This is so that we can split different types of loads more easily.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
CodeGenOptions were moved to Basic.
Signed-off-by: Jan Vesely <jan.vesely@rutgers.edu>
Reviewed-by: Aaron Watry <awatry@gmail.com>
Tested-by: Aaron Watry <awatry@gmail.com>
Reviewed-by: Kai Wasserbäch <kai@dev.carbon-project.org>
CC: mesa-stable@lists.freedesktop.org
Sadly, the GLX_USE_APPLEGL and GLX_USE_WINDOWSGL cases are not identical
(because GLX_USE_WINDOWSGL uses vtables rather than a maze of ifdefs)
Include <sys/time.h> again, as functions prototyped by it are used in
the GLX_USE_WINDOWSGL path.
Make the include guard around the __glxGetMscRate() definition match the
one at it's declaration again, as it's referenced from dri_common.c
which is built for GLX_USE_WINDOWSGL.
Fixes: a95ec138 ("glx: mandate xf86vidmode only for "drm" dri platforms")
Signed-off-by: Jon Turney <jon.turney@dronecode.org.uk>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
These have all been floating in my head, and while I've thought about
encoding them in issues on gitlab once they're enabled, they also make
sense to just have in the area of the code you'll need to work in.
Follows 3954331aff ("vc4: Pull uinfo->data[i] dereference out to the top
of the loop.") which showed a large performance win for vc4, but also
cleans up the code a decent bit.
After generating VIR, we leave c->cursor pointing at the end of the
shader. If the shader had dead code at the end (for example from preamble
instructions in a shader with no side effects), we would assertion fail
that we were leaving the cursor pointing at freed memory. Since anything
following DCE should be setting up a new cursor anyway, just clear the
cursor at the start.
In trying to enable compute shaders, I found that a bunch of deqp-gles31's
compute stuff wanted to interact with indirect dispatch. This was easy to
do on its own.
The thrsw will invalidate rtop, just like accumulators and flags. Caught
by simulator assertions in CS imulextended/umulextended tests.
Fixes: 90269ba353 ("broadcom/vc5: Use THRSW to enable multi-threaded shaders.")
Just like vc4, we have to support linear shared BOs for X11 on arbitrary
displays. When we're faced with a request to texture from one of those,
make a shadow image that we copy using the TFU at the start of the draw
call.
generatemipmap is just filling out the rest of the mipmap that's already
been written (by a mapping or a draw call), so it didn't matter. As I
reuse the TFU code for linear-to-UIF conversions, it'll start mattering.
Otherwise we may race to read old contents. This didn't show up in the
CTS and piglit for me, but it did once I started using the TFU to do
linear->UIF blits for X11.
Fixes: 2ebca177dc ("v3d: Use the TFU to do generatemipmap.")
Same as on nv50, the TXF op always uses the TSC bound to slot 0,
returning blank values if nothing is bound.
An earlier change arranges for the TSC entries list to always have valid
data at entry 0, so here we just make use of it.
Fixes arb_texture_buffer_object-subdata-sync among others.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
This was used for implementing FBFETCH. However that uses TXF, which
doesn't do much with a TSC. The only important bit is that sRGB-decoding
works as expected, which we can achieve since all samplers we ever
generate enable sRGB-decoding. Always point to entry 0 in the TSC table,
and ensure that even before it ever gets initialized, the sRGB-decoding
enable bit is set.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
For older gen's fd_wfi() is used to conditionally insert a WFI if there
hasn't already been one since last draw. But this doesn't work out well
with stateobj since the order the stateobj is evaluated might not be
what you expect. (Ie. stateobj might not be evaluated until a later
draw if there is no geometry from the current draw in a given tile.)
Signed-off-by: Rob Clark <robdclark@gmail.com>
Gen9 hardware requires some workarounds to disable preemption depending
on the type of primitive being emitted.
We implement this by adding a function that checks the primitive type
and number of instances right before the 3DPRIMITIVE.
For now, we just ignore blorp. The only primitive it emits is
3DPRIM_RECTLIST, and since it's not listed in the workarounds, we can
safely leave preemption enabled when it happens. Or it will be disabled
by a previous 3DPRIMITIVE, which should be fine too.
v3:
- Apply missing workarounds for instanced rendering and line loop (Ken)
- Move workaround code to brw_draw_single_prim()
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Cc: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Set bit when initializing context.
v3:
- Always toggle preemption bool to false before enabling it for the
first time, so the state gets emitted (Chris Wilson).
- Emit end of pipe sync with PIPE_CONTROL_RENDER_TARGET_FLUSH (Ken)
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Now everything with type 'struct slab_child_pool *' is name pool, and
everything with type 'struct slab_mempool *' is named mempool.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
There is no need to have an extra ctx paramter as all the other
parameters carry all the needed information.
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
When we first started using genxml, we decided to represent MOCS as an
actual structure, and pack values. However, in many places, it was more
convenient to use a numeric value rather than treating it as a struct,
so we added secondary setters in a bunch of places as well.
We were not entirely consistent, either. Some places only had one.
Gen6 had both kinds of setters for STATE_BASE_ADDRESS, but newer gens
only had the struct-based setters. The names were sometimes "Constant
Buffer Object Control State" instead of "Memory", making it harder to
find. Many had prefixes like "Vertex Buffer MOCS"...in a vertex buffer
packet...which is a bit redundant.
On modern hardware, MOCS is simply an index into a table, but we were
still carrying around the structure with an "Index to MOCS Table" field,
in addition to the direct numeric setters. This is clunky - we really
just want a number on new hardware.
This patch eliminates the struct-based setters, and makes the numeric
setters be consistently called "MOCS". We leave the struct definition
around on Gen7-8 for reference purposes, but it is unused.
v2: Drop bonus "Depth Buffer MOCS" fields on Gen7.5 and Gen9
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
The pass did not correctly handle loops ending in:
if ssa_7 {
block block_8:
/* preds: block_7 */
continue
/* succs: block_1 */
} else {
block block_9:
/* preds: block_7 */
break
/* succs: block_11 */
}
The break will get eliminated by another opt but if this pass gets
called first (as it does on RADV) we ended up inserting
instructions after the break.
Fixes: 5921a19d4b ("nir: add if opt opt_if_loop_last_continue()")
Reviewed-by: Dave Airlie <airlied@redhat.com>
pctx->resource_copy_region() needs to fall back to sw copy for
non-renderable formats. But previously for things that we could
not use the blitter for, would fall back to 3d. Which won't work
if 3d can't render to the dst format either.
Instead rework things to fallback to fd_resource_copy_region(),
which will try 3d core and then fall back to memcpy().
Fixes (for example) dEQP-GLES3.functional.texture.format.sized.2d.rgb9_e5_pot
Signed-off-by: Rob Clark <robdclark@gmail.com>
Fixes a crash with unsupported formats in dEQP-GLES3.functional.texture.format.sized.2d.rgb9_e5_pot
Also fixes gpu hangs with some formats that are supported, but which we
don't know what internal-format to use for the blitter, for ex
dEQP-GLES3.functional.texture.format.sized.2d_array.rgb10_a2_pot
Signed-off-by: Rob Clark <robdclark@gmail.com>
Fixes a crash in dEQP-GLES3.functional.shaders.fragdepth.compare.fragcoord_z
Fixes: 0d240c2214 freedreno/ir3: don't fetch unused tex components
Signed-off-by: Rob Clark <robdclark@gmail.com>
If we emit shader as a pointer to a GEM object, also set the RELOC_DUMP
flag as a hint to kernel that this is a useful buffer to snapshot for
debug dumps.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Pull in updated UAPI and use kernel API version to enable softpin.
Since MSM_SUBMIT_BO_DUMP flag was added at same time, use that to
signal to kernel that cmdstream buffers are useful to dump for
debugging/cmdstream-traces.
Signed-off-by: Rob Clark <robdclark@gmail.com>
I needed the same function for v3d. This was originally in d3e046e76c
("nir: Pull some of intel's image load/store format conversion to
nir_format.h") before we made am istake about simplifying the function.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This reverts commit 06fbcd2cd5.
nir_pack_half_2x16_split *isn't* vectorizable, it's 1-component only, thus
why we had this split-scalar code in the first place.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This helps a lot when debugging image load/store lowering on large
testcases. Unfortunately the Mesa enum name stuff is under src/mesa and
we can't get at it from the compiler.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We have a NIR path, and V3D doesn't have TGSI input for compute (only what
TTN can handle for the various gallium-internal shaders).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
If we gave this function 0 counter buffers, we'd still try and
access pCounterBuffers[0] as this check was incorrect.
Fixes crash with ext_transform_feedback-pipeline-basic-primgen
on zink on radv.
Fixes: 677b496b6 (radv: fix begin/end transform feedback with 0 counter buffers.)
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>