| Commit message (Collapse) | Author | Age | Files | Lines |
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I noticed this when I tried to do frexp(float(some_unsigned)) in the
ir_unop_find_lsb lowering pass. The code generated for frexp() uses
fabs, and this resulted in an extra instruction. Ultimately I ended up
not using frexp.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Previously SHADER_OPCODE_MULH could only exist on Gen7+, so the
assertion assumed the Gen7+ accumulator rules. A future patch will
allow this instruction on at least Gen6, so update the assertion.
v2: Use get_lowered_simd_width instead of open coding it. Suggested by
Curro.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]> [v1]
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v2: Rebase on changes to previous two patches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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v2: Retype LZD source as UD to avoid potential problems with 0x80000000.
Suggested by Matt. Also update comment about problem values with
LZD(abs(x)). Suggested by Curro.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This uses one less instruction.
v2: Move emit_find_msb_using_lzd out of the visitor classes. Suggested
by Curro.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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With the existing lowering passes, the functions from this extension
become a bunch of bit twiddling operations that have always been
supported.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This extension does not depend on the Gen. It only depends on the
availability of GLSL 1.30.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This isn't the lowering pass you want. Most GPUs that can support GLSL
1.30 have a multiply unit that can do something more interesting than
32x32->32. Many have 32x16->48. Any GPU that does, should do the
lowering in the backend. This is just the thing that will always work.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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ADD only allows to emit 19-bits immediates.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: <[email protected]>
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Like FADD32I, the NEG modifier of src0 is at position 56.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Signed-off-by: Andreas Boll <[email protected]>
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CovID: 1363008
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Add entrypoint to distinguish H.264 decode and encode. For example, in patch
5/11 when is calling "VaCreateContext", "pps" and "sps" shouldn't be allocated
for H.264 encoding. So we need to use the entry_point to determine this is
H.264 decode or H.264 encode. We can use config to determine the entrypoint
since config_id is passed to us for VaCreateContext call. However, for
VaDestoyContext call, only context_id is passed to us. So we need to know the
entrypoint in order to not free the pps/sps for encoding case.
Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Mark both L8_SRGB and L8A8_SRGB as non-renderable (the latter already
didn't have the bind flags). This makes the state tracker pick a
different format when rendering is required, or mark the fb as
incomplete. This fixes:
bin/getteximage-formats init-by-clear-and-render -auto -fbo
bin/getteximage-formats init-by-rendering -auto -fbo
which previously ran into srgb-encoding differences.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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This is useful for pbo downloads, which are now accelerated with images.
BGRA8 is a moderately common format to do that in.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Thanks to rebase fail, recent surface state changes (commits 7e951cd56,
8521ce1a7, and 69c0dc5c53) effectively reverted 727a9b24933 and 367cf3a2e3e
which was unintentional. This should bring it back.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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At this point there is no reason not to be using the linked shaders,
using the linked shaders should be faster and will make things simpler
for upcoming shader cache work.
The previous variable name suggests the linked shaders were intended
to be used here anyway.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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V2: Drop the changes to gl.xml.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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This way we have unlimited UVD sessions.
v2: only enable it when kernel supports it as well.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Inspired by fix for mem leak of vdpau interop, resource_from_handle
set texture reference count, that need to be decreased and released,
recall there is a similar case for DRI3, that is with VA-API glx
extension, there is temporary TFP(texture from pixmap), we target it
through dma-buf. leak happens when without count down the reference.
Checked and found with mpv vo=opengl case, there only one static TFP,
the leak happens once, but for totem player using gstreamer VA-API glx,
the dynamic TFP for each frame, so leak quite a bit.
This fixes mem leak for mpv and totem.
Signed-off-by: Leo Liu <[email protected]>
Cc: "12.0" <[email protected]>
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We totally ignored this before because there were no piglit tests for
indirect loads in tessellation stages with doubles.
Reviewed-by: Timothy Arceri <[email protected]>
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Our indirect URB read messages take both a direct and an indirect offset
so when we emit the second message for a 64-bit input load we can just
always incremement the immediate offset, even for the indirect case.
Reviewed-by: Timothy Arceri <[email protected]>
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pulls_bary should be set when the shader uses a pixel interpolator
message. So, setting it from the function that emits pixel interpolator
messages makes a lot of sense.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This patch makes emit_general_interpolation take a destination register
as an argument, and write directly to that. This is simpler than the
old approach of ralloc'ing a register, writing to that temporary, and
then making the caller emit per-component MOVs to copy it to the actual
destination.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The unlit centroid workaround starts being necessary on Gen6, which
is the first platform with multisampling. PLN exists on G45+, so all
platforms which need this workaround have PLN.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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glsl_to_nir always produces a system value for gl_FrontFacing, rather
than an input. So there should never be an input with this slot,
making this code dead.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Likewise, rename the enum type to glsl_interp_mode.
Beyond the GLSL front-end, talking about "interpolation modes" seems
more natural than "interpolation qualifiers" - in the IR, we're removed
from how exactly the source language specifies how to interpolate an
input. Also, SPIR-V calls these "decorations" rather than "qualifiers".
Generated by:
$ find . -regextype egrep -regex '.*\.(c|cpp|h)' -type f -exec sed -i \
-e 's/INTERP_QUALIFIER_/INTERP_MODE_/g' \
-e 's/glsl_interp_qualifier/glsl_interp_mode/g' {} \;
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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Pointed out by Marek.
Signed-off-by: Dave Airlie <[email protected]>
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The hardware can only do alphatest when using a blendable format. This
means that the various *16 norm formats didn't work with alphatest. It
appears that Talos Principle uses such formats, as well as alpha tests,
for some internal renders, which made them be incorrect. However this
does not appear to affect the final renders, but in a different game it
easily could.
The approach we take is that when alphatests are enabled and a suitable
format is used (which we anticipate is the vast minority of the time),
we insert code into the shader to perform the comparison and discard.
Once inserted, that code lives in the shader forever, and we re-upload
it each time the function changes with a fixed-up compare. To avoid
re-uploading too often, if we switch back to a blendable format, the
test is (effectively) disabled and the hw alphatest functionality is
used.
Signed-off-by: Ilia Mirkin <[email protected]>
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In d035d50 this changed to 64b.. which I'm pretty sure was
unintentional. Revert it back to 32b so the entire state struct
is a nice round 64b.
(Note sure that it would actually be measurable, but I did notice
that check_state() was hot in some benchmarks.)
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Adds a second optional cleanup callback, called after the fence is
signaled. This is needed if, for example, the queue has the last
reference to the object that embeds the util_queue_fence. In this
case we cannot drop the ref in the main callback, since that would
result in the fence being destroyed before it is signaled.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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According to firmware guys, the new sequence that we added for Polaris should
work on all CIK parts, and should actually be faster on some parts.
Reviewed-by: Marek Olšák <[email protected]>
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Should fix the regressions reported in bug 96949.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96949
Reviewed-by: Kenneth Graunke <[email protected]>
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I recently refactored this to share code between load and atomic
lowering. loads used intrin->num_components, while atomics used
intrin->dest.ssa.num_components. They should be equivalent, but
Jason wanted me to use the latter. I missed applying his review.
Signed-off-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This is more readable and also offers assertions that protect against
setting const_index fields on the wrong kind of intrinsic.
Suggested by Jason.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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