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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes a warning.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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The GL 4.5 spec says:
"If any enabled array’s buffer binding is zero when DrawArrays
or one of the other drawing commands defined in section 10.4 is
called, the result is undefined."
This commits avoids crashing the code, which is not a very good
"undefined result".
This fixes spec/!opengl 3.1/vao-broken-attrib piglit test.
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As per the C spec, it is illegal to alias pointers to different
types. This results in undefined behaviour after optimization
passes, resulting in very subtle bugs that happen only on a
full moon..
Use a memcpy() as a well defined coercion between the isomorphic
bit-field interpretations of memory.
V.2: Use C99 compat STATIC_ASSERT() over C11 static_assert().
Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Now that there's some SoA fetch which never falls back, we should always get
results which are better or at least not worse (something like rgba32f will
stay the same).
For cases which get way better, think something like R16_UNORM with 8-wide
vectors: this was 8 sign-extend fetches, 8 cvt, 8 muls, followed by
a couple of shuffles to stitch things together (if it is smart enough,
6 unpacks) and then a (8-wide) transpose (not sure if llvm could even
optimize the shuffles + transpose, since the 16bit values were actually
sign-extended to 128bit before being cast to a float vec, so that would be
another 8 unpacks). Now that is just 8 fetches (directly inserted into
vector, albeit there's one 128bit insert needed), 1 cvt, 1 mul.
v2: ditch the old AoS code instead of just disabling it.
Reviewed-by: Jose Fonseca <[email protected]>
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This can now handle rgtc (unorm) too - this path no longer handles plain
formats, but that's unnecessary they now all have their proper SoA unpack
(this will still be dog-slow though due to the actual fetch being per-pixel
util fallbacks).
Reviewed-by: Jose Fonseca <[email protected]>
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This previously always fell back to AoS conversion. Even for 4-float formats
(which is the optimal case by far for that fallback case) this was suboptimal,
since it meant the conversion couldn't be done with 256bit vectors. While this
may still only be partly possible for some formats, (unless there's AVX2
support) at least the transpose can be done with half the unpacks
(and before using the transpose for AoS fallbacks, it was worse still).
With less than 4 channels, things got way worse with the AoS fallback
quickly even with 128bit vectors.
The strategy is pretty much the same as the existing one for formats
which fit into 32 bits, except there's now multiple vectors to be
fetched (2 or 4 to be exact), which need to be shuffled first (if it's 4
vectors, this amounts to a transpose, for 2 it's a bit different),
then the unpack is done the same (with the exception that the shift
of the channels is now modulo 32, and we need to select the right
vector).
In fact the most complex part about it is to get the shuffles right
for separating into lo/hi parts for AVX/AVX2...
This also makes use of the new ability of gather to use provided type
information, which we abuse to outsmart llvm so we get decent shuffles,
and to fetch 3x32bit vectors without having to ZExt the scalar.
And just because we can, we handle double formats too, albeit they are
a bit different (draw sometimes needs to handle that).
v2: fix typo float/int bug (generating inefficient code).
Reviewed-by: Jose Fonseca <[email protected]>
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By using a dst_type in the the gather interface, gather has some more
knowledge about how values should be fetched.
E.g. if this is a 3x32bit fetch and dst_type is 4x32bit vector gather
will no longer do a ZExt with a 96bit scalar value to 128bit, but
just fetch the 96bit as 3x32bit vector (this is still going to be
2 loads of course, but the loads can be done directly to simd vector
that way).
Also, we can now do some try to use the right int/float type. This should
make no difference really since there's typically no domain transition
penalties for such simd loads, however it actually makes a difference
since llvm will use different shuffle lowering afterwards so the caller
can use this to trick llvm into using sane shuffle afterwards (and yes
llvm is really stupid there - nothing against using the shuffle
instruction from the correct domain, but not at the cost of doing 3 times
more shuffles, the case which actually matters is refusal to use shufps
for integer values).
Also do some attempt to avoid things which look great on paper but llvm
doesn't really handle (e.g. fetching 3-element 8 bit and 16 bit vectors
which is simply disastrous - I suspect type legalizer is to blame trying
to extend these vectors to 128bit types somehow, so fetching these with
scalars like before which is suboptimal due to the ZExt).
Remove the ability for truncation (no point, this is gather, not conversion)
as it is complex enough already.
While here also implement not just the float, but also the 64bit avx2
gathers (disabled though since based on the theoretical numbers the benefit
just isn't there at all until Skylake at least).
Reviewed-by: Jose Fonseca <[email protected]>
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We should do transpose, not extract/insert, at least with "sufficient" amount
of channels (for 4 channels, extract/insert shuffles generated otherwise look
truly terrifying). Albeit we shouldn't fallback to that so often in any case.
v2: ditch the extract/insert path, not worth keeping (we're going to avoid
hitting the fallback that often with future patches).
Reviewed-by: Jose Fonseca <[email protected]>
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soa fetch so far always assumed that data was aligned. However, we want to
use this for vertex fetch, and data might not be aligned there, so handle
it in this path too (basically just pass through alignment through to other
functions). (It looks like it wouldn't work for for cached s3tc but this is
no different than with AoS fetch.)
Reviewed-by: Jose Fonseca <[email protected]>
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Avoid synchronization by using the secondary context
for uploading the vertex data for Draw*Up.
v2: Rely on u_upload_mgr to use persistent coherent
buffers. Do not flush.
Signed-off-by: Axel Davy <[email protected]>
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Tests suggest MANAGED buffers are made dirty
at Lock time, not at Unlock time.
Signed-off-by: Axel Davy <[email protected]>
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This new buffer upload path enables to lock
faster than the normal path when using
DISCARD/NOOVERWRITE.
v2: Diverse cleanups and fixes.
v3: Fix allocation size for 'lone' buffers and
add more debug info.
v4: Rewrite of the path to handle when DISCARD/NOOVERWRITE
is not used anymore. The resource content is copied to the
new resource used.
v5: flush for safety after unmap (not sure it is really required
here, but safer to flush).
v6: Do not use the path if persistent coherent mapping is unavailable.
Fix buffer creation flags.
v7: Do not flush since it is not needed.
Signed-off-by: Axel Davy <[email protected]>
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Next patches will introduce an offset.
Signed-off-by: Axel Davy <[email protected]>
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If the volumes (and the texture container) are not referenced,
then they are no pending operations on them. We can lock directly.
Signed-off-by: Axel Davy <[email protected]>
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If the surfaces (and the texture container) are not referenced,
then they are no pending operations on them. We can lock directly.
Signed-off-by: Axel Davy <[email protected]>
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The new arguments enable to reference the objects while
the function hasn't run.
Signed-off-by: Axel Davy <[email protected]>
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Will enable to use the bind count as an information for
whether the surface/volume is used in the worker thread.
Signed-off-by: Axel Davy <[email protected]>
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Will enable to use the bind count as an information for
whether the surface/volume is used in the worker thread.
Signed-off-by: Axel Davy <[email protected]>
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Use nine_context_box_upload for uploads:
. systemmem volume to default volume
. managed volume internal content to its resource.
Check the uploads are executed before any action
that can alter the data, that is LockBox and
volume destruction.
Signed-off-by: Axel Davy <[email protected]>
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The last level was not released.
Signed-off-by: Axel Davy <[email protected]>
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The last level was not released.
Signed-off-by: Axel Davy <[email protected]>
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Use nine_context_box_upload for uploads:
. systemmem surface to default surface
. managed surface internal content to its resource.
Check the uploads are executed before any action
that can alter the data, that is LockRect,
NineSurface9_CopyDefaultToMem and surface destruction.
Signed-off-by: Axel Davy <[email protected]>
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This function will be used for surface and volume uploads
Signed-off-by: Axel Davy <[email protected]>
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Generate mipmaps in the worker thread.
Signed-off-by: Axel Davy <[email protected]>
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To offload mipmap generation as well.
Signed-off-by: Axel Davy <[email protected]>
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Do the upload in the other thread.
Usually managed buffers are used once per frame.
It is then very likely pending_upload is 0 at Lock
time.
Signed-off-by: Axel Davy <[email protected]>
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Will be used to upload buffers.
Signed-off-by: Axel Davy <[email protected]>
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This doesn't make sense to bind the container in that specific case.
Signed-off-by: Axel Davy <[email protected]>
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The behaviour is a bit less obscure now.
Signed-off-by: Axel Davy <[email protected]>
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BackBuffers can survive swapchain dtor if
the user has a reference on them.
The swapchain itself has no reference on the buffer.
Signed-off-by: Axel Davy <[email protected]>
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We don't bind the container in AddRef.
Signed-off-by: Axel Davy <[email protected]>
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Remove some noop operations.
Signed-off-by: Axel Davy <[email protected]>
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Use the newly introduced counter to know when we don't
need synchronization.
Signed-off-by: Axel Davy <[email protected]>
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Similar to the other macros, but introduces a counter,
which enables to know when the instructions has been
executed.
Signed-off-by: Patrick Rudolph <[email protected]>
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Enables to not wait for the worker thread for ColorFill.
Signed-off-by: Axel Davy <[email protected]>
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When we lock the whole surface to overwrite it, we can use DISCARD.
Signed-off-by: Axel Davy <[email protected]>
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For render targets, NineSurface9_GetSurface is not
expected to fail.
Signed-off-by: Axel Davy <[email protected]>
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Use the acquire/release semantic when we don't need
to wait for any pending command.
Signed-off-by: Axel Davy <[email protected]>
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Use the secondary pipe for DISCARD/NOOVERWRITE, which
avoids stalling to get the pipe from the worker thread.
v2: flush at unmap. This is required for example if
the driver does hidden draw calls or copies. In the case
of unsynchronized it is probably not required, but
it is more safe.
Signed-off-by: Axel Davy <[email protected]>
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The secondary pipe will be used for operations
that don't need synchronization.
Signed-off-by: Axel Davy <[email protected]>
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See commit for description.
Signed-off-by: Axel Davy <[email protected]>
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Tests show SYSTEMMEM should ignore DISCARD.
Prevents game bugs with following patches reimplementing
DISCARD. Halo is affected.
Signed-off-by: Axel Davy <[email protected]>
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Previously we were uploading Managed buffers at the next draw call
after they were set dirty.
This is not the expected behaviour. Instead upload just before
draw call needing the content.
Signed-off-by: Axel Davy <[email protected]>
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Similar code than for textures.
Signed-off-by: Axel Davy <[email protected]>
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BASETEX_REGISTER_UPDATE was adding the texture to the list
of textures to upload in too many cases. tex->base.base.bind
will be set to true if the texture is in a stateblock, whereas
we want to upload only if bound to the device, which is
what bind_count is for.
Signed-off-by: Axel Davy <[email protected]>
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This makes the code more readable.
Signed-off-by: Axel Davy <[email protected]>
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Use nine_context wrapper for resource_copy_region.
Enables to offload it with CSMT.
Signed-off-by: Patrick Rudolph <[email protected]>
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Enables to offload it with CSMT.
Signed-off-by: Patrick Rudolph <[email protected]>
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To ease debugging.
Signed-off-by: Patrick Rudolph <[email protected]>
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