| Commit message (Collapse) | Author | Age | Files | Lines |
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Not sure if it's possible to avoid programming the block size twice (once for
the userdata and once for the dispatch).
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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According to the Vulkan spec 5.63.4 :
samplerAnisotropy indicates whether anisotropic filtering is supported. If
this feature is not enabled, the maxAnisotropy member of the
VkSamplerCreateInfo structure must be 1.0.
Since we already set maxAnisotropy to 16 and program the hardware according
to the VkSamplerCreateInfo.maxAnisotropy, it seems we can turn this on.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Fixes following dEQP tests:
dEQP-GLES31.functional.debug.negative_coverage.callbacks.state.get_synciv
dEQP-GLES31.functional.debug.negative_coverage.get_error.state.get_synciv
dEQP-GLES31.functional.debug.negative_coverage.log.state.get_synciv
v2: drop _mesa_is_gles check (Kenneth)
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98133
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes following dEQP tests:
dEQP-GLES31.functional.debug.negative_coverage.callbacks.atomic_counter.atomic_precision
dEQP-GLES31.functional.debug.negative_coverage.get_error.atomic_counter.atomic_precision
dEQP-GLES31.functional.debug.negative_coverage.log.atomic_counter.atomic_precision
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98131
Reviewed-by: Kenneth Graunke <[email protected]>
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Changes make copy_propagation_elements pass faster, reducing link
time spent in test case of bug 94477. Does not fix the actual issue
but brings down the total time. No regressions seen in CI.
v2 (idr): Formatting / whitespace fixes. Embed the acp_ref in the
acp_entry.
v3 (idr): Delete unused copy constructor. Use while(pop_head) instead
of foreach() { remove }.
Signed-off-by: Tapani Pälli <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In conjuction with an intel_aubdump change, you can now look at your
application's output like this :
$ intel_aubdump -c '/path/to/aubinator --gen=hsw' my_gl_app
v2: Add print_help() comment about standard input handling (Eero)
Remove shrinked gtt space debug workaround (Eero)
v3: Use realloc rather than memcpy/free (Ben)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Sirisha Gandikota <[email protected]>
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This might be useful for people who debug with out of tree descriptions.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Sirisha Gandikota <[email protected]>
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Embed the xml files into the binary, so aubinator can be used from any
location.
v2: Split generation packing into another patch (Jason)
Check for xxd (Jason)
v3: Fix out of tree builds (Jason)
Generate custom variable name rather than names generated by xxd
(Lionel)
v4: Move generated _xml.h files to genxml/ (Sirisha)
v5: Remove newline from makefile (Jason)
v6: Add comment on gen*_xml.h creation (Jason)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Provides an FPS increase of ~30% on the Sascha triangle and multisampling
demos.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Nanley Chery:
(rebase)
- Resolve conflicts with new anv_batch_emit macro
(amend)
- Handle a QPitch TODO
- Emit 3DSTATE_HIER_DEPTH_BUFFER on pre-BDW systems
- Only use HiZ for single-subpass renderpasses
- Emit the HiZ instruction before the stencil instruction to follow the
optimized clear sequence specified in the PRMs
- Don't modify clear params
- Enable resolves when a HiZ buffer is used to ensure depth buffer validity
Provides an FPS increase of ~15% on the Sascha triangle and multisampling
demos.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Create a function that performs one of three HiZ operations -
depth/stencil clears, HiZ resolve, and depth resolves.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Nanley Chery (amend):
- Change memset value from 0xff to 0 (a defined value for HiZ).
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Nanley Chery:
(rebase)
- Use isl_surf_get_hiz_surf()
(amend)
- Only add a HiZ surface onto a depth/stencil attachment
- Add comment above HiZ surface addition
- Hide HiZ behind INTEL_VK_HIZ prior to BDW
- Disable HiZ for untested cases
- Remove DISABLE_AUX_BIT instead of preventing it from being added
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Unused.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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HiZ is not a color surface, but an auxiliary depth surface.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Mostly test code, plus one spot I noticed in r600.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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We will only hit this with multi-planar YUV external images, so we would
probably never hit this code path in the first place. But if we did, it
wouldn't do the right thing so just bail.
Signed-off-by: Rob Clark <[email protected]>
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If enabled clip-planes have changed, we need to mark program state
dirty.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Tested-by: Aaron Watry <[email protected]>
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According to the spec - 9.6. Pipeline Cache :
If pDataSize is less than the maximum size that can be retrieved by the
pipeline cache, at most pDataSize bytes will be written to pData, and
vkGetPipelineCacheData will return VK_INCOMPLETE.
Fixes the following test from Vulkan CTS :
dEQP-VK.pipeline.cache.pipeline_from_incomplete_get_data.vertex_stage_fragment_stage
dEQP-VK.pipeline.cache.pipeline_from_incomplete_get_data.vertex_stage_geometry_stage_fragment_stage
dEQP-VK.pipeline.cache.misc_tests.invalid_size_test
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Also initialise page at declaration.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This tries to mirrors the codepath taken by DRI2 in IntelSetTexBuffer2()
and fixes many applications when using DRI3:
- Totem with libva on hw-accelerated decoding
- obs-studio, using Window Capture (Xcomposite) as a Source
- gstreamer with VAAPI
v2:
- introduce get_dri_screen() in the dri3 loader's vtable (krh)
Tested-by: Timo Aaltonen <[email protected]>
Tested-by: Ionut Biru <[email protected]>
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=71759
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
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This allows querying the current active screen from the
loader's common code.
Cc: [email protected]
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
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Since the gen_device_info structs are no longer just constant memory, a
pointer to one is not a pointer to something in the .data section so we
shouldn't be storing it in a static variable. Instead, we should just
store the entire device_info structure.
Signed-off-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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We have to be careful to not smash the value they're clearing to, but
other than that we're fine. Avoids quad clears in Processing, which likes
to do glClear(Z|S); glClear(Z).
Improves performance of Processing's QuadRendering demo at 5000 quads by
5.46507% +/- 1.35576% (n=15 before, 32 after)
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We were incrementing the count at the end of vc4_start_draw(), except that
that function returns immediately if we've already started drawing on this
batch. It also failed to count the statechanges from the GFXH-515
workaround.
This incidentally allows repeated glClear() to be coalesced, because the
fast clears aren't counted in draw_calls_queued any more. Fixes most of
the extra flushes in Processing, which emits glClear(Z|S); glClear(Z);
glClear(C) during its frame setup.
Improves performance of Processing's QuadRendering demo at 5000 quads by
3.33538% +/- 2.05846% (n=21 before, 15 after)
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The fix in the vc4-jobs series ended up triggering the fallback path on
GLX apps that use depth but not stencil.
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I was curious if my Z/S buffer was actually ZS or ZX, and the vc4 format
of "0" didn't tell me much.
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This slightly reduces instructions on shader-db, but I think it's just
perturbing register allocation -- the allocator should have always
trivially colored these nodes, before. This commit is just to make QIR
code failing more intelligible when register allocation fails.
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If a conditional assignment is only conditioned on the exec mask, that's
still screening off the value in the executed channels (and, since we're
not storing to the unexcuted channels, we don't care what's in there).
Fixes a bunch of extra register pressure on Processing's Ribbons demo,
which is failing to allocate.
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We would assertion fail in setting up the simulator the second time
around. This at least postpones the assertion failure until we've closed
all of the first set of screens and started opening a new set.
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Fixes 100 piglit tests since the assertions were added to nir.h. What's
amazing is that these tests used to pass, even when casting garbage.
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Initially, we had intended set_subpass to be an interesting function that
did whatever (presumably a lot) setup we needed for a subpass. In reality,
it just sets a pointer and a dirty bit and then emits depth and stencil
state. When we call BeginCommandBuffer on a secondary, there's no point in
setting depth and stencil state since it will already be set by the
primary. Instead, the only thing we need to do at the start of a secondary
is set the subpass pointer and the dirty bit.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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We have a DIRTY_RENDER_TARGETS flag and that makes a lot more sense than
just dirtying fragment descriptors. We're checking for it in some of the
gen7 code but unfortunately, nothing was setting it and it didn't do what
it was supposed to do in cmd_buffer_flush_state.
Signed-off-by: Jason Ekstrand <[email protected]>
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Because WSI images are created with VkImageCreateInfo::flags explicitly set
to 0, they don't ever have the VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT set.
This means that you can't create an image view of it with a different
format so applications can't render directly in sRGB (without automatic
encoding) unless we actually advertise UNORM formats. There are a lot of
applications that want to do their own sRGB conversion, so we should allow
for that. We do, however, make UNORM come after sRGB in the list so that
the default for dumb apps that just grab the first thing is to render in
linear and let the sRGB conversion happen automatically.
Signed-off-by: Jason Ekstrand <[email protected]>
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If the user created a fence with VK_FENCE_CREATE_SIGNALED_BIT set, we
shouldn't fail to wait for a fence if it was not submitted since that is
not necessary.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This squashes all the radv development up until now into
one for merging.
History can be found:
https://github.com/airlied/mesa/tree/semi-interesting
This requires llvm 3.9 and is in no way considered
a conformant vulkan implementation. It can run a number
of vulkan applications, and supports all GPUs using
the amdgpu kernel driver.
Thanks to Intel for providing anv and spirv->nir,
and Emil Velikov for reviewing build integration.
Parts of this are:
Reviewed-by: Nicolai Hähnle <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
Authors: Bas Nieuwenhuizen and Dave Airlie
Signed-off-by: Dave Airlie <[email protected]>
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Checking if MAD is supported is definitely wrong, and it's
more likely a typo I introduced few days ago which breaks
NV50 because SHLADD is not supported there.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Sirisha Gandikota <[email protected]>
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When the chipset is forced with NV50_PROG_CHIPSET, we actually
only want to output the binary if NV50_PROG_DEBUG is also
enabled. Otherwise, this pollutes the shader-db output.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Commit 2ed17d46de045404042f13c6591895a1cf31b167 changed
nir_loop_first_cf_node and friends to return a nir_block instead of a
nir_cf_node. This broke one of the NIR control flow tests.
Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98128
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Only expose 512 threads/block on Fermi to not be limited by
32 GPRs/thread.
v4: - use 512 threads on Fermi, 1024 on Kepler+
Signed-off-by: Samuel Pitoiset <[email protected]>
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