| Commit message (Collapse) | Author | Age | Files | Lines |
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The load/store optimizer pass doesn't handle WaW hazards correctly
and this is the root cause of the reflection issue with Monster
Hunter World. AFAIK, it's the only game that are affected by this
issue.
This is fixed with LLVM r361008, but we need a workaround for older
LLVM versions unfortunately.
Cc: "19.0" "19.1" <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The vmwgfx driver supports emulated coherent surface memory as of version
2.16. Add en environtment variable to enable this functionality for
texture- and buffer maps: SVGA_FORCE_COHERENT.
This environment variable should be used for testing only.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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In order to be able to add access modes to a pb_validate_entry, update
the pb_validate_add_buffer function to take a pointer hash table and also
to return whether the buffer was already on the validate list.
Update the svga winsys accordingly.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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The rendered-to flag indicates that the HW surface content is more recent
than the content of the mob. That's the case after a SurfaceDMA transfer
to the surface.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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SVGA_RELOC_INTERNAL indicates a transfer between surface and backing mob.
This means that if the GPU for example reads from the surface it writes
to the backing mob. But since the buffer mapping code allows for
simultaneous gpu- and cpu read access, a read from the surface to the mob
will not synchronize a subsequent map to the readback.
Fix this by inverting the mob access mode in a surface relocation with
SVGA_RELOC_INTERNAL set.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Instead unconditionally call SVGA3D_InvalidateGBSurface() since it's needed
also for Linux for dirty buffers and operation without SurfaceDMA.
For non-guest-backed operation, remove the surface cache surface invalidation
altogether.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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resource type provides"
This reverts commit 865b9ddae4874186182e529b5fd154ab04a61f79.
The buffer always reports format PIPE_FORMAT_R8_UNORM so with this patch only
one component would be supported. The original issue is still relevant, but
the fix should be different.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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glsl_to_nir.cpp:276: uninit_member: Non-static class member "sig" is not initialized in this constructor nor in any functions that it calls.
Reported by coverity
Acked-by: Ilia Mirkin <[email protected]>
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imgui_draw.cpp:1781: error[shiftTooManyBitsSigned]: Shifting signed 32-bit value by 31 bits is undefined behaviour
Reported by coverity
Acked-by: Ilia Mirkin <[email protected]>
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link_uniforms.cpp:477: uninit_member: Non-static class member "shader_storage_blocks_write_access" is not initialized in this constructor nor in any functions that it calls.
Reported by coverity.
v2: fix 9->0 typo (Ilia)
Acked-by: Ilia Mirkin <[email protected]>
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src/compiler/glsl_types.cpp:577: uninit_member: Non-static class member "packed" is not initialized in this constructor nor in any functions that it calls.
from Coverity.
Fixes: 659f333b3a4 (glsl: add packed for struct types)
Acked-by: Ilia Mirkin <[email protected]>
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Many of these are now patched; one of them we patch here. Regardless,
this is one less thing to worry about in the code, I suppose.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Don't attempt sampling with HiZ if the sampler lacks support for it. On
ICL, the HW docs state that sampling with HiZ is not supported and that
instances of AUX_HIZ in the RENDER_SURFACE_STATE object will be
interpreted as AUX_NONE.
Cc: <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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If the SSA def produced by this instruction is only in the block in
which it is defined and is not used by ifs or phis, then we don't have
a reason to convert it to a register in
nir_lower_ssa_defs_to_regs_block().
The special case for derefs is covered by the general case, so can be
removed: at this point all derefs in the block are
materialized (i.e. the whole deref chain is in the block) and derefs
are not used in phis.
v2: Fix wrong check for if_uses. If there's such an use, the def is
not "local_to_block". (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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Normally gl_nir_lower_samplers_as_deref records info->textures_used
for us, but this pass runs after that, attempting to assign samplers
in the same order as st_atom_texture's external_samplers_used loop
so the stars align and we get the same locations.
Since we're adding textures late, we need to amend info->textures_used.
iris uses info->textures_used to set up texture bindings; this fixes
Piglit's ext_image_dma_buf_import-sample-{nv12,yuv420,yvu420} there.
Reviewed-by: Rob Clark <[email protected]>
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First, allow the case for negative powers of two. Then ensure that we
use the absolute value of the non-constant value to calculate the
quotient -- this was hinted in the code by the name 'uq'.
This fixes an issue when 'd' is positive and 'n' is negative. The
ishr will propagate the negative sign and we'll use nir_ineg() again,
incorrectly.
v2: First version used only ishr, but that isn't sufficient, since it
never can produce a zero as a result. (Jason)
Allow negative powers of two. (Caio)
Fixes: 74492ebad94 "nir: Add a pass for lowering integer division by constants"
Reviewed-by: Jason Ekstrand <[email protected]>
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shader-db's report.py will use this to see when we've changed loop
unrolling behavior on a shader and skip including other stats like
instruction count from being considered for that shader, since they won't
be useful as a proxy for real world performance in that case.
Reviewed-by: Rob Clark <[email protected]>
Tested-by: Eduardo Lima Mitev <[email protected]>
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This lets us reuse their report.py, at the expense of fd-report.py no
longer working.
Reviewed-by: Rob Clark <[email protected]>
Tested-by: Eduardo Lima Mitev <[email protected]>
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It was more of a hindrance, as it pretended that we could compile in the
driver with a missing screen.
Reviewed-by: Rob Clark <[email protected]>
Tested-by: Eduardo Lima Mitev <[email protected]>
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The TTN path needs access to the screen to make the right decisions about
lowering, but we didn't have pctx->screen set up at fdN_prog_init time.
Reviewed-by: Rob Clark <[email protected]>
Tested-by: Eduardo Lima Mitev <[email protected]>
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This allows a nice cleanup, because the winsys always handles it.
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To make it behave like amdgpu. I'm just trying to move this out of
radeonsi. The radeonsi code will be removed in the next commit.
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108824
Cc: 19.1 <[email protected]>
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This is a prerequisite for the next commit.
Cc: 19.1 <[email protected]>
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Only read-only buffers can use compute culling.
Acked-by: Nicolai Hähnle <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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It may decrease performance and it prevents compute-based primitive culling.
Acked-by: Nicolai Hähnle <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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The prim discard compute shader bakes InstanceID into the output index buffer.
Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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If a prim discard compute shader hasn't finished compilation, we don't want
to any shader.
Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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It will be modified by compute shader culling.
Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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so that the fields can be changed by the driver.
Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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The primitive discard compute shader will get the position output this way.
Tested-by: Dieter Nützel <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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This commit adjusts the capabilities returned
by the SWR driver and the documentation to correctly
report the following extensions:
GL_ARB_texture_query_lod, GL_ARB_texture_cube_map_array,
GL_ARB_gpu_shader_fp64, GL_ARB_texture_gather,
GL_ARB_vertex_attrib_64bit.
Reviewed-by: Alok Hota <[email protected]>
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