matches the name string of one of the active resources
for <programInterface>, the index of the matched resource is returned.
Additionally, if <name> would exactly match the name string of an active
resource if "[0]" were appended to <name>, the index of the matched
resource is returned. [...]"
"A string provided to GetProgramResourceLocation or
GetProgramResourceLocationIndex is considered to match an active variable
if:
[...]
* if the string identifies the base name of an active array, where the
string would exactly match the name of the variable if the suffix
"[0]" were appended to the string;
[...]
"
Fixes the following two dEQP-GLES31 tests:
dEQP-GLES31.functional.program_interface_query.shader_storage_block.resource_list.block_array
dEQP-GLES31.functional.program_interface_query.shader_storage_block.resource_list.block_array_single_element
v2:
- Add AoA support (Timothy)
- Apply it too for GetUniformLocation(), GetUniformName() and others
because ARB_program_interface_query says that they are equivalent
to GetProgramResourceLocation() and GetProgramResourceName() (Tapani)
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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total instructions in shared programs: 89251 -> 87862 (-1.56%)
instructions in affected programs: 52971 -> 51582 (-2.62%)
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Another step in reducing the special-casing of instructions.
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This paves the way for copy propagating our unpacks. We end up with a
small change on shader-db:
total instructions in shared programs: 89390 -> 89251 (-0.16%)
instructions in affected programs: 19041 -> 18902 (-0.73%)
which appears to be because we no longer convert MOVs for an FMAX dst,
r4.unpack, r4.unpack (instead of the previous MOV dst, r4.unpack), and
this ends up with a slightly better schedule.
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At one point I thought packs and unpacks were in the same field of the
instruction. They aren't. These instructions therefore never cause a
pack.
total instructions in shared programs: 89472 -> 89390 (-0.09%)
instructions in affected programs: 15261 -> 15179 (-0.54%)
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I'm going to introduce some more types of MOV, which also want the elision
of raw MOVs.
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We can do 16a/16b from float as well. No difference on shader-db.
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No problems being fixed, but needed for the new unpack changes.
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Not used yet, but will be.
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When a TCS is present, the TES input gl_PatchVerticesIn is actually a
constant - it's simply the # of output vertices specified by the TCS
layout qualifiers. So, we can replace the system value with a constant,
which may allow further optimization, and will likely be more efficient.
If the TCS is absent, we can't do this optimization.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Trivial.
Signed-off-by: Ian Romanick <[email protected]>
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Previously we could create a renderbuffer with format
MESA_FORMAT_R8G8B8A8_UNORM, convert that renderbuffer to an EGLImage,
then FAIL to convert the EGLImage back to a renderbuffer because
reasons. Just use the same check in
intel_image_target_renderbuffer_storage that brw_render_target_supported
uses.
There are more checks in brw_render_target_supported, but I don't think
they are necessary here. A different approach would be to refactor
brw_render_target_supported to take rb->Format and rb->NumSamples as
parameters (instead of a gl_renderbuffer) and use the new function here.
Fixes:
ES2-CTS.gtf.GL2ExtensionTests.egl_image.egl_image
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92476
Cc: "10.3 10.4 10.5 10.6 11.0" <[email protected]>
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This is more optimal as it means we no longer have to upload the same set
of ABO surfaces to all stages in the program.
This also fixes a bug where since commit c0cd5b var->data.binding was
being used as a replacement for atomic buffer index, but they don't have
to be the same value they just happened to end up the same when binding is 0.
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Cc: Alejandro Piñeiro <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90175
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f16c intrinsic can only be emitted when AVX is used. So when we disable AVX
due to forcing 128bit vectors we must not use this intrinsic (depending on
llvm version, this worked previously because llvm used AVX even when we didn't
tell it to, however I've seen this fail with llvm 3.3 since
718249843b915decf8fccec92e466ac1a6219934 which seems to have the side effect
of disabling avx in llvm albeit it only touches sse flags really, but
with ea421e919ae6e72e1319fb205c42a6fb53ca2f82 it's now really disabled).
Albeit being able to use AVX with 128bit vectors also would have its uses, the
code as is really was meant to emulate jit code creation for less capable cpus.
v2: add some (ifdefed out) missing de-featuring options for simulating
less capable cpus.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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At least vl_mpeg12_decoder uses the picture
desc in begin_frame and decode_bitstream.
https://bugs.freedesktop.org/show_bug.cgi?id=92634
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Patch adds additional check to make sure we don't return locations for
structures or arrays of structures.
From page 79 of the OpenGL 4.2 spec:
"A valid name cannot be a structure, an array of structures, or any
portion of a single vector or a matrix."
v2: use without-array() to simplify code (Timothy)
No Piglit or CTS regressions observed.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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It doesn't modify it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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They're only f16-to-f32 on a float operation, otherwise they're
i16-to-i32.
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No known bugs, just something I noticed while updating optimization code
for other changes.
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One instruction instead of four, and it turns out you do this a lot for
the Over operator.
total uniforms in shared programs: 32168 -> 32087 (-0.25%)
uniforms in affected programs: 318 -> 237 (-25.47%)
total instructions in shared programs: 89830 -> 89472 (-0.40%)
instructions in affected programs: 6434 -> 6076 (-5.56%)
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I don't know what previous test was trying to do, but it dates back to the
first add of vc4_qpu_emit.c. No change to shader-db.
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I left the function to obtain the revision because it is, and will continue to
be useful in the future. I'd rather not have to dig it up every time we need it.
Comments left at the implementation to say as much.
This was accidentally left here when I moved the early platform support:
commit 28ed1e08e8ba98ebd4ff0b56326372f0df9c73ad
Author: Ben Widawsky <[email protected]>
Date: Fri Aug 7 13:58:37 2015 -0700
i965/skl: Remove early platform support
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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According to piglit/xonotic/neverball/stc, blend/rasterize/zsa state
will always be bound (never null). And the null checks were in-
consistent anyways, so remove them.
Signed-off-by: Rob Clark <[email protected]>
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