| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
| |
When the state fields where shuffled around for gen8, the compare
function enums were downgraded to just uints. Change them to enum
3D_Compare_Function.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The previous commits got rid of any clashes between #defines and enum
values and we can now emit the genxml enums as debugger friendly C
enums.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
| |
These values were defined both as an enum and as inline values. Remove
the inline values and reference the 3D_Compare_Function enum instead.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
| |
This lets us reference enums in the type attribute of a field.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Cleaner this way and we avoid including gen9_pack.h when we compile with
gen8_pack.h. We also avoid the if (cherryview) condition for non-gen8
gens that don't need it.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The batch chain logic only needs the pre-gen8 size of
MI_BATCH_BUFFER_START, which seems like something we can make a special
case for. The other two gen7 references, MI_BATCH_BUFFER_END and
MI_NOOP, are the same on all gens.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
| |
We'll need to define them before we can reference them in structs and
instructions. Enums have no dependencies, so move them first in the
file.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
| |
This was done some time ago.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Remove duplicate .alphaToOne, add missing .shaderResourceMinLod, and
reorder a few entries to match their vulkan.h order. All the sparse
features are still left out entirely.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Without this, the X server may accumulate stale Present event contexts
if a client creates and destroys multiple swapchains using the same
window.
v2: Based on Chris Wilson's review:
* Use xcb_present_select_input_checked so that protocol errors
generated by old X servers can be handled gracefully
* Use xcb_discard_reply() instead of free(xcb_request_check())
v3: Rebased on top of this code having been refactored out of anv
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This should be faster than looping over every stage and null checking, but
will also make the code a bit cleaner when we switch to getting more fields
from gl_program rather than from gl_linked_shader as we can just copy the
pointer and not need to worry about null checking then copying.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Now that we have a linked_stages bitfield we can use this
to check if the program is used at a later stage.
This change is also required to be able to use gl_program
rather than gl_shader_program in the CurrentProgram array.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This will be used to enable us to store the current gl_program
rather than gl_shader_program in the gl_pipline_object allowing
us to simplify handing of validation.
Also we should not be depending on _LinkedShader for this information
as it may contain shaders from a failed linking attempt rather than
the current program still in use.
We could also use this mask to iterate over the stages during linking
with _mesa_bit_scan() rather then the current method of NULL checking
each stage.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Instead of (incorrectly) biasing the snorm value to make it look like a
unorm, just use signed integer math.
This fixes arb_color_buffer_float-render GL_RGBA8_SNORM
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
|
|
|
|
|
|
|
| |
Everything is in place for these.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
I find this a lot more readable and compact - much easier to scan
through the list and see what's on and what's off.
No functional change intended.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
|
|
|
|
| |
Reviewed-by: Bruce Cherniak <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The compiler doesn't shrink s_load_dwordx8, so we always wasted 4 SGPRs.
Also, the extraction of the descriptor created some really ugly asm code
with lots of VALU bitwise ops and v_readfirstlane.
Totals from *affected* shaders:
SGPRS: 13880 -> 13253 (-4.52 %)
VGPRS: 15200 -> 15088 (-0.74 %)
Code Size: 499864 -> 459816 (-8.01 %) bytes
Max Waves: 1554 -> 1564 (0.64 %)
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
My LLVM commit disables it for dGPUs, but not APUs.
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
v2: only do this if debug output of shader dumping is enabled
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
|
|
|
|
|
|
| |
PS and CS don't have any param exports, so it's a no-op.
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
| |
This fixes dual source blending on Stoney. The fix was copied from Vulkan.
The problem was discovered during internal testing.
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
| |
copied from Vulkan
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
| |
better safe than sorry
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
better safe than sorry; set_framebuffer_state always makes this dirty
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This fixes:
dEQP-VK.pipeline.multisample_interpolation.offset_interpolate_at_sample_position.*
This should probably be 2 when sample shading is enabled, but I'm
not sure.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We need to force persample shading when
a) shader uses sample_id
b) shader uses sample_position
c) shader uses sample qualifier.
Also since ps_iter_samples can now change independently of the
rasterizer samples we need to move setting the regs more often.
This fixes:
dEQP-VK.pipeline.multisample_interpolation.centroid_interpolate_at_consistency.*
dEQP-VK.pipeline.multisample_interpolation.centroid_qualifier_inside_primitive.137_191_1.*
dEQP-VK.pipeline.multisample_interpolation.sample_interpolate_at_distinct_values.*
dEQP-VK.pipeline.multisample_interpolation.sample_qualifier_distinct_values.128_128_1.*
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
| |
This only useful for spir-v shaders, but I keep finding myself
having to add it.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
In commit 45cd76e342d1e8e schedule_instructions(bblock_t *) began
setting bblock_t::cycle_count, but that function was not called on
trivial blocks.
Remove the code to skip trivial blocks so that cycle_count is set.
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
| |
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
schedule_instructions(bblock_t *) isn't called on blocks with a single
instruction, and since it is the only thing that set cycle_count,
cycle_count would be uninitialized.
A non-empty block with bblock_t::cycle_count == 0 is arguably a bug.
That'll be fixed in the next commit.
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
|
|
| |
This reverts commit b4001af1744a02f472bd1204458662088307981b.
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
| |
Meta was using it before it was set. I suspect we typically don't
want to dump meta shaders, so just set it to false in the beginning.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
| |
Debugging a shader-db reported cycle count regression from the tex
coalescing, I eventually figured out that the texture latencies were
totally bogus. Really fixing it will probably involve mirroring
vc4_qir_schedule.c's texture fifo management here.
|
|
|
|
|
|
|
|
|
|
|
| |
This isn't as complete as I would like (can't merge interpolation because
of the implicit r5 dependency, doesn't work with control flow), but this
was cheap and easy.
Improves 3DMMES Taiji performance by 1.15353% +/- 0.299896% (n=29, 16)
total instructions in shared programs: 99810 -> 99059 (-0.75%)
instructions in affected programs: 10705 -> 9954 (-7.02%)
|
|
|
|
|
| |
For texturing, there won't be a fixed limit on how many writes there are,
so we need to compute uses up front.
|
|
|
|
|
| |
The dead code elimination wants it to be safe, and I actually got
segfaults due to it being unsafe with the new coalescing pass.
|
|
|
|
|
|
| |
The VPM write logic will be basically the same as the texture coordinate
write logic we need, and it's not really related to the VPM read logic
other than the reuse of the use_count array.
|
|
|
|
|
| |
For now we're still just generating MOVs, but this will let us fold into
other ops in the future. No difference on shader-db.
|
|
|
|
|
|
| |
Every caller was dereffing the qinst, and this will let us make the number
of sources vary depending on the destination of the qinst so that we can
have general ALU ops that store to tex_[strb] and get an implicit uniform.
|