| Commit message (Collapse) | Author | Age | Files | Lines |
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This is the bare minimum for reporting the error to the user.
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Required by our UVD code.
Reviewed-by: Christian König <[email protected]>
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This is way better than the stupid string approach especially since you
could overflow the string. Again, I thought I had something better at one
point but it obviously got lost.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Cc: "12.0" <[email protected]>
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It was returning true if the function types have different lengths rather
than false. This was new with the SPIR-V to NIR pass and I thought I'd
fixed it a while ago but it may have gotten lost in rebasing somewhere.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Cc: "12.0" <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Replace the previous hardcoded value with newly defined parameters
Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Assign previously hardcoded values for OMX to newly defined
structure. As a result, OMX behaviour will not change at all.
Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Allow to specify more parameters in the encoding interface
which previously just hardcoded in the encoder
Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Otherwise we leak the resources created for the DMA-buf descriptors.
Signed-off-by: Christian König <[email protected]>
Cc: 12.0 <[email protected]>
Tested-and-Reviewed by: Leo Liu <[email protected]>
Ack-by: Tom St Denis <[email protected]>
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If a block might be entered from multiple locations, then the uniform
stream will (probably) be at different points, and we need to make sure
that it's pointing where we expect it to be. The kernel also enforces
that any block reading a uniform resets uniforms, to prevent reading
outside of the uniform stream by using looping.
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For now we don't fill the delay slots, and instead just drop in NOPs.
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We'll want to schedule them individually, to handle delay slots.
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It's a really valuable pass currently, but it will be a mess to rewrite
for control flow. For now, just disable it if we have multiple blocks
present.
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With control flow, we can't be sure that we'll see the uses of a variable
before its def as we walk backwards. Given that NIR is eliminating our
long chains of dead code, a simple solution for now seems fine.
This slightly changes the order of some optimizations, and so an opt_vpm
happens before opt_dce, causing 3 dead MOVs to be turned into dead FMAXes
in Minecraft:
instructions in affected programs: 52 -> 54 (3.85%)
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Previously, we could assume that a MOV from a temp was always an available
copy, because all temps were SSA in NIR, and their non-SSA state in QIR
was just due to the fact that they were from a bcsel or pack_unorm_4x8, so
we could use the current value of the temp after that series of QIR
instructions to define it.
However, this is no longer the case with control flow. Instead, we track
a new array of MOVs defined within the block that haven't had their source
or dest killed yet, and use that primarily. We fall back to looking
through the QIR defs array to handle across-block MOVs, but now require
that copies from the SSA defs have an SSA src as well.
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v2 (Matt):
- Use brw_imm_df() as source argument of DIM instruction.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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According to HSW's PRM, vol02b, the DIM instruction has the following
restriction:
"Restriction : src0 must be immediate. src0 must specify the :f (F, Float)
type encoding but is an immediate 64-bit DF (Double Float) value. dst
must have type DF."
This commit allows to upload the immediate 64-bit DF value to the source
of a DIM instruction even when it is of float type encoding.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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v2 (Matt):
- Take a DF source argument for the DIM instruction emission
in the visitors.
- Indentation.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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This reverts commit d8d6091a846ac2a40a011d512d6d57f6c8442e6a.
Heap allocations may be only 8-byte aligned on 32-bit system, and so having
members with 16-byte alignment (such as in the case where pipe_blend_color is
embedded in radeonsi's si_context) is undefined behavior which indeed causes
crashes when compiled with gcc -O3.
Cc: <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96835
Signed-off-by: Tim Rowley <[email protected]>
Acked-by: Chuck Atkins <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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When we initially dropped bpb in favor of bs, we accidentally didn't change
this one line properly. This brings it back to what it should be.
Reviewed-by: Chad Versace <[email protected]>
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A while ago we got rid of the bits-per-block because we thought we didn't
need it. We're about to introduce some very useful 1 and 2-bit formats so
we really should be able to handle them again.
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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This is based on a very long set of discussions between Chad and myself
about how we should properly represent HiZ and CCS buffers. The end result
of that discussion was that a tiling actually has two different sizes, a
logical size in elements, and a physical size in bytes and rows. This
commit reworks ISL's pitch and size calculations to work in terms of these
two sizes.
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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We helpfully inserted a PRM quotation about how we need to use
ARRAY_PITCH_SPAN_FULL and then set it to COMPACT. Oops...
Reviewed-by: Chad Versace <[email protected]>
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The row pitch already specifies the size of a row of elements.
Multiplying by the block height simply causes us to allocate as muc as 12
times more memory than needed for compressed textures.
Reviewed-by: Chad Versace <[email protected]>
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It was unused
Reviewed-by: Chad Versace <[email protected]>
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I have no idea why we were multiplying by 4 before. The offsets we get
from SPIR-V are in bytes and so is nir->num_uniforms so there's no need to
do any adjustment whatsoever.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: use abort(), describe which LLVM version is affected
Cc: 12.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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just a cleanup
Reviewed-by: Nicolai Hähnle <[email protected]>
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no change in generated code thanks to dereferenceable(n)
Reviewed-by: Nicolai Hähnle <[email protected]>
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This allows moving the loads arbitrarily in the Sinking pass.
26002 shaders in 14643 tests
Totals:
SGPRS: 2080160 -> 2080160 (0.00 %)
VGPRS: 798875 -> 797826 (-0.13 %)
Spilled SGPRs: 108485 -> 79165 (-27.03 %)
Spilled VGPRs: 327 -> 327 (0.00 %)
Scratch VGPRs: 1656 -> 1652 (-0.24 %) dwords per thread
Code Size: 36127192 -> 35559780 (-1.57 %) bytes
LDS: 767 -> 767 (0.00 %) blocks
Max Waves: 212464 -> 212672 (0.10 %)
Wait states: 0 -> 0 (0.00 %)
PERCENTAGES / App Shaders SGPRs VGPRs SpillSGPR SpillVGPR Scratch CodeSize MaxWaves Waits
(unknown) 4 . . . . . . . .
0ad 6 . . . . . . . .
alien_isolation 2938 . 0.04 % -8.53 % . . -0.71 % -0.06 % .
anholt 10 . . . . . . . .
batman_arkham_origins 589 . -0.58 % -79.54 % . . -6.72 % 0.57 % .
bioshock-infinite 1769 . -0.65 % -89.32 % . . -4.73 % 0.48 % .
borderlands2 3968 . -0.31 % -51.21 % . . -4.09 % 0.22 % .
brutal-legend 338 . -0.03 % -2.95 % . . -0.06 % . .
civilization_beyond.. 116 . . -14.17 % . . -0.88 % . .
counter_strike_glob.. 1142 . . . . . . . .
dirt-showdown 541 . -0.56 % -40.14 % . -3.45 % -1.82 % 0.35 % .
dolphin 22 . . . . . 0.16 % . .
dota2 1747 . . . . . 0.01 % . .
europa_universalis_4 76 . -0.23 % -42.11 % . . -0.96 % . .
f1-2015 774 . -0.09 % -28.89 % . . -2.60 % 0.09 % .
furmark-0.7.0 4 . . . . . . . .
gimark-0.7.0 10 . . . . . . . .
glamor 16 . . . . . . . .
humus-celshading 4 . . . . . . . .
humus-domino 6 . . . . . . . .
humus-dynamicbranching 24 . 0.71 % . . . 0.29 % -0.45 % .
humus-hdr 10 . . . . . . . .
humus-portals 2 . . . . . . . .
humus-volumetricfog.. 6 . . . . . . . .
left_4_dead_2 1762 . . . . . . . .
metro_2033_redux 2670 . -0.10 % -7.15 % . . -0.03 % . .
nexuiz 80 . . . . . . . .
pixmark-julia-fp32 2 . . . . . . . .
pixmark-julia-fp64 2 . . . . . . . .
pixmark-piano-0.7.0 2 . . . . . . . .
pixmark-volplosion-.. 2 . . . . . . . .
plot3d-0.7.0 8 . . . . . . . .
portal 474 . . . . . . . .
sauerbraten 7 . . . . . . . .
serious_sam_3_bfe 392 . . -13.20 % . . -1.81 % . .
supertuxkart 4 . . . . . . . .
talos_principle 324 . -0.21 % -18.39 % . . -2.73 % 0.14 % .
team_fortress_2 808 . . . . . . . .
tesseract 430 . 0.08 % -68.57 % . . -0.45 % . .
tessmark-0.7.0 6 . . . . . . . .
thea 172 . . . . . 0.03 % . .
ue4_effects_cave 299 . -0.04 % -10.15 % . . -0.25 % 0.04 % .
ue4_elemental 586 . -0.02 % -13.93 % . . -0.13 % 0.02 % .
ue4_lightroom_inter.. 74 . -0.17 % -70.00 % . . -1.27 % . .
ue4_realistic_rende.. 92 . . -32.58 % . . -0.35 % . .
unigine_heaven 322 . 0.12 % -54.17 % . . -1.42 % -0.12 % .
unigine_sanctuary 264 . . . . . . . .
unigine_tropics 210 . . . . . . . .
unigine_valley 278 . -0.15 % -40.74 % . . -2.00 % 0.09 % .
unity 72 . . . . . 0.03 % . .
warsow 176 . . . . . . . .
warzone2100 4 . . . . . 0.13 % . .
witcher2 1040 . -0.03 % -86.28 % . . -0.28 % 0.01 % .
xcom_enemy_within 1236 . -0.24 % -63.54 % . . -0.93 % 0.18 % .
yofrankie 82 . -0.61 % -100.00 % . . -0.83 % 0.41 % .
-----------------------------------------------------------------------------------------------------------
Total 26002 . -0.13 % -27.03 % . -0.24 % -1.57 % 0.10 % .
Reviewed-by: Nicolai Hähnle <[email protected]>
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Not sure if this is the right way to do it, but it seems to work.
v2: make it a no-op on LLVM <= 3.5
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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No change in behavior.
BTW, tbaa_md_kind == 1, which was the magic number in the code.
Reviewed-by: Nicolai Hähnle <[email protected]>
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always set by gallivm
Reviewed-by: Nicolai Hähnle <[email protected]>
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