| Commit message (Collapse) | Author | Age | Files | Lines |
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This fixes a rendering issue with Hellblade and DXVK.
Fixes: a66b186bebf ("radv: use typed buffer loads for vertex input fetches")
Reported-by: Philip Rebohle <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Make sure the inde_size parameter is meant to be in bytes.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The maximum value primitive restart index is different for each index data
type. Use the appropriate fixed restart index value.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The standard requires that the primitive restart comparison happens before
the basevertex value is added. Do this now, drop a reference to the standard
why this happens at this place.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Since mapping and unmapping the buffer objects in a VAO is handled
directly from the VAO, this part of the _NEW_ARRAY state is no longer
used. So remove this part of array element state.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Due to the use of bitmaps, the _mesa_vao_{,un}map_arrays functions
should provide comparable runtime efficienty to the currently used
_ae_{,un}map_vbos functions. So use this functions and enable
further cleanup.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Make use of the newly factored out _mesa_array_element function
in display list compilation. For now that duplicates out the
primitive restart logic. But that turns out to need a fix in
display list handling anyhow.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The factored out function handles emitting the vertex attributes
at the given index. The now public accessible function gets used
in the following patches.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Provide a set of functions that maps or unmaps all VBOs held
in a VAO. The functions will be used in the following patches.
v2: Update comments.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Instead, we do UBO and SSBO deref lowering in NIR after we've given it a
chance to optimize SSBO access:
Shader-db results on Kaby Lake:
total instructions in shared programs: 15235775 -> 15235484 (<.01%)
instructions in affected programs: 14992 -> 14701 (-1.94%)
helped: 19
HURT: 20
total cycles in shared programs: 339220331 -> 339027307 (-0.06%)
cycles in affected programs: 79831981 -> 79638957 (-0.24%)
helped: 540
HURT: 602
total loops in shared programs: 4402 -> 4348 (-1.23%)
loops in affected programs: 186 -> 132 (-29.03%)
helped: 27
HURT: 0
total spills in shared programs: 23261 -> 23234 (-0.12%)
spills in affected programs: 38 -> 11 (-71.05%)
helped: 1
HURT: 0
total fills in shared programs: 31442 -> 31371 (-0.23%)
fills in affected programs: 98 -> 27 (-72.45%)
helped: 1
HURT: 0
LOST: 12
GAINED: 12
Most of the help and hurt in instruction counts was just churn caused by
re-ordering of optimizations and the fact that the NIR deref lowering
code is emitting slightly different instructions. Nothing was hurt by
more than three instructions and most things weren't helped by more than
four. The primary exception to this is one Car Chase shader:
shaders/non-free/gfxbench4/carchase/341.shader_test CS SIMD32: 1144 -> 821 (-28.23%)
There is also one compute shader in Manhattan 3.1 and a fragment shader
in the UE4 Shooter Game demo that now get a loop partially unrolled.
Those showed up in the results as hurt instructions but were manually
removed to get the results above.
The lost/gained was a dozen Car Chase shaders that went from SIMD8 to
SIMD16 thanks to improved register pressure:
shaders/non-free/gfxbench4/carchase/366.shader_test CS
shaders/non-free/gfxbench4/carchase/368.shader_test CS
shaders/non-free/gfxbench4/carchase/370.shader_test CS
shaders/non-free/gfxbench4/carchase/372.shader_test CS
shaders/non-free/gfxbench4/carchase/376.shader_test CS
shaders/non-free/gfxbench4/carchase/378.shader_test CS
shaders/non-free/gfxbench4/carchase/380.shader_test CS
shaders/non-free/gfxbench4/carchase/382.shader_test CS
shaders/non-free/gfxbench4/carchase/384.shader_test CS
shaders/non-free/gfxbench4/carchase/388.shader_test CS
shaders/non-free/gfxbench4/carchase/4.shader_test CS
shaders/non-free/gfxbench4/carchase/6.shader_test CS
Given how much it appeared to be improved, I ran Car Chase on my laptop.
Unfortunately, I wasn't able to see any measurable improvement. It
might be helped by 1-2% but it's in the noise. It does render correctly
as far as I can tell so the improvement is legitimate.
All of the loops that got delete were in dolphin uber shaders. I've had
no opportunity to test them for correctness or performance.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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We didn't have any of these before because all NIR consumers always
called lower_ubo_references. Soon, we want to pass the derefs straight
through to NIR so we need to handle these intrinsics directly.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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We want to be able to use variables and derefs for UBO/SSBO access in
NIR. In order to do this, the rest of NIR needs to know the type layout
information.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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All of these are backed by some sort of memory so if you have multiple
threads writing to different components of the same vector at the same
time, the load-vec-store pattern that GLSL IR emits won't work. This
shouldn't affect any drivers today as they all call GLSL IR lowering
which lowers access to these variables to index+offset intrinsics before
we get to this point. However, NIR will start handling the derefs
itself and won't want the lowering.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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It's just a 32-bit index and offset. We're going to want to use it in
GL as well so stop talking about Vulkan.
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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If we get to two deref_var paths with different variables, we usually
know they don't alias. However, if both of the paths are marked
coherent, we don't have to worry about it.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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We also need to modify the current size/align helpers to not blow up
when they encounter an explicitly laid out type. Previously we
considered using the size/align helpers mutually exclusive with standard
layouts but now we just assert that they match.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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With UBOs and SSBOs we have boolean types but they're actually 32-bit
values. Make the validator a little less strict so that we can do a
32-bit load/store on boolean types. We're about to add a lowering pass
called gl_nir_lower_buffers which will lower boolean load/store
operations to 32-bit and insert i2b and b2i instructions to convert
to/from 1-bit booleans. We want that to be legal.
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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If we want to be able to use copy_deref instructions on explicitly laid
out types, we have to be a little more flexible about what types we
allow. Instead, of requiring the types to exactly match, only require
the bare types to match.
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Shader-db results on Kaby Lake:
total instructions in shared programs: 15225213 -> 15222365 (-0.02%)
instructions in affected programs: 43524 -> 40676 (-6.54%)
helped: 203
HURT: 0
Lots of shaders in Shadow Warrior had this pattern along with Deus Ex,
Civ, Shadow of Mordor, and several others.
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Starting a glxgears and closing it, I was seeing a lot of leaked TGSI for
the fixed function VPs.
v2: drop unused delete_ir() arg.
Fixes: 3b4929ec6e64 ("st/mesa: Copy VP TGSI tokens if they exist, even for NIR shaders.")
Reviewed-by: Kenneth Graunke <[email protected]>
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GLSL NIR gets freed on relink by _mesa_delete_program(), but for ARB
programs we need to free the old NIR when PSN is used to set up new NIR in
the same gl_program. Additionally, set the base .nir field so that it
will get freed by _mesa_delete_program().
Fixes: 3d7611e9a6c6 ("st/nir: use NIR for asm programs")
Reviewed-by: Kenneth Graunke <[email protected]>
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We have a native op for this, which was just found in a disassembly --
so instead of lowering, use it!
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Previously, we were caching this incorrectly; there's no real reason to
given how variable it is (sensitive to changes in viewport, framebuffer
dimensions, and scissors) and how cheap it is to recompute. So, just do
it on the fly each draw.
Fixes glmark-es2 -bshadow and -brefract.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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For inexplicable reasons, the depth buffer is faster if kept as linear,
whereas the colour buffers are faster if AFBC. Given both code paths are
available, we'll choose the faster one of each (which also helps with
testing coverage).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's not clear why the hardware "spills" a little bit, but if we don't
do this, we get MMU faults with linear depth buffers.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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While a depth buffer may be supplied, it only needs to be written to if
the depth writemask is set for any draw AND if the depth buffer is not
immediately invalidated (as is the case for scanout). This refactors
panfrost_job to provide a depth write requirement, which is now
implemented for MFBD depth buffers.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This removes a clunky hack where the depth buffer was enabled during the
*clear*, instead of during depth buffer linking. That said, this does
not yet support writeback like AFBC depth buffers.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Same idea as the previous commit, but for the MFBD this time instead of
the SFBD.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The fragment framebuffer descriptor should not be a context entry;
rather, it should be constructed only at fragment time to keep analysis
tractable.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This substantially cleans up the corresponding logic at the expense of a
bit of code duplication; nevertheless, it's a net win since otherwise
incompatible hardware code is mixed confusingly.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This function is replicated across vc4/v3d/freedreno and is needed in
Panfrost; let's make this shared code.
v2: Supply generic util_array_contains_u64 version (Eric Engestrom). Add
missing stdbool.h include (Eric Anholt). Mark inline (Christian
Gmeiner).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Erik Faye-Lund <[email protected]>
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In preparation for the definition of a function to log a formatted
string.
Reviewed-by: Erik Faye-Lund <[email protected]>
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_mesa_log_msg must provide the length of the string passed into the
KHR_debug api. When the string formatted by _mesa_gl_vdebugf exceeds
MAX_DEBUG_MESSAGE_LENGTH, the length is incorrectly set to the number
of characters that would have been written if enough space had been
available.
Fixes: 30256805784450b8bb9d4dabfb56226271ca9d24
("mesa: Add support for GL_ARB_debug_output with dynamic ID allocation.")
Reviewed-by: Erik Faye-Lund <[email protected]>
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We don't set it on HSW and earlier in i965 and disabling it appears to
make derivatives somewhat more reliable.
Acked-by: Kenneth Graunke <[email protected]>
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HTILE should always be initialized when transitioning from
VK_IMAGE_LAYOUT_UNDEFINED to other image layouts. Otherwise,
if an app does a transition from UNDEFINED to GENERAL, the
driver doesn't initialize HTILE and it tries to decompress
the depth surface. For some reasons, this results in VM faults.
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107563
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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ARB_fragment_shader_interlock depends on memory fences to
ensure fragment ordering and this ordering guarantee is
only supported from GEN9 onwards.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109980
Fixes: 939312702e35 "i965: Add ARB_fragment_shader_interlock support."
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Not mutating the boxes is arguably cleaner.
Split from a patch by Chris Wilson but reworked to use a pointer to the
original box rather than making a copy at all.
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Patch removes scaling factors introduced in 2a2e69f975b but leaves
option to use scaling in place as it could be useful with other upcoming
YUV formats.
We did this scaling because ffmpeg was shifting channel bits down, however
it seems this is not the right place as compositor wants to flip same
buffers directly to display as well and therefore bitshifting needs to be
done by the client when receiving frame from ffmpeg.
Now P0x formats are treated the same, e.g. P010 is same as P016 but with
lower 6 bits set to zeros.
Fixes: 2a2e69f975b "i965: add P0x formats and propagate required scaling factors"
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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