| Commit message (Collapse) | Author | Age | Files | Lines |
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NIR component packing will be inserted between these calls and the
calling of st_glsl_to_nir_post_opts().
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is required so that we can enbale NIR linking optimisations.
Reviewed-by: Nicolai Hähnle <[email protected]>
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We need to be able to do these NIR opts in the state tracker
rather than the driver in order for the NIR linking opts to
be useful.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Here we also move the extern C functions to the bottom of the file.
Reviewed-by: Nicolai Hähnle <[email protected]>
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We want to be able to generate NIR then apply NIR optimisations.
Once the optimisations are done we can then apply the new post opt
function which assigns uniforms etc based on the optimised IR.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This will allow us to refactor linking and include some nir link
time optimisations.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This was just recreating the same vector type we alreay had and
hitting an assert for scalars.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This avoids packed varyings being assigned different driver locations.
Reviewed-by: Nicolai Hähnle <[email protected]>
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SaschaWillems Vulkan demo tessellation:
~4000fps -> ~4600fps
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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v2: update shader info input/output masks when pack components
v3: make sure interpolation loc matches, this is required for the
radeonsi NIR backend.
v4: 33dca36f4f28 fixed nir_gather_info to update outputs_read
correct, make sure we also adjust this correctly when
packing components.
Reviewed-by: Bas Nieuwenhuizen <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]> (v3)
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V2:
- fix matrix support, non-array matrices were being skipped in v1
v3:
- handle lowering of tcs output loads correctly
- correctly mark indirect locations for either in or out not both
when processing a stage.
- use nir_src_copy() when lowering stores.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Instructions with no barrier_class can move wrt. an EVERYTHING barrier.
Signed-off-by: Rob Clark <[email protected]>
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It isn't just load instructions that have write-after-read hazzard.
Fixes stk gaussian blur compute shaders.
Signed-off-by: Rob Clark <[email protected]>
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Useful mostly for debugging indirect draw.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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In some cases we can end up trying to add a write dependency on ourself,
which shouldn't trigger a flush.
Avoids an extra couple flushes per from in stk.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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ctx->last_fence isn't such a terribly clever idea, if batches can be
flushed out of order. Instead, each batch now holds a fence, which is
created before the batch is flushed (useful for next patch), that later
gets populated after the batch is actually flushed.
Signed-off-by: Rob Clark <[email protected]>
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In transfer_map(), when we need to flush batches that read from a
resource, we should be holding screen->lock to guard against race
conditions. Somehow deferred flush seems to make this existing
race more obvious.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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This is a bit more general and lets us pass additional options into the
spirv_to_nir pass beyond what capabilities we support.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Instead of emitting absolutely everything, just emit the few functions
that are actually referenced in some way by the entrypoint. This should
save us quite a bit of time when handed large shader modules containing
many entrypoints.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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We have a nir_builder and it has an impl field.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Fixes MESA_GLSL=cache_fb with piglit
tests/spec/glsl-1.50/execution/geometry/clip-distance-vs-gs-out.shader_test
Fixes: 0610a624a12 i965/link: Serialize program to nir after linking for shader cache
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103988
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Since almost all BOs will be in one CL at a time, this cache will almost
always hit except for the first usage of the BO in each CL.
This didn't show up as statistically significant on the minetest trace
(n=340), but if I lop off the throttled lobe of the bimodal distribution,
it very clearly does (0.74731% +/- 0.162093%, n=269).
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No significant difference in the minetest replay, but it should reduce
overhead by not requiring that we write quad indices to index buffers that
we repeatedly re-upload (and making the draw packet smaller, as well).
Over the course of the series the actual game seems to be up by 1-2 fps.
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Now that there's only one user of it, it's pretty obvious how to avoid
emitting redundant ones. This should save a bunch of kernel validation
overhead.
No statistically sigificant difference on the minetest trace I was looking
at (n=169), but the maximum FPS is up by .3%
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Originally there was CL code for handling various relocations back when I
had relocs for the TSDA/TA buffers. Now that the kernel handles those
entirely on its own, I can inline that code into the one place using it.
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We failed to take the start into account for how many vertices to draw in
this round, so we would end up decrementing count below 0, which as an
unsigned number meant we would loop until the CLs soon ran out of space.
When I wrote the code I was thinking about how to use the previously
emitted shader state (no index bias baked into the elements) by emitting
up to 65535 and then only re-emitting with bias for the second wround, but
that doesn't work if the start is over 65535. Instead, just delay
emitting shader state until we get into the drawarrays GFXH-515 loop and
always bake the bias in when we're doing the workaround.
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For triangle strips, we step by max_verts - 2.
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They are the same thing, but this is more consistent with the rest of
the project.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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v2: - Make -Dlmsensors=false work
- Simplify auto and true cases
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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When we look up the DRI drawable state we need to associate an fbconfig
with the drawable. With GLX_EXT_no_config_context we can no longer infer
that from the context and must instead query the server.
Signed-off-by: Adam Jackson <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This also fixes a bug, the error path through MakeCurrent didn't
translate the error code by the extension's error base.
Signed-off-by: Adam Jackson <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The dummy vtable has these slots as NULL already, no need to check for
the dummy context explicitly.
Signed-off-by: Adam Jackson <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The implementation is a simple 'return EGL_FALSE'. Stop pretending and
simply remove it.
Note: the removal of XMesa API is fine, since there hasn't been any
users for it in years.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The extension was never implemented and seemingly never will.
The DRI based libGL dropped support for it over 10 years ago.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The extension was never implemented and seemingly never will.
The DRI based libGL dropped support for it over 10 years ago.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I believe the workaround describes that the MI_LOAD_REGISTER_IMM should
come right after the 3DSTATE_SAMPLE_PATTERN.
This fixes GPU hangs in the i965 initial state batchbuffer when running
some Piglit tests with always_flush_batch=true.
Signed-off-by: Rafael Antognolli <[email protected]>
Cc: Kenneth Graunke <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The bspec describes:
"WA: Clear tdr register before send EOT in all non-PS shader kernels
mov(8) tdr0:ud 0x0:ud {NoMask}"
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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On CNL, we see multiple multisample failures on piglit tests. By
emitting this extra state, though not documented in the bspec, those
failures seem to go away.
This workaround could be removed if we ever find out a better solution,
but it should be good enough for now.
Signed-off-by: Rafael Antognolli <[email protected]>
Cc: Kenneth Graunke <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This partially reverts commit 3e57e9494c2279580ad6a83ab8c065d01e7e634e
which caused a bunch of GPU hangs on several Source titles. To date, we
have no clue why these hangs are actually happening. This undoes the
final effect of 3e57e9494c227 and gets us back to not hanging. Tested
with Team Fortress 2.
Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102435
Fixes: 3e57e9494c2279580ad6a83ab8c065d01e7e634e
Cc: [email protected]
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In this condition dri2_dpy->driver_name string always equals
NULL, so call to free() is useless
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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deviceName string is declared, assigned and freed but actually
never used in dri3_create_screen() function.
Fixes: 2d94601582e ("Add DRI3+Present loader")
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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