| Commit message (Collapse) | Author | Age | Files | Lines |
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This code is outdated and unused; now that the compiler is mature,
there's no point keeping it around in-tree (or at all).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This code is stable and can live upstream independently while the rest
of the Bifrost stack comes up.
v2: Added a verbose flag to hide away some of the more verbose features
that nobody really needs
[The Bifrost disassembler is written by Connor Abbott, Lyude Paul, and
Ryan Houdek.]
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We create an all-encompassing opcode table for handling name and
properties, removing a number of ad hoc opcode tables which became
brittle and quickly out of date. While we're at it, we fix some
incorrect opcodes relating to ball/bany, and move a small function out
to midgard_compile.c. Together these changes should allow compilation
without warnings, along with helping the codebase health considerably.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Most copy prop should occur at the NIR level, but we generate a fair
number of moves implicitly ourselves, etc... long story short, it's a
net win to also do simple copy prop + DCE on the MIR. As a bonus, this
fixes the weird imov precision bug once and for good, I think.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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For floating point ops, these bits determine the "negate?" and "abs?"
modifiers. For integer ops, it turns out they control how sign/zero
extension work, useful for mixing types.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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In the future, we might want to switch to a table-based approach, but
for now, at least have it current.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This reduces register pressure substantially since we get smaller
liveness ranges.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This fixes nested loops.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We reshuffle the existing "dead move elimination" pass into a generic
dead code elimination layer, fixing bugs incurred with looping in the
process.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The bug this worked around is no longer applicable, it seems -- remove
the hack that breaks more than it fixes.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The hardware needs this lowered anyway; for now, might as well use
mesa's default lowering for pure conformance reasons.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This restriction makes sense logically. Not sure why it wasn't obeyed
before. In conjunction with previous commit's disclaimer, fixes
dEQP-GLES2.functional.shaders.loop.for_dynamic_iterations.*
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Along with a corresponding fix to the move elimination pass (not
included here yet -- I just have it disabled for now), this will fix
dEQP-GLES2.functional.shaders.loops.for_uniform_iterations.*
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Fixes a bunch of issues with looping. Honestly, I'm not sure why loops
worked at all before.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Fixes a bunch of non-vec4 indexing.varying_array tests.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This adds preliminary support for indirect loads of varying arrays and
uniform arrays, bringing a few new tests in shader.indexing.* to
passing, although there remains a number of cases still missing.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Varying arrays sometimes are lowered to a series of directly accessed
varyings (which we handled okay), but when indirectly accessed, they
appear as a single array; we need to handle this as well.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The semantics of this field are not well understood; it is better to
print it unconditionally along with the other unknown state, rather than
silently eat the value. Without this change, some critical state was
being lost in some shaders (notably, the offset for load/store
scratchpad intructions found in shaders that spill registers.)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Otherwise our textures don't get color compression. Thanks to
Eero Tamminen for noticing this was missing!
Improves performance of GLB27_FillTestC24Z16 on my Apollolake
laptop with single channel RAM by 2.3x.
Reported-by: Eero Tamminen <[email protected]>
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PIPE_CAPs are better.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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flrp32 is also a 3-source instruction, but there is another pending
series that handles that for Gen4 and Gen5.
v2: Rebase on "intel/compiler: Don't have sepearate, per-Gen
nir_options"
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Instead, just have separate scalar vs. vector nir_options and do
per-Gen "fix ups".
Suggested-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Every file that included glsl/ir.h had a warning like:
src/compiler/glsl/ir.h: In member function ‘virtual bool ir_rvalue::is_lvalue(const _mesa_glsl_parse_state*) const’:
src/compiler/glsl/ir.h:236:64: warning: unused parameter ‘state’ [-Wunused-parameter]
virtual bool is_lvalue(const struct _mesa_glsl_parse_state *state = NULL) const
^
Cc: Samuel Pitoiset <[email protected]>
Fixes: fa4ebf6b8d9 ("glsl: add _mesa_glsl_parse_state object to is_lvalue()")
Reviewed-by: Sagar Ghuge <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Commit 624789e3708c moved the destruction of types out of atexit() and
made use of a ref count instead. This is useful for avoiding a crash
where drivers such as radeonsi are still compiling in a thread when the app
exits and has not called MakeCurrent to change from the current context.
While the above scenario is technically an app bug we shouldn't crash.
However that change caused another race condition between the shader
compilation tread in radeonsi and context teardown functions.
This patch makes two changes to fix this new problem:
First we explicitly call _mesa_destroy_shader_compiler_types() when destroying
the st context rather than calling it indirectly via _mesa_free_context_data().
We do this as we must call it after st_destroy_context_priv() so that we don't
destory the glsl types before the compilation threads finish.
Next wait for the shader threads to finish in si_destroy_context() this
also means we need to call context destroy before destroying the queues
in si_destroy_screen().
Fixes: 624789e3708c ("compiler/glsl: handle case where we have multiple users for types")
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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The dri options are optional. When the dri options are not provided
the WSI will not use adaptive sync.
FWIW I think for xf86-video-amdgpu this still requires an X11 config
option, so only people who opt in can get possible regressions from this.
So then the remaining question is: why do this in the WSI?
It has been suggested in another MR that the application sets this.
However, I disagree with that as I don't think we'll ever get a
reasonable set of applications setting it.
The next questions is whether this can be a layer. It definitely
can be as implemented now. However, I think this generally fits
well with the function of the WSI. Furthemore, for e.g. the DISPLAY
WSI this is much harder to do in a layer.
Of course, most of the WSI could almost be a layer, but I think
this still fits best in the WSI.
Acked-by: Jason Ekstrand <[email protected]>
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This includes 0 options.
The cache parsing is located at a position where we can easily add
config filtering by VkApplicationInfo.
Reviewed-by: Samuel Pitoiset <[email protected]>
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this hooks up the iris gallium driver to existing mesa bits which handle
the implementation
resolves kwg/mesa#8
Reviewed-by: Kenneth Graunke <[email protected]>
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if the driver (iris) indicates support for the inner_coverage pipe cap, this
will set the necessary states in the driver flags and rasterizer structs
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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this can be used by drivers which support the extension to indicate support
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We need to subtract the starting offset from the final offset before
dividing by the stride. See src/intel/vulkan/genX_cmd_buffer.c:3142.
Not known to fix anything.
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This operation decorate with an Id instead of a Literal or String.
It is used by HlslCounterBufferGOOGLE (provided by
SPV_GOOGLE_hlsl_functionality1). Even if we don't do anything with
that decoration, we must be able to parse SPIR-V that uses it.
Fixes: 891886da2f9 "spirv: Add no-op support for VK_GOOGLE_hlsl_functionality1"
Reviewed-by: Jason Ekstrand <[email protected]>
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Decorations (and ExecutionModes) can have not only literals, but also
Ids associated with them. So rename the field to the more general
name "Operand" used by the spec.
Reviewed-by: Jason Ekstrand <[email protected]>
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Doesn't fix anything but it's not the right function prototype.
Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: 673f33c77dd765 ("anv: Implement CmdBegin/EndQueryIndexed")
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Sagar Ghuge <[email protected]>
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Several empty cmdbufs are submitted by app/xserver per frame, from
glamor_block_handler for example. Let's skip them.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Gurchetan Singh <[email protected]>
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This has been unused since r600 stopped using it in 2010.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This one would allocate from two underlying pools, but has never been
used.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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I couldn't find any uses in the tree since its introduction.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Noticed while trying to decide if pipebuffer was of any use to me, and
found that nothing has used it in the last 10 years at least.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Set REG_A2XX_RB_COPY_DEST_OFFSET in the tile init as it won't get touched
by the draw batch. Then gmem2mem is the same for all tiles.
Similar to what is done in a6xx, but only for gmem2mem.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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