| Commit message (Collapse) | Author | Age | Files | Lines |
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Before, it would happily copy list_head next/prev (ie. pointer to the
*from* list_head), leaving things in a confused state and causing much
mayhem.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Want to re-use this struct, so un-inline it.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Be more consistent with the other u_inlines util_copy_xyz_state()
helpers and support NULL src.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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If a depth/stencil texture has no mipmaps, we can always get a layout that is
compatible with DB and TC.
Reviewed-by: Marek Olšák <[email protected]>
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This fixes a rare bug with stencil texturing -- seen on Polaris and Tonga,
though it's basically a function of the memory configuration so could affect
other parts as well.
Fixes piglit "unaligned-blit * stencil downsample" and various
"fbo-depth-array *stencil*" tests.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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v2: s/dirty_level_mask/stencil_dirty_level_mask/ in stencil case
Reviewed-by: Marek Olšák <[email protected]>
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Also clean up some of the looping.
Reviewed-by: Marek Olšák <[email protected]>
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Note that this has no effect yet. A case where can_sample_z/s can be false
in radeonsi will be added in a later patch.
Reviewed-by: Marek Olšák <[email protected]>
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This is a left-over of when I considered generalizing the separate stencil
support. I do prefer the new name since it emphasizes what flushing vs.
non-flushing means from a functional point-of-view, namely special handling
of the texture format.
v2: adjust r600_init_color_surface as well
Reviewed-by: Marek Olšák <[email protected]>
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v2: adjust r600_init_color_surface as well
Reviewed-by: Marek Olšák <[email protected]>
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Account for the fact that max_layer is minified for higher levels.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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v2: keep using r600_texture_reference
Reviewed-by: Marek Olšák <[email protected]>
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It is the same for all levels.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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If a shader has an output array, it will get treated as though it were
gl_FragData and rewritten into gl_out_FragData instances. We only want
this to happen on the actual gl_FragData and not everything else.
This is a small part of the problem pointed out by the below bug.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96765
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "11.2 12.0" <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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none
v2: Also update varying_matches::compute_packing_class(). Suggested by
Timothy Arceri.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96358
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
Cc: Gregory Hainaut <[email protected]>
Cc: Ilia Mirkin <[email protected]>
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Outputs from the vertex shader need to be able to match
per-vertex-arrayed inputs of later stages. Acomplish this by stripping
one level of arrayness from the names and types of outputs going to a
per-vertex-arrayed stage.
v2: Add missing checks for TESS_EVAL->GEOMETRY. Noticed by Timothy
Arceri.
v3: Use a slightly simpler stage check suggested by Ilia.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96358
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
Cc: Gregory Hainaut <[email protected]>
Cc: Ilia Mirkin <[email protected]>
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Tested with Lightsmark2008, MTT piglit, glretrace, conform.
Reviewed-by: Sinclair Yeh <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Height should be aligned with 2 macroblocks, thus making safer
for tiled mode
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Without this the i965 driver fails to load.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Otherwise things will fail to build, if the builder is using another
version of LLVM.
v2: annotate all the dependencies of builder_gen.h
v3: clean the generated files as needed
v4: comment cleanups (Tim)
Cc: "12.0" <[email protected]>
Tested-by: Tim Rowley <[email protected]>
Tested-by: Chuck Atkins <[email protected]> (v2)
Reported-by: Chuck Atkins <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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It has proven subtle to get it right both from the build side POV (see
commit list below) and builders due to their varying workflows.
Furthermore it does not fully fulfil the reason why it was enforced -
to detect uniqueness between different builds, in order to distinguish
and invalidate Vulkan/GL caches.
With that having a much better solution (previous commit) we can drop
this solution.
This effectively reverts the following commits:
359d9dfec33 ("mesa: automake: add directory prefix for git_sha1.h")
2c424e00c39 ("mesa: automake: ensure that git_sha1.h.tmp has the right
attributes")
b7f7ec78435 ("mesa: automake: distclean git_sha1.h when building OOT")
8229fe68b5d ("automake: get in-tree `make distclean' working again.")
Cc: Timo Aaltonen <[email protected]>
Cc: Haixia Shi <[email protected]>
Cc: Jason Ekstrand <[email protected]>
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Do not rely on the git sha1:
- its current truncated form makes it less unique
- it does not attribute for local (Vulkand or otherwise) changes
Use a timestamp produced at the time of build. It's perfectly unique,
unless someone explicitly thinkers with their system clock. Even then
chances of producing the exact same one are very small, if not zero.
v2: Remove .tmp rule. Its not needed since we want for the header to be
regenerated on each time we call make (Eric).
v3:
- Honour SOURCE_DATE_EPOCH, to make the build reproducible (Michel)
- Replace the generated header with a define, to prevent needless
builds on consecutive `make' and/or `make install' calls. (Dave)
v4:
- Keep the timestamp generation at make time. (Jason)
v5:
- Ensure that file is regenerated on incremental builds.
Cc: Michel Dänzer <[email protected]>
Cc: Dave Airlie <[email protected]>
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Considering how hard/annoying it was for many peoples' workflow to
properly generate the macro, it will be demoted to conditionally
available with follow-up commits.
v2: Kill off gracious blank line (Vedran).
Cc: [email protected]
Cc: Vedran Miletić <[email protected]>
Cc: Francisco Jerez <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]> (v1)
Reviewed-by: Vedran Miletić <[email protected]>
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The call to _mesa_update_shader_textures_used() already takes
care of copying for us.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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This just stops counting and assigning a storage location for
these uniforms, the count is only used to create the uniform storage.
These uniform types don't use this storage.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Missed this when doing 6d1a59d15b.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Fix build error cased by 6a524c76f5.
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Code was inspired from _mesa_update_shader_textures_used
However unlike _mesa_update_shader_textures_used that only check for a single
stage, it will check all stages.
It avoids to loop on all uniforms, only active samplers are checked.
For my use case: high FS frequency switches with few samplers.
Perf event (relative to nouveau_dri.so) goes from 5.01% to 1.68% for
the _mesa_sampler_uniforms_pipeline_are_valid function.
Signed-off-by: Gregory Hainaut <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This reverts commit 27d456cc87a01998c6fe1dbf45937e2ca6128495.
DOH, what seems right and what is right with fp64 are always
two different things.
This regressed:
spec@arb_gpu_shader_fp64@shader_storage@layout-std140-fp64-mixed-shader
on radeonsi
Reported-by: Michel Dänzer <[email protected]>
Cc: "11.2 12.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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While we are at it, fix a typo inside the comment which describes
what those constants are for.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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In presence of an indirect image access, the base offset should be
zeroed because the stride will be computed twice. This is a pretty
rare situation but it can happen when tex.r > 0.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: "11.2 12.0" <[email protected]>
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When emitting OP_SUB, the sign bit for FADD and FADD32I is not
at the same position. It's at position 45 for FADD but 51 for FADD32I.
This fixes the following piglit test:
tests/spec/arb_fragment_program/fdo30337b.shader_test
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: <[email protected]>
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ALU0 didn't have the _dest variant, and ALU2 didn't unset the def the way
ALU1 did. This should make the ALU[012] macros much clearer, by moving
most of their contents to vc4_qir.c
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Now that we're about to start generating control flow in our NIR, we want
this in place. It optimizes things frequently in the CS, when the GL VS
has control flow that doesn't affect the vertex position.
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Tiny change on shader-db currently, but it will be important when we start
emitting a lot of SFs from the same variable as part of control flow
support.
total instructions in shared programs: 89463 -> 89430 (-0.04%)
instructions in affected programs: 1522 -> 1489 (-2.17%)
total estimated cycles in shared programs: 250060 -> 250015 (-0.02%)
estimated cycles in affected programs: 8568 -> 8523 (-0.53%)
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The DCE pass is going to change significantly to handle control flow,
while we don't really need to change it for the SF handling. We also need
to add some more SF peephole optimization for SF updates generated by
control flow support.
No change on shader-db.
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I'm going to add an optimization for redundant SF update removal, which
will just remove the SF and leave us (in many cases) with an instruction
with a NULL destination and no side effects. Rather than teaching that
pass whether the whole instruction can be removed, leave that
responsibility to this pass.
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We need to not DCE them even though they don't have a destination in QIR.
We also shouldn't relocate them in vc4_opt_vpm. Neither of these things
happen, but I'm about to make DCE consider instructions with a NULL
destination.
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Noticed by code inspection. This hasn't been too big of a deal, because
our cond usages all start out as adder ops, either MOVs or the FTOI for Z
writes. MOVs *can* get converted to mul ops during scheduling, but
apparently we hadn't hit this.
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This isn't used since we switched to using the dst.pack field instead of
custom instructions.
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Main shader parts and geometry shaders are compiled asynchronously
by util_queue. si_create_shader_selector doesn't wait and returns.
si_draw_vbo(si_shader_select) waits for completion.
This has the best effect when shaders are compiled at app-loading time.
It doesn't help much for shaders compiled on demand, even though
VS+PS compilation should take as much as time as the bigger one of the two.
If an app creates more shaders, at most 4 threads will be used to compile
them.
Debug output disables this for shader stats to be printed in the correct
order.
(We could go even further and build variants asynchronously too, then emit
draw calls without waiting and emit incomplete shader states, then force IB
chaining to give the compiler more time, then sync the compilation at the IB
flush and patch the IB with correct shader states. This is great for
compilation before draw calls, but there are some difficulties such as
scratch and tess states requiring the compiler output, and an on-disk shader
cache will likely be a much better and simpler solution.)
Reviewed-by: Nicolai Hähnle <[email protected]>
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