| Commit message (Collapse) | Author | Age | Files | Lines |
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The nir_state_slot struct had some padding that was never initialized.
Serializing the individual parts of the struct is more robust and avoids
the overhead of zeroing it at creation, so just do that.
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes leaks for each glsl_type generated:
==32470== 384 bytes in 3 blocks are possibly lost in loss record 18 of 18
==32470== at 0x483880B: malloc (vg_replace_malloc.c:309)
==32470== by 0x4C43F4A: ralloc_size (ralloc.c:119)
==32470== by 0x4C44014: rzalloc_size (ralloc.c:151)
==32470== by 0x4C44258: rzalloc_array_size (ralloc.c:215)
==32470== by 0x4D38957: glsl_type::glsl_type(glsl_struct_field const*, unsigned int, char const*) (glsl_types.cpp:114)
==32470== by 0x4D3BEED: glsl_type::get_struct_instance(glsl_struct_field const*, unsigned int, char const*) (glsl_types.cpp:1146)
==32470== by 0x4D42ECC: glsl_struct_type (nir_types.cpp:501)
==32470== by 0x4CDB5A1: vtn_handle_type (spirv_to_nir.c:1269)
==32470== by 0x4CE53DD: vtn_handle_variable_or_type_instruction (spirv_to_nir.c:4018)
==32470== by 0x4CD8CFF: vtn_foreach_instruction (spirv_to_nir.c:365)
==32470== by 0x4CE5E6B: spirv_to_nir (spirv_to_nir.c:4490)
==32470== by 0x497AF10: anv_shader_compile_to_nir (anv_pipeline.c:173)
v2: move release call to vkDestroyInstance
Signed-off-by: Tapani Pälli <[email protected]>
Cc: [email protected]
Reviewed-by: Lionel Landwerlin <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Fixes following leak:
==21853== 32 bytes in 1 blocks are definitely lost in loss record 2 of 20
==21853== at 0x483AB1A: calloc (vg_replace_malloc.c:762)
==21853== by 0x4C4DD7F: util_vma_heap_free (vma.c:221)
==21853== by 0x4C4D647: util_vma_heap_init (vma.c:46)
==21853== by 0x4957B9F: anv_CreateDescriptorPool (anv_descriptor_set.c:578)
Fixes: c520f4dec9cb ("anv: Add a concept of a descriptor buffer")
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Patch maintains a list of sets in the pool and destroys possible
remaining sets when pool is destroyed.
As stated in Vulkan spec:
"When a pool is destroyed, all descriptor sets allocated from
the pool are implicitly freed and become invalid."
This fixes memory leaks spotted with valgrind:
==19622== 96 bytes in 1 blocks are definitely lost in loss record 2 of 3
==19622== at 0x483880B: malloc (vg_replace_malloc.c:309)
==19622== by 0x495B67E: default_alloc_func (anv_device.c:547)
==19622== by 0x4955E05: vk_alloc (vk_alloc.h:36)
==19622== by 0x4956A8F: anv_multialloc_alloc (anv_private.h:538)
==19622== by 0x4956A8F: anv_CreateDescriptorSetLayout (anv_descriptor_set.c:217)
Fixes: 14f6275c92f1 ("anv/descriptor_set: add reference counting for descriptor set layouts")
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This information will be used by the vkpipeline-db tool.
Reviewed-by: Jason Ekstrand <[email protected]>
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A bit too much search and replace here.
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This backend interacts with the new DRM driver for Midgard GPUs which is
currently in development.
When using this backend, Panfrost has roughly on-par functionality as
when using the non-DRM driver from Arm.
Alyssa Rosenzweig: To do so, we implement additional routines for
runtime GPU version detection and fencing. We cleanup some duplicate
code interfering with the new driver. We fix a long-standing memory leak
which is aggravated on the new driver. Finally, we implement BO
import/export in a way compatible with the new driver. These changes are
squashed to preserve bisectability given the hard-to-track ABI shifts in
the nondrm module
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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It will be used by the DRM backend to store GEM handles from the kernel.
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Non-zero offset wasn't working, which breaks a bunch of
dEQP-GLES31.functional.texture.border_clamp.formats.* when doing sharded
deqp runs (because order of tests changes, resulting in different
texture state bound.. deqp doesn't really clean up it's gl state between
tests very well)
Previously, if additional textures were bound, due to using too small of
a bcolor_entry size, the last 32bytes of the bcolor_entry would be
overwritten.
Signed-off-by: Rob Clark <[email protected]>
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In standalone.h, the struct gl_context type is not declared by #includ'ing
mtypes.h:
In file included from src/gallium/drivers/panfrost/midgard/cmdline.c:24:
src/compiler/glsl/standalone.h:46:14: warning: ‘struct gl_context’ declared inside parameter list will not be visible outside of this definition or declaration
struct gl_context *ctx);
^~~~~~~~~~
This causes the following compilation failure:
src/gallium/drivers/panfrost/midgard/cmdline.c: In function ‘compile_shader’:
src/gallium/drivers/panfrost/midgard/cmdline.c:58:61: error: passing argument 4 of ‘standalone_compile_shader’ from incompatible pointer type [-Werror=incompatible-pointer-types]
prog = standalone_compile_shader(&options, 2, argv, &local_ctx);
^~~~~~~~~~
In file included from src/gallium/drivers/panfrost/midgard/cmdline.c:24:
src/compiler/glsl/standalone.h:43:28: note: expected ‘struct gl_context *’ but argument is of type ‘struct gl_context *’
struct gl_shader_program * standalone_compile_shader(
^~~~~~~~~~~~~~~~~~~~~~~~~
Fixes: e67e0726372ab65f4104 "panfrost: Implement Midgard shader toolchain"
Cc: Alyssa Rosenzweig <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
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Bug: https://bugs.freedesktop.org/show_bug.cgi?id=109945
Fixes: 7da251fc721360fc28b9 "panfrost: Check in sources for command stream"
Cc: Alyssa Rosenzweig <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
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This reverts commit 0d0847659385e298badd6ef6ca4d0a9e537ae288.
It makes gitlab's travis fail. Revert until patch is fixed.
Signed-off-by: Axel Davy <[email protected]>
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Most hw on the native platform advertise these
caps this way.
D3DCAPS_READ_SCANLINE: We don't really have hardware
support for that, but many games don't even check the
flag, and expect GetRasterStatus to work, which is
why we emulated it with a timer (like wine). So we
may as well advertise the cap.
D3DCURSORCAPS_LOWRES: I don't know what is the status
of this on X11, but I don't know of any dx9 game
running at height < 400 either.
D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE: The cap should
correspond to what the current generation of hw is doing.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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It doesn't seem the main vendors advertise it.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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The former is supported on Matrox cards but no other hw.
The latter isn't supported anywhere.
It is fine to not advertise them as supported,
and it could prevent apps to trigger weird rendering paths.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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If D3D_ALWAYS_SOFTWARE is set for debugging purposes,
run on any DRI enabled platform.
Instead of probing for a compatible gallium driver (which might
fail if there's none) always use the KMS DRI software renderer.
Allows to run nine on i915 when D3D_ALWAYS_SOFTWARE=1.
Signed-off-by: Patrick Rudolph <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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I do not see any perf impact on radeonsi, but it
seems iris needs this.
It seems something sensible to do.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Timur Kristóf <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Tested-by: Andre Heider <[email protected]>
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Signed-off-by: Elie Tournier <[email protected]>
Reviewed-by: <Gurchetan Singh [email protected]>
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app use fp64.
Signed-off-by: Elie Tournier <[email protected]>
Reviewed-by: <Gurchetan Singh [email protected]>
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Signed-off-by: Elie Tournier <[email protected]>
Reviewed-by: <Gurchetan Singh [email protected]>
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This broke piles of image load store tests (179 failures on CI,
mesa_master build #15546, previous build right before this landed
was green). I'd rather not leave the tree on fire over the weekend,
so let's revert for now, and we can figure out what happened next week.
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No shader-db changes on any Intel platform.
v2: Use a loop to generate patterns. Suggested by Jason.
Reviewed-by: Matt Turner <[email protected]> [v1]
Reviewed-by: Dylan Baker <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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No shader-db changes on any Intel platform.
v2: Use a loop to generate patterns. Suggested by Jason.
Reviewed-by: Matt Turner <[email protected]> [v1]
Reviewed-by: Dylan Baker <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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No shader-db changes on any Intel platform.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Skylake, Broadwell, and Haswell had similar results. (Skylake shown)
total instructions in shared programs: 15256840 -> 15256837 (<.01%)
instructions in affected programs: 4713 -> 4710 (-0.06%)
helped: 3
HURT: 0
helped stats (abs) min: 1 max: 1 x̄: 1.00 x̃: 1
helped stats (rel) min: 0.06% max: 0.08% x̄: 0.06% x̃: 0.06%
total cycles in shared programs: 372286583 -> 372286583 (0.00%)
cycles in affected programs: 198516 -> 198516 (0.00%)
helped: 1
HURT: 1
helped stats (abs) min: 10 max: 10 x̄: 10.00 x̃: 10
helped stats (rel) min: <.01% max: <.01% x̄: <.01% x̃: <.01%
HURT stats (abs) min: 10 max: 10 x̄: 10.00 x̃: 10
HURT stats (rel) min: 0.01% max: 0.01% x̄: 0.01% x̃: 0.01%
No changes on any other Intel platform.
v2: Use a loop to generate patterns. Suggested by Jason.
Reviewed-by: Matt Turner <[email protected]> [v1]
Reviewed-by: Dylan Baker <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Now that nir_opt_copy_prop_vars can properly handle array derefs on
vectors, it's safe to move UBO and SSBO lowering to late in the
pipeline. This should allow NIR to actually start optimizing SSBO
access.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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It doesn't really matter where this pass goes as long as it's after we
call nir_lower_explicit_io and before we go into the back-end. Putting
it brw_postprocess_nir lets us move nir_lower_explicit_io significantly
later in the pipeline.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Which also requires uadd_carry lowering
Until recently this was lowered in glsl ir so it went unnoticed that we
weren't lowering it.
Fixes: 1d8994a63b5 glsl: [u/i]mulExtended optimization for GLSL
Signed-off-by: Rob Clark <[email protected]>
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Fixes: 45271702ec9 freedreno: fix ir3_cmdline build
Fixes: 7530d4abfcf glsl/freedreno/panfrost: pass gl_context to the standalone compiler
Signed-off-by: Rob Clark <[email protected]>
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With createImage(), the caller was expected to set a SHARED flag if they
needed the ability to get a GEM handle. DRI3, wayland, and gbm all set
it, EGL_MESA_drm_image passes it through, and surfaceless doesn't need it
because there's no way to request a handle.
With the new createImageWithModifiers() DRI method to replace it, the
expectation is that you'll always be able to share the buffer, so the flag
is unnecessary in its arguments. However, we do need to tell gallium
about this expectation.
Without this, kmscube's modifiers path using
gbm_bo_create_with_modifiers(&modifier, 1) instead of
gbm_bo_create(SCANOUT | SHARED) will call the driver's resource_create()
function wtih PIPE_BIND_SHARED unset, so the driver (particularly
renderonly drivers) may allocate in such a way that it can't return an
answer from gbm_bo_get_handle(). I used to have a hack in v3d using
count==1 && modifier==LINEAR to indicate that you wanted SHARED anyway,
but that was dropped recently.
Fixes: 59527a36e975 ("v3d: Restructure RO allocations using
resource_from_handle.")
Reviewed-by: Kristian H. Kristensen <[email protected]>
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This is similar to intel_miptree_map_blit and intel_buffer_object.c's
temporary blits in i965.
Improves performance of DiRT Rally by 20-25% by eliminating stalls.
Breaks piglit's spec/arb_shader_image_load_store/host-mem-barrier,
by using the GPU to do uploads, exposing a st/mesa issue where it
doesn't give us memory_barrier() calls. This is a pre-existing issue
and will be fixed by a later patch (currently out for review).
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for fragment programs we already treat fog as a single component value,
but for vp we didn't.
Fixes fog related piglit tests with my out of tree Nouveau nir patches.
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Return immediately if last VS URB entry size is good enough for BLORP
operation
v2: Fix comments (Caio)
Signed-off-by: Sagar Ghuge <[email protected]>
Suggested-by: Kenneth Graunke<[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: 1) Set IRIS_DIRTY_URB bit (Caio)
2) Get rid of unnecessary function (Caio)
Signed-off-by: Sagar Ghuge <[email protected]>
Suggested-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Everything else uses `#include "GL/internal/dri_interface.h"` instead,
and this full path was even already used in other parts of GLX.
While at it, nothing uses `inc_gl_internal` anymore so let's remove it
as well.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Tested-by: Clayton Craft <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Tested-by: Clayton Craft <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Since the compiler may not zero-out padding in the object.
Add a couple comments about this to prevent misunderstandings in
the future.
Fixes: 67d96816ff5 ("st/mesa: move, clean-up shader variant key decls/inits")
Reviewed-by: Roland Scheidegger <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-By: Gert Wollny <[email protected]>
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GLVND already provides these, so distro packagers have been deleting
them all along. Let's save ourselves the trouble and not build them in
the first place.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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GLVND already provides these, so distro packagers have been deleting
them all along. Let's save ourselves the trouble and not build them in
the first place.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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To fix build failure. I guess my meson configuration has assertions
disabled for some reason.
Trivial fix.
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This fixes a rendering issue where UBO updates aren't always picked
up by drawing calls. This issue effected the Webots robotics
simulator. VMware bug 2175527.
Testing Done: Webots replay, piglit, misc Linux games
Reviewed-by: Thomas Hellstrom <[email protected]>
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The draw_vgpu10() function was huge. Move the code for preparing the
vertex buffers and the index buffer into separate functions.
Reviewed-by: Neha Bhende <[email protected]>
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