| Commit message (Collapse) | Author | Age | Files | Lines |
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We were using a sequence counter value to wait for a specific NotifyMSC
event. However, we can receive events from other clients as well, which
may already be using higher sequence numbers than us. In that case, we
could stop processing after an event from another client, which could
have been received significantly earlier. This would have multiple
undesirable effects:
* The computed MSC and UST values would be lower than they should be
* We could leave a growing number of NotifyMSC events from ourselves and
other clients in XCB's special event queue
I ran into this with Firefox and Thunderbird, whose VSync threads both
seem to use the same window. The result was sluggish screen updates and
growing memory consumption in one of them.
Fix this by checking the XCB sequence number and MSC value of NotifyMSC
events, instead of using our own sequence number.
v2:
* Use the Present event ID for the sequence parameter of the
PresentNotifyMSC request, as another safeguard against processing
events from other clients
* Rebase on drawable mutex changes
Reviewed-by: Nicolai Hähnle <[email protected]> # v1
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This is not hooked up to any messages yet, but useful for e.g.
renderdoc if you add some messages during development.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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For also using it in radv. I moved the remaining stubs back to
anv_device.c as they were just trivial.
This does not move the vk_errorf/anv_perf_warn or the object
type macros, as those depend on anv types and logging.
Reviewed-by: Tapani Pälli <[email protected]>
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Lowering these to temps makes a big mess, and results in some
piglit test failures. Also the radeonsi backend (the only backend
to support tess) has support for indirects so there is no need to
lower them anyway.
Fixes the following piglit tests on radeonsi:
tests/spec/arb_tessellation_shader/execution/variable-indexing/tes-input-array-vec3-index-rd.shader_test
tests/spec/arb_tessellation_shader/execution/variable-indexing/tes-input-array-vec4-index-rd.shader_test
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This commit unifies the CCS_E and CCS_D cases. This should fix a couple
of subtle issues. One is that when you use INTEL_DEBUG=norbc to disable
CCS_E, we don't get the sRGB blending workaround. By unifying the code,
we give CCS_D that workaround as well.
The second issue fixed by this refactor is that the blending workaround
was appears to be enabled on all gens but really only applies on gen9.
Due to a happy accident in the way code was laid out, it was only
getting enabled on gen9: gen8 and earlier don't support non-zero-one
clear colors, and gen10 supports sRGB for CCS_E so it got caught in the
format_ccs_e_compat_with_miptree case. This refactor moves it above the
format_ccs_e_compat_with_miptree case so it's an explicit early exit and
makes it explicitly only on gen9.
Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "17.3" <[email protected]>
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This reverts commit ee57b15ec764736e2d5360beaef9fb2045ed0f68, "i965:
Disable regular fast-clears (CCS_D) on gen9+". How taht we've fixed the
issue with too many different aux usages in the render cache, it should
be safe to re-enable CCS_D for sRGB.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104163
Tested-by: Eero Tamminen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "17.3" <[email protected]>
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This lets us perform render cache flushes whenever a surface goes from
being used with one aux+format to a different aux+format.
This is the "proper" fix for https://bugs.freedesktop.org/102435.
ee57b15ec764736e2d5360beaef9fb2045ed0f68 which was really just a partial
revert of 3e57e9494c2279580ad6a83ab8c065d01e7e634e was just a hack to
get rid of a hang in a bunch of Valve games. This solves the actual
problem responsible for the hang and lets us enable CCS_E once again.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102435
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "17.3" <[email protected]>
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This makes sure we flush things out of other caches prior to using a
surface through the render cache. Currently, this is a no-op because GL
won't let you bind anything other than a color surface as color so it
should never end up in the depth cache. However, this does complete the
flush/add_bo pair for regular drawing which will be required for the
next commit.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "17.3" <[email protected]>
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Improves performance of SynMark2 OglGSCloth by a further 9.65%±0.59%
due to the reduction in overwraps of the primitive count buffer that
lead to a CPU stall on previous rendering. Cummulative performance
improvement from the series 81.50% ±0.96% (data gathered on VLV).
Tested-By: Eero Tamminen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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begin/end block.
This allows us to aggregate the primitive counts of a completed
transform feedback begin/end block lazily, which in the most typical
case (where glDrawTransformFeedback is not used) will allow us to
avoid aggregating the primitive counters on the CPU altogether,
preventing a stall on previous rendering during
glBeginTransformFeedback(), which dramatically improves performance of
applications that rely heavily on transform feedback.
Improves performance of SynMark2 OglGSCloth by 65.52% ±0.25% (data
gathered on VLV).
Tested-By: Eero Tamminen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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A primitive counter encapsulates a scalar aggregating counter for each
vertex stream along with a section within the primitive tally buffer
which hasn't been read out yet. Defining this as a separate type will
allow us to keep multiple counter objects around for the same
transform feedback object without any code duplication.
Tested-By: Eero Tamminen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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I'm guessing this may have been disable because of missing
component packing support. However recent nir linking changes
required nir based gallium drivers to support component packing
so this should now be ok to enable.
Reviewed-by: Marek Olšák <[email protected]>
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Just inline the little bit of code.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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vsplit_add_cache uses the post-bias index for hashing, but the
vsplit_add_cache_uint/ushort/ubyte ones used the pre-bias index, therefore
the code for handling the special case (because -1 matches the initialization
value of the cache) wasn't actually working.
Commit 78a997f72841310620d18daa9015633343d04db1 actually simplified the
cache logic somewhat, but it looks like this particular problem carried over
(and duplicated to the ushort/ubyte cases, since before only uint needed it).
This could lead to the vsplit cache doing the wrong thing, in particular
later fetch_info might indicate there are 0 values to fetch. This only really
affected edge cases which were bogus to begin with, but it could lead to a
crash with the jit vertex shader, since it cannot handle this case correctly
(the count loop is always executed at least once and we would not allocate
any memory for the shader outputs), so add another assert to catch it there.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Found with the help of following Coccinelle semantic patch:
// <smpl>
@@
expression E;
@@
\(pthread_mutex_lock\|mtx_lock\|simple_mtx_lock\)(E)
...
(
\(pthread_mutex_unlock\|mtx_unlock\|simple_mtx_unlock\)(E);
...
return ...;
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+ maybe need_unlock(E);
return ...;
)
// </smpl>
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Christian König <[email protected]>
Cc: [email protected]
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Trivial. Found by Coccinelle.
Reviewed-by: Eric Engestrom <[email protected]>
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Trivial. Found by Coccinelle.
Reviewed-by: Eric Engestrom <[email protected]>
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Trivial. Found by Coccinelle.
Reviewed-by: Eric Engestrom <[email protected]>
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This is an optimisation that is recommended by Matt Arsenault,
and used by RadeonSI, but it's not compatible with Vulkan.
Note that AC_FLOAT_MODE_UNSAFE_FP_MATH includes the no signed
zeros flag in LLVM.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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When that debug option is not used, we use the default float mode
because the no signed zeros optimisation is not Vulkan compatible.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This also replaces llvm.AMDGPU.kilp by llvm.AMDGPU.kill with
LLVM < 6. Similar to RadeonSI codepath.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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According with OpenGL GLSL 4.20 spec, section 4.3.9, page 57:
"It is a link-time error if any particular shader interface
contains:
- two different blocks, each having no instance name, and each
having a member of the same name, or
- a variable outside a block, and a block with no instance name,
where the variable has the same name as a member in the block."
This means that it is a link error if for example we have a vertex
shader with the following definition.
"layout(location=0) uniform Data { float a; float b; };"
and a fragment shader with:
"uniform float a;"
As in both cases we refer to both uniforms as "a", and thus using
glGetUniformLocation() wouldn't know which one we mean.
This fixes KHR-GL*.shaders.uniform_block.common.name_matching.
v2: add fixed tests (Tapani)
Reviewed-by: Tapani Pälli <[email protected]>
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glXGetDriverConfig parameters do not provide a context to dynamically
check for the presence of the function, so the dispatcher directly calls
glXGetDriverConfig, but in non-dri builds dri_glx.c didn't provide
glXGetDriverConfig.
This change make it just return NULL in that case.
Fixes: 84f764a7591 "glxglvnddispatch: Add missing dispatch for GetDriverConfig
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Hans de Goede <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This is to fix VA-API issues with GStreamer and MPEG2.
Since gstreamer does not pass quantiser matrices with each frame, invalid
pointers were being passed to the driver. This patch addresses the same.
Signed-off-by: Indrajit Das <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Only update them when the pointers are valid.
Signed-off-by: Indrajit Das <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Only upload them when the pointers are valid.
Signed-off-by: Indrajit Das <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This reverts commit 0d044351b7043cd0bc94c1cb9b7a2213f8054414.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104490
Signed-off-by: Adam Jackson <[email protected]>
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This reverts commit 6ce9006d76c050663af0be61cc88c3215d6f8cea.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104490
Signed-off-by: Adam Jackson <[email protected]>
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This can't work for two reasons:
- TESSINNER/TESSOUTER are shader input values, so never translated
to the intrinsic ops
- the shader info pass scans the current stage but we want to know
in TCS, if TES reads the tess factors.
This fixes 6 regressions related to
deqp-vk/tessellation/shader_input_output/tess_level_{inner,outer}_XXX_tes
This reverts commit 5ba1a61648e2dea96f621a5886ad8b937a471ab4.
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InstanceID is in VGPR2, not 1.
One more failure that CTS didn't catch up...
Reported-by: Alex Smith <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This shouldn't be scanned in the pipeline.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Unused.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Without this initialization the temp registers used in tgsi_declaration
may used random indices, and this may result in failing translation from TGSI
with an error message "GPR limit exceeded", because the random index is greater
then the allowed limit implying that the shader uses more temporary registers then
available.
Signed-off-by: Gert Wollny <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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First try with a "soft" depth, to try to schedule sfu instructions
further from their consumers, but fall back to hard depth (which might
result in stalling) if nothing else is avail to schedule.
Previously the consumer of a sfu instruction could end up scheduled
immediately after (since "hard" depth from sfu to consumer would be 0).
This works because legalize pass would insert a (ss) sync bit, but it
is sub-optimal since it would cause a stall.
Instead prioritize other instructions for 4 cycles if they would no
cause a nop to be inserted. This minimizes the stalling. There is a
slight penalty in general to overall # of instructions in shader (since
we could end up needing nop's later due to scheduling the "deeper" sfu
consumer later), but ends up being a wash on register pressure.
Overall this seems to be worth a 10+% gain in fps. Increasing the
"soft" depth of sfu consumer beyond 4 helps a bit in some cases, but 4
seems to be a good trade-off between getting 99% of the gain and not
increasing instruction count of shaders too much.
It's possible a similar approach could help for tex/mem instructions,
but the (sy) sync bit seems to trigger a switch to a different thread-
group to hide memory latency (possibly with some limits depending on
number of registers used?).
Signed-off-by: Rob Clark <[email protected]>
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If the blit isn't changing format, but is changing tiling, just lie and
call things ARGB (since the exact component order doesn't matter for a
tiling blit).
Signed-off-by: Rob Clark <[email protected]>
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Overall a nice 5-10% gain for most games. And more for things like
glmark2 texture benchmark.
There are some rough edges. In particular, the hardware seems to only
support tiling or component swap. (Ie. from hw PoV, ARGB/ABGR/RGBA/
BGRA are all the same format but with different component swap.) For
tiled formats, only ARGB is possible. This isn't a big problem for
*sampling* since we also have swizzle state there (and since
util_format_compose_swizzles() already takes into account the component
order, we didn't use COLOR_SWAP for sampling). But it is a problem if
you try to render to a tiled BGRA (for example) surface.
The next patch introduces a workaround for blitter, so we can generate
tiled textures in ABGR/RGBA/BGRA, but that doesn't help the render-
target case. To handle that, I think we'd need to keep track that the
tiled format is different from the linear format, which seems like it
would get extra fun with sampler views/etc.
So for now, disabled by default, enable with FD_MESA_DEBUG=ttile. In
practice it works fine for all the games I've tried, but makes piglit
grumpy.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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The rules are sufficiently different for a5xx with tiled textures, so
split this out into something that can be implemented per-generation.
The a5xx specific implementation will come in a later patch.
Signed-off-by: Rob Clark <[email protected]>
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Trivial. Found by Coccinelle.
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zlib provides a faster slice-by-4 CRC32 implementation than the
traditional single byte lookup one used by mesa. As most supported
platforms now link zlib unconditionally, we can easily use it.
Improvement for a 1MB buffer (avg MB/s, n=100, zlib 1.2.8):
i5-6600K C2D E4500
mesa zlib mesa zlib
443 1443 225% +/- 2.1% 403 1175 191% +/- 0.9%
It has been verified the calculation results stay the same after this
change.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes a number of int64 piglit tests, for example:
generated_tests/spec/arb_gpu_shader_int64/execution/built-in-functions/fs-sign-i64vec2.shader_test
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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These will be used in the following patch.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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V2: just zero-extend the 32-bit value.
Fixes a number of int64 piglet tests, for example:
generated_tests/spec/arb_gpu_shader_int64/execution/conversion/frag-conversion-explicit-bool-int64_t.shader_test
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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assert() is replaced by unreachable(), to avoid following building error:
external/mesa/src/gallium/drivers/radeonsi/si_shader.c:1967:1:
error: control may reach end of non-void function [-Werror,-Wreturn-type]
}
^
1 error generated.
Fixes: c797cd6 ("ac: add load_patch_vertices_in() to the abi")
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes a bunch of arb_gpu_shader_fp64 piglit tests for example:
generated_tests/spec/arb_gpu_shader_fp64/execution/built-in-functions/fs-mix-double-double-double.shader_test
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Prevents potential infinite loops when a non-dispatched or discarded
channel never triggers the loop break condition.
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