| Commit message (Collapse) | Author | Age | Files | Lines |
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During display initialisation, we need a separate event queue to handle
the registry events, which is correctly handled. But we also need
separate per-surface event queues to handle swapchain-related events,
such as surface frame events and buffer release events. This avoids two
surfaces from the same EGLDisplay, both current on separate threads,
dispatching each other's events.
Create separate per-surface event queues, create wl_surface and wl_drm
proxy wrapper objects per surface, so we eliminate the race around
sending events to the wrong queue. swrast buffers do not need a
dedicated proxy wrapper, as the wl_shm_pool used to create the
wl_buffers, being transient, can itself be assigned to a queue.
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Fixes: 36b9976e1f99 ("egl/wayland: Avoid race conditions when on non-main thread")
Cc: [email protected]
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wl_display_roundtrip_queue() exists and can replace roundtrip(). The
API was introduced with wayland 1.6, while we currently require 1.11.
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: [email protected]
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Though most swapchain operations used a queue, they were racy in that
the object was created with the queue only set later, meaning that its
event could potentially be dispatched from the default queue in between
these two steps.
Use proxy wrappers to avoid this race, also assigning wl_buffers created
for the swapchain to the event queue.
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: [email protected]
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Calling random callbacks on the display's event queue is hostile, as
we may call into client code when it least expects it. Create our own
event queue, one per wsi_wl_display, and use that for the registry.
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: [email protected]
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There's no need to call wl_display_roundtrip() after trying to create a
buffer through wl_drm; if it succeeds then everything is fine, and if it
fails, then we get a fatal protocol error so can't recover anyway.
Additionally, doing a roundtrip on the default / main application queue,
is destructive anyway, so would need to be its own queue.
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: [email protected]
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Untangle the exit cleanup paths so we don't try to use the registry
variable before it's been initialised.
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: [email protected]
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The procedure for decompressing an opaque DXT1 OpenGL format is
dependant on the comparison of two colors stored in the first 32 bits of
the compressed block. Here's the specified OpenGL behavior for
reference:
The RGB color for a texel at location (x,y) in the block is given by:
RGB0, if color0 > color1 and code(x,y) == 0
RGB1, if color0 > color1 and code(x,y) == 1
(2*RGB0+RGB1)/3, if color0 > color1 and code(x,y) == 2
(RGB0+2*RGB1)/3, if color0 > color1 and code(x,y) == 3
RGB0, if color0 <= color1 and code(x,y) == 0
RGB1, if color0 <= color1 and code(x,y) == 1
(RGB0+RGB1)/2, if color0 <= color1 and code(x,y) == 2
BLACK, if color0 <= color1 and code(x,y) == 3
The sampling operation performed on an opaque DXT1 Intel format essentially
hard-codes the comparison result of the two colors as color0 > color1.
This means that the behavior is incompatible with OpenGL. This is stated
in the SKL PRM, Vol 5: Memory Views:
Opaque Textures (DXT1_RGB)
Texture format DXT1_RGB is identical to DXT1, with the exception that the
One-bit Alpha encoding is removed. Color 0 and Color 1 are not compared, and
the resulting texel color is derived strictly from the Opaque Color Encoding.
The alpha channel defaults to 1.0.
Programming Note
Context: Opaque Textures (DXT1_RGB)
The behavior of this format is not compliant with the OGL spec.
The opaque and non-opaque DXT1 OpenGL formats are specified to be
decoded in exactly the same way except the BLACK value must have a
transparent alpha channel in the latter. Use the four-channel BC1 Intel
formats with the alpha set to 1 to provide the behavior required by the
spec. Note that the alpha is already set to 1 for RGB formats in
brw_get_texture_swizzle().
v2: Provide a more detailed commit message (Kenneth Graunke).
v3: Ensure the alpha channel is set to 1 for DXT1 formats.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100925
Cc: <[email protected]>
Acked-by: Tapani Pälli <[email protected]> (v1)
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
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The procedure for decompressing an opaque BC1 Vulkan format is dependant on the
comparison of two colors stored in the first 32 bits of the compressed block.
Here's the specified OpenGL (and Vulkan) behavior for reference:
The RGB color for a texel at location (x,y) in the block is given by:
RGB0, if color0 > color1 and code(x,y) == 0
RGB1, if color0 > color1 and code(x,y) == 1
(2*RGB0+RGB1)/3, if color0 > color1 and code(x,y) == 2
(RGB0+2*RGB1)/3, if color0 > color1 and code(x,y) == 3
RGB0, if color0 <= color1 and code(x,y) == 0
RGB1, if color0 <= color1 and code(x,y) == 1
(RGB0+RGB1)/2, if color0 <= color1 and code(x,y) == 2
BLACK, if color0 <= color1 and code(x,y) == 3
The sampling operation performed on an opaque DXT1 Intel format essentially
hard-codes the comparison result of the two colors as color0 > color1. This
means that the behavior is incompatible with OpenGL and Vulkan. This is stated
in the SKL PRM, Vol 5: Memory Views:
Opaque Textures (DXT1_RGB)
Texture format DXT1_RGB is identical to DXT1, with the exception that the
One-bit Alpha encoding is removed. Color 0 and Color 1 are not compared, and
the resulting texel color is derived strictly from the Opaque Color Encoding.
The alpha channel defaults to 1.0.
Programming Note
Context: Opaque Textures (DXT1_RGB)
The behavior of this format is not compliant with the OGL spec.
The opaque and non-opaque BC1 Vulkan formats are specified to be decoded in
exactly the same way except the BLACK value must have a transparent alpha
channel in the latter. Use the four-channel BC1 Intel formats with the alpha
set to 1 to provide the behavior required by the spec.
v2 (Kenneth Graunke):
- Provide a more detailed commit message.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100925
Cc: <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
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This is mostly for running in our CI system to prevent dEQP from
continuing on to the next test if we get a GPU hang. As it currently
stands, dEQP uses the same VkDevice for almost all tests and if one of
the tests hangs, we set the anv_device::device_lost flag and report
VK_ERROR_DEVICE_LOST for all queue operations from that point forward
without sending anything to the GPU. dEQP will happily continue trying
to run tests and reporting failures until it eventually gets crash that
forces the test runner to start over. This circumvents the problem by
just aborting the process if we ever get a GPU hang. Since this is not
the recommended behavior most of the time, we hide it behind an
environment variable.
Reviewed-by: Lionel Landwerlin <[email protected]>
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We weren't wrapping this before because anv_cmd_buffer_execbuf may throw
a more meaningful error message. However, we do change the error code
into VK_ERROR_DEVICE_LOST, so we should print a new message.
Reviewed-by: Lionel Landwerlin <[email protected]>
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On GFX9 with only 4K CE RAM, define the range of slots that will be
allocated in CE RAM. All other slots will be uploaded directly. This will
switch dynamically according to which slots are used by current shaders.
GFX9 CE usage should now be similar to VI instead of being often disabled.
Tested on VI by taking the GFX9 CE allocation codepath and setting
num_ce_slots = 2 everywhere to get frequent switches between both modes.
CE is still disabled on GFX9.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This was only needed by LOAD_CONST_RAM, which is now only used to load
whole CE.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This decreases the size of CE RAM dumps to L2, or the size of descriptor
uploads without CE.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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A later commit will only upload descriptors used by shaders, so we won't do
full dumps anymore, so the only way to have a complete mirror of CE RAM
in memory is to do a separate dump after the last draw call.
Reviewed-by: Nicolai Hähnle <[email protected]>
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All updates of descriptors_dirty also set dirty_mask, so the return is
unnecessary. The next commit will want this function to be executed
even if dirty_mask == 0.
Reviewed-by: Nicolai Hähnle <[email protected]>
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We'll do partial uploads of descriptor arrays, so we need to clamp
against what shaders declare.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Sampler slots: slot[8], .. slot[39] (ascending)
Image slots: slot[7], .. slot[0] (descending)
Each image occupies 1/2 of each slot, so there are 16 images in total,
therefore the layout is: slot[15], .. slot[0]. (in 1/2 slot increments)
Updating image slot 2n+i (i <= 1) also dirties and re-uploads slot 2n+!i.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Constant buffers: slot[16], .. slot[31] (ascending)
Shader buffers: slot[15], .. slot[0] (descending)
The idea is that if we have 4 constant buffers and 2 shader buffers, we only
have to upload 6 slots. That optimization is left for a later commit.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Only the first array element was declared, so tgsi_shader_info::
shader_buffers_declared didn't match what the shader was using.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This will also magically fix this special lowering for
bindless samplers.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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RadeonSI needs to do a special lowering for Gather4 with integer
formats, but with bindless samplers we just can't access the index.
Instead, store the return type in the instruction like the target.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The datalayout for modules was purposely not being set in order to work around
the fact that the ExecutionEngine requires that the module's datalayout
matches the datalayout of the TargetMachine that the ExecutionEngine is
using.
When the pass manager runs on a module with no datalayout, it uses
the default datalayout which is little-endian. This causes problems
on big-endian targets, because some optimizations that are legal on
little-endian or illegal on big-endian.
To resolve this, we set the datalayout prior to running the pass
manager, and then clear it before creating the ExectionEngine.
This patch fixes a lot of piglit tests on big-endian ppc64.
Cc: [email protected]
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Fixes regressions in Android CtsVerifier.apk on Intel Chrome OS devices
due to incorrect error handling in eglMakeCurrent. See below on how to
confirm the regression is fixed.
This partially reverts
commit 23c86c74cc450a23848b85cfe914376caede1cdf
Author: Chad Versace <[email protected]>
Subject: egl: Emit error when EGLSurface is lost
The problem with commit 23c86c74 is that, once an EGLSurface became
lost, the app could never unbind the bad surface. Each attempt to unbind
the bad surface with eglMakeCurrent failed with EGL_BAD_CURRENT_SURFACE.
Specificaly, the bad commit added the error handling below. #2 and #3
were right, but #1 was wrong.
1. eglMakeCurrent emits EGL_BAD_CURRENT_SURFACE if the calling
thread has unflushed commands and either previous surface is no
longer valid.
2. eglMakeCurrent emits EGL_BAD_NATIVE_WINDOW if either new surface
is no longer valid.
3. eglSwapBuffers emits EGL_BAD_NATIVE_WINDOW if the swapped surface
is no longer valid.
Whe I wrote the bad commit, I misunderstood the EGL spec language
for #1. The correct behavior is, if I understand correctly now, is
below. This patch doesn't implement the correct behavior, though, it
just reverts the broken behavior.
- Assume a bound EGLSurface is no longer valid.
- Assume the bound EGLContext has unflushed commands.
- The app calls eglMakeCurrent. The spec requires eglMakeCurrent to
implicitly flush. After flushing, eglMakeCurrent emits
EGL_BAD_CURRENT_SURFACE and does *not* alter the thread's
current bindings.
- If the app calls eglMakeCurrent again, and the app inserts no
commands into the GL command stream between the two eglMakeCurrent
calls, then this second eglMakeCurrent succeeds without emitting an
error.
How to confirm this fixes the regression:
Download android-cts-verifier-7.1_r5-linux_x86-x86.zip from
source.android.com, unpack, and `adb install CtsVerifier.apk`.
Run test "Projection Cube". Click the Pass button (a
green checkmark). Then run test "Projection Widget". Confirm that
widgets are visible and that logcat does not complain about
eglMakeCurrent failure.
Then confirm there are no regressions in the cts-traded module that
commit 263243b1 fixed:
cts-tf > run cts --skip-preconditions --skip-device-info \
-m CtsCameraTestCases \
-t android.hardware.camera2.cts.RobustnessTest
Tested with Chrome OS board "reef".
Fixes: 23c86c74 (egl: Emit error when EGLSurface is lost)
Acked-by: Tapani Pälli <[email protected]>
Cc: "17.1" <[email protected]>
Cc: Tomasz Figa <[email protected]>
Cc: Nicolas Boichat <[email protected]>
Cc: Emil Velikov <[email protected]>
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According to the VK_KHX_multiview spec:
"Multiview causes all drawing and clear commands in the subpass to
behave as if they were broadcast to each view, where each view is
represented by one layer of the framebuffer attachments."
This adds support for multiview clears, which were missing in the
initial implementation.
v2 (Jason):
- split multiview from regular case
- Use for_each_bit() macro
Fixes new CTS multiview tests:
dEQP-VK.multiview.clear_attachments.*
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Vulkan needs them.
Reviewed-by: Marek Olšák <[email protected]>
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Vulkan needs it.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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v2: update Android.common.mk (Emil)
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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We can now merge the two *_surface_init functions.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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v2:
- update Android.common.mk (Emil)
- rebase on top of Raven support
Reviewed-by: Marek Olšák <[email protected]> (v1)
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Reviewed-by: Marek Olšák <[email protected]>
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There is really no reason why the current DrawBuffer needs to be complete
at this point. In particular, the assertion gets hit on the X server side
in libglx when running .../piglit/bin/glx-get-current-display-ext -auto
(which uses indirect GLX rendering).
Fixes: 19b61799e3d0 ("st/mesa: don't cast the incomplete framebufer to st_framebuffer")
Reported-by: Michel Dänzer <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reorder the uniforms to load first the dvec4-aligned variables in the
push constant buffer and then push the vec4-aligned ones. It takes
into account that the relocated uniforms should be aligned to their
channel size.
This fixes a bug were the dvec3/4 might be loaded one part on a GRF and
the rest in next GRF, so the region parameters to read that could break
the HW rules.
v2:
- Fix broken logic.
- Add a comment to explain what should be needed to optimise the usage
of the push constant buffer slots, as this patch does not pack the
uniforms.
v3:
- Implemented the push constant buffer usage optimization.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Cc: "17.1" <[email protected]>
Acked-by: Francisco Jerez <[email protected]>
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offset
It was setting XYWZ swizzle and writemask to all uniforms, no matter if they
were a vector or scalar, so this can lead to problems when loading them
to the push constant buffer.
Moreover, 'shift' calculation was designed to calculate the offset in
DWORDS, but it doesn't take into account DFs, so the calculated swizzle
for the later ones was wrong.
The indirect case is not changed because MOV INDIRECT will write
to all components. Added an assert to verify that these uniforms
are aligned.
v2:
- Fix 'shift' calculation (Curro)
- Set both swizzle and writemask.
- Add assert(shift == 0) for the indirect case.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Cc: "17.1" <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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vec4_gs_visitor execution
We are going to add a packing feature to reduce the usage of the push
constant buffer. One of the consequences is that 'nr_params' would be
modified by vec4_visitor's run call, so we need to restore it if one of
them failed before executing the fallback ones. Same thing happens to the
uniforms values that would be reordered afterwards.
Fixes GL45-CTS.arrays_of_arrays_gl.InteractionFunctionCalls2 when
the dvec4 alignment and packing patch is applied.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Cc: "17.1" <[email protected]>
Acked-by: Francisco Jerez <[email protected]>
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If X11 did a software fallback to the entire screen, we would throw out
the BO the screen is scanning out from and allocate a new one.
Cc: [email protected]
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I've since found them to be more confusing by adding indirections than
clarifying by screening off resources from the handle/fd import/export
process.
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We only ever attached one vtbl, so it was a waste of space and
indirections.
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Reviewed-by: Nicolai Hähnle <[email protected]>
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