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* broadcom/vc5: Add compiler support for V3D 4.x texturing.Eric Anholt2018-01-127-6/+283
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* broadcom/vc5: Add the new TMU write addresses for V3D 4.x (and r5rep).Eric Anholt2018-01-122-10/+37
| | | | | | The V3D 3.x series of TMU writes with meaning depending on the texture type is replaced with writes to specific registers for each texture argument semantic.
* broadcom/vc5: Move V3D 3.3 texturing to a separate file.Eric Anholt2018-01-125-229/+267
| | | | | V3D 4.x texturing changes enough that #ifdefs would just make a mess of it.
* broadcom/vc5: Move V3D 3.3 VPM write setup to a separate file.Eric Anholt2018-01-125-34/+82
| | | | | For V4.1 texturing, I need the V4.1 XML, so the main compiler needs to stop including V3.3 XML.
* broadcom/vc5: Set up depth formats for V3D 4.x.Eric Anholt2018-01-121-1/+12
| | | | | We no longer have the small depth-specific output format enum, and instead depth is just at the end of the output image format enum.
* broadcom/vc5: Always use the RGBA8 formats for RGBX8.Eric Anholt2018-01-121-3/+7
| | | | | The RGBX8 formats were dropped from V3D 4.x, but we don't really need them anyway (we already handle other non-alpha formats by forcing A to 1).
* broadcom/vc5: Move the formats table to per-V3D-version compile.Eric Anholt2018-01-1212-337/+451
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* broadcom/vc5: Add support for V3D 4.1 CLIF dumping.Eric Anholt2018-01-125-17/+57
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* broadcom/vc5: Move the body of CLIF dumping to a per-version file.Eric Anholt2018-01-126-155/+255
| | | | | I want the library's entrypoints to still be unversioned, but the actual packet dumping needs to be per-version.
* broadcom/vc5: Use THRSW to enable multi-threaded shaders.Eric Anholt2018-01-129-81/+311
| | | | | This is a major performance boost on all of V3D, but is required on V3D 4.x where shaders are always either 2- or 4-threaded.
* broadcom/vc5: Properly schedule the thread-end THRSW.Eric Anholt2018-01-122-39/+137
| | | | | | | | | | This fills in the delay slots of thread end as much as we can (other than being cautious about potential TLBZ writes). In the process, I moved the thread end THRSW instruction creation to the scheduler. Once we start emitting THRSWs in the shader, we need to schedule the thread-end one differently from other THRSWs, so having it in there makes that easy.
* broadcom/vc5: Implement GFXH-1684 workaround.Eric Anholt2018-01-124-0/+20
| | | | Apparently the VPM writes need to be flushed out before we end the shader.
* broadcom/vc5: Port drawing commands to V3D 4.x.Eric Anholt2018-01-129-20/+93
| | | | | This required extending the CL submit ioctl, because the tile alloc/state buffer setup has moved from the BCL to register writes.
* broadcom/vc5: Add a test for .ifb in ADD ops.Eric Anholt2018-01-121-0/+1
| | | | | I had a .ifb being decoded weird in sampid, so this is to check that .ifb is fine.
* broadcom/vc5: Add the new tesselation opcodes in V3D 4.1.Eric Anholt2018-01-122-1/+5
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* broadcom/vc5: Use a physical-reg-only register class for LDVPM.Eric Anholt2018-01-122-8/+21
| | | | | This is needed for LDVPM on V3D 4.x, but will also be needed for keeping values out of the accumulators across THRSW.
* broadcom/vc5: Use the new LDVPM/STVPM opcodes on V3D 4.1.Eric Anholt2018-01-129-51/+197
| | | | | | | | | | | Now, instead of a magic write register for VPM stores we have an instruction to do them (which means no packing of other ALU ops into it), with the ability to reorder the VPM stores due to the offset being baked into the instruction. VPM loads also gain the ability to be reordered by packing the row into the A argument. They also no longer write to the r3 accumulator, and instead must be stored to a physical register.
* broadcom/vc5: Drop dead VC5_QPU_* defines from qpu_instr.c.Eric Anholt2018-01-121-80/+0
| | | | | I had all the packing code in this file at one point, but these defines now live in qpu_pack.c.
* broadcom/vc5: Add support for QPU pack/unpack/disasm of small immediates.Eric Anholt2018-01-124-1/+94
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* broadcom/vc5: Enable the driver on V3D 4.1Eric Anholt2018-01-121-1/+1
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* broadcom/vc5: Port the simulator to support V3D 4.1Eric Anholt2018-01-129-125/+216
| | | | | | | This required moving the register accesses to a separate v3dx file, since the register definitions for each V3D version collide. It seems that initializing the v3d_hw from a file dictating 3.3 (v3d_simulator_wrapper.cpp) is safe, though.
* broadcom/vc5: Drop signal bit #defines.Eric Anholt2018-01-122-8/+0
| | | | Signals are more complicated than that, and tables ended up being better.
* broadcom/vc5: Add support for V3Dv4 signal bits.Eric Anholt2018-01-1212-45/+322
| | | | | | | The WRTMUC replaces the implicit uniform loads in the first two texture instructions. LDVPM disappears in favor of an ALU op. LDVARY, LDTMU, LDTLB, and LDUNIF*RF now write to arbitrary registers, which required passing the devinfo through to a few more functions.
* broadcom/vc5: Fix pack/unpack of vfmul input unpack flags.Eric Anholt2018-01-122-0/+40
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* broadcom/vc5: Port the RCL setup to V3D4.1.Eric Anholt2018-01-127-58/+360
| | | | | | | The TLB load/store path is rebuilt in this version. There is no longer a single-byte resolved store or the 3-byte extended store. Instead, you get to always use general loads/stores (which, honestly, was tempting even in previous versions).
* broadcom/vc5: Fix per-tile extra clear packet.Eric Anholt2018-01-121-1/+1
| | | | | I accidentally emitted this into the RCL instead of the per-tile generic list, so we wouldn't get tiles after the first cleared.
* broadcom/vc5: Move the TLB loads and stores to helper functions.Eric Anholt2018-01-121-35/+50
| | | | | This is going to get more complicated with V3D 4.1 support, which redoes all the TLB packets.
* broadcom/vc5: Convert vc5_cl.h to use the V3DX() macros.Eric Anholt2018-01-127-10/+24
| | | | | | To conditionally compile cl_emit() macros per V3D version, we need it to expand to whatever V3D we're building for. This required emitting #define V3D_VERSION 33 in all our currently 3.3-only code.
* broadcom/vc5: Introduce v3dx_macros.h and v3dx_pack.h headers.Eric Anholt2018-01-123-1/+88
| | | | | This will be used by vc5 for prefixing functions and including the pack header in v3d-version-dependent code, following the model of anv.
* broadcom/cle: Fix error path of missing a "type" in the XML.Eric Anholt2018-01-121-1/+2
| | | | | | We try to emit a #error and continue so that you can debug the missing type at C compile time, but were missing a couple of definitions in that path (sigh, python).
* broadcom/vc5: Add XML for V3D v4.1 (BCM7278)Eric Anholt2018-01-123-1/+1054
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* ac: add 'const' qualifiers to the shader info passSamuel Pitoiset2018-01-122-8/+11
| | | | | | | For clarification purposes. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Bas Nieuwenhuizen <[email protected]>
* ac: remove unused ac_nir_compiler_options from gather_info_input_decl()Samuel Pitoiset2018-01-121-4/+2
| | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Bas Nieuwenhuizen <[email protected]>
* nir: add a 'const' qualifier to nir_ssa_def_components_read()Samuel Pitoiset2018-01-122-2/+2
| | | | | | | | To avoid compilation warnings and because this helper shouldn't update anything. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Bas Nieuwenhuizen <[email protected]>
* loader/dri3: Avoid freeing renderbuffers in useThomas Hellstrom2018-01-121-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | Upon reception of an event that lowered the number of active back buffers, the code would immediately try to free all back buffers with an id equal to or higher than the new number of active back buffers. However, that could lead to an active or to-be-active back buffer being freed, since the old number of back buffers was used when obtaining an idle back buffer for use. This lead to crashes when lowering the number of active back buffers by transitioning from page-flipping to non-page-flipping presents. Fix this by computing the number of active back buffers only when trying to obtain a new back buffer. Fixes: 15e208c4cc ("loader/dri3: Don't accidently free buffer holding new back content") Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104214 Cc: "17.3" <[email protected]> Tested-by: Andriy.Khulap <[email protected]> Tested-by: Vadym Shovkoplias <[email protected]> Reviewed-by: Michel Dänzer <[email protected]> Signed-off-by: Thomas Hellstrom <[email protected]>
* anv: VkDescriptorSetLayoutBinding can have descriptorCount == 0Samuel Iglesias Gonsálvez2018-01-121-1/+3
| | | | | | | | | | | | | | | | | From Vulkan spec: "descriptorCount is the number of descriptors contained in the binding, accessed in a shader as an array. If descriptorCount is zero this binding entry is reserved and the resource must not be accessed from any stage via this binding within any pipeline using the set layout." Fixes: dEQP-VK.binding_model.descriptor_update.empty_descriptor.uniform_buffer Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Lionel Landwerlin <[email protected]> Cc: [email protected]
* mesa: require at least 14 UBOs for GL 4.3Roland Scheidegger2018-01-121-0/+1
| | | | | | | | | | | | ARB_ubo requires 12 UBOs (per stage) at least, but this limit has been raised by GL 4.3 to 14, so don't advertize GL 4.3 without it (only checking the vertex stage since all drivers probably have the same limit anyway for other stages). (piglit has minmax tests for that kind of thing, but they go only up to 3.3, so this won't really be noticed.) I think this currently should not affect any driver - r600 until very recently only supported 12 but now advertizes 14 too. Reviewed-by: Brian Paul <[email protected]>
* util: fix NORETURN for msvc, add HAVE_FUNC_ATTRIBUTE_NORETURN to c99_compat.hRoland Scheidegger2018-01-121-4/+8
| | | | | | | | | | We've seen some problems internally due to macro redefinition. Fix this by adding HAVE_FUNC_ATTRIBUTE_NORETURN to c99_compat.h, and defining it for msvc. And avoid redefinition just in case. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
* radv: don't emit unneeded vertex state.Dave Airlie2018-01-122-8/+49
| | | | | | | | | | | | | | | | | | If the number of instances hasn't changed and we've already emitted it, don't emit it again. If the vertex shader is the same and the first_instance, vertex_offset haven't changed don't emit them again. This increases the fps in GL_vs_VK -t 1 -m -api vk from around 40 to around 60 here, it may not impact anything else. Dieter also reported smoketest going from 1060->1200 fps. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]> Tested-by: Dieter Nützel <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: trim buffer load result (fixes dota2)Dave Airlie2018-01-121-1/+1
| | | | | | | | | | | Running dota2 since the below commit crashes with an llvm assert. Trim the vector like the other user. This possible could also be avoided by not padding inside the load vec3->vec4. Fixes: 41c36c4549 (amd/common: use ac_build_buffer_load() for emitting UBO loads) Reviewed-by: Samuel Pitoiset <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* meson: add variable for including include/GL/internalDylan Baker2018-01-112-10/+4
| | | | | Signed-off-by: <[email protected]> Acked-by: Eric Engestrom <[email protected]>
* meson: define inc_gbm as empty if not otherwise assignedDylan Baker2018-01-111-0/+2
| | | | | | | Otherwise this could be undefined in the egl directory. Signed-off-by: Dylan Baker <[email protected]> Acked-by: Eric Engestrom <[email protected]>
* meson: move libsensors dependency to libgalliumDylan Baker2018-01-118-13/+7
| | | | | | | | | This simplifies the build by removing the need to link targets against libsensors. Suggested-by: Emil Velikov <[email protected]> Signed-off-by: Dylan Baker <[email protected]> Acked-by: Eric Engestrom <[email protected]>
* meson: Use dependencies for nirDylan Baker2018-01-1118-50/+72
| | | | | | | | | | | | | | | | | This creates two new internal dependencies, idep_nir_headers and idep_nir. The former encapsulates the generation of nir_opcodes.h and nir_builder_opcodes.h and adding src/compiler/nir as an include path. This ensures that any target that needs nir headers will have the includes and that the generated headers will be generated before the target is build. The second, idep_nir, includes the first and additionally links to libnir. This is intended to make it easier to avoid race conditions in the build when using nir, since the number of consumers for libnir and it's headers are quite high. Acked-by: Eric Engestrom <[email protected]> Signed-off-by: Dylan Baker <[email protected]>
* meson: don't use intermediate variables that are immediately discardedDylan Baker2018-01-115-14/+7
| | | | | | | | | | | | | | | | For things like: loop x = func() list += x end just do: loop list += func() end Acked-by: Eric Engestrom <[email protected]> Signed-off-by: Dylan Baker <[email protected]>
* meson: Use consistent style for testsDylan Baker2018-01-1120-151/+199
| | | | | | | Don't use intermediate variables, use consistent whitespace. Acked-by: Eric Engestrom <[email protected]> Signed-off-by: Dylan Baker <[email protected]>
* meson: Use include variablesDylan Baker2018-01-111-1/+1
| | | | | | | | These were added after adderlib was mesonified, but it still good to use them instead of open coding them. Acked-by: Eric Engestrom <[email protected]> Signed-off-by: Dylan Baker <[email protected]>
* meson: Use consistent styleDylan Baker2018-01-1117-85/+148
| | | | | | | | | | | | | | | | | | | | Currently the meosn build has a mix of two styles: arg : [foo, ... bar], and arg : [ foo, ..., bar, ] For consistency let's pick one. I've picked the later style, which I think is more readable, and is more common in the mesa code base. v2: - fix commit message Acked-by: Eric Engestrom <[email protected]> Signed-off-by: Dylan Baker <[email protected]>
* i965: Use UD types for gl_SampleID setupJason Ekstrand2018-01-111-3/+3
| | | | | | | | We already had to switch all of the W types to UW to prevent issues with vector immediates on gen10. We may as well use unsigned types everywhere. Reviewed-by: Matt Turner <[email protected]>
* i965/fs: Use UW types when using V immediatesJason Ekstrand2018-01-112-5/+5
| | | | | | | | | | | | | | | | | | | | | | Gen 10 has a strange hardware bug involving V immediates with W types. It appears that a mov(8) g2<1>W 0x76543210V will actually result in g2 getting the value {3, 2, 1, 0, 3, 2, 1, 0}. In particular, the bottom four nibbles are repeated instead of the top four being taken. (A mov of 0x00003210V yields the same result.) This bug does not appear in any hardware documentation as far as we can tell and the simulator does not implement the bug either. Commit 6132992cdb858268af0e985727d80e4140be389c was mostly a no-op except that it changed the type of the subgroup invocation from UW to W and caused us to tickle this bug with basically every compute shader that uses any sort of invocation ID (which is most of them). This is also potentially an issue for geometry shader input pulls and SampleID setup. The easy solution is just to change the few places where we use a vector integer immediate with a W type to use a UW type. Reviewed-by: Matt Turner <[email protected]> Cc: [email protected] Fixes: 6132992cdb858268af0e985727d80e4140be389c