Before resolving a rendertarget or a depth/stencil resource into a
texture, flush both the color cache and the depth cache together.
It is unclear whether this is necessary for the following stall to
work properly, or whether the depth flush just adds enough time
for the color cache flush to finish before the resolver is started,
but this change removes artifacts that otherwise appear if a texture
is sampled directly after rendering into it.
The test case is a simple QML scene graph with a QtWebEngine based
WebView rendered on top of a blue background:
import QtQuick 2.0
import QtQuick.Window 2.2
import QtWebView 1.1
Window {
Rectangle {
id: background
anchors.fill: parent
color: "blue"
}
WebView {
id: webView
anchors.fill: parent
}
Component.onCompleted: {
webView.url = "<some animated website>"
}
}
If the website is animated, the WebView renders the site contents into
texture tiles and immediately afterwards samples from them to draw the
tiles into the Qt renderbuffer. Without this patch, a small irregular
triangle in the lower right of each browser tile appears solid blue, as
if the texture sampler samples zeroes instead of the website contents,
and the previously rendered blue Rectangle shows through.
Other attempts such as adding a pipeline stall before the color flush or
a TS cache flush afterwards or flushing multiple times, with stalls
before and after each flush, have shown no effect.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Apparently this can happen. Just bail out early in that case, as all the called
functions return NULL in that case.
Fixes weston-terminal for me.
Fixes: 147d7fb772 ("st/mesa: add a winsys buffers list in st_context")
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Use a slightly more explicit version cap for binding wl_drm, so we can
add other interfaces with different versioning schemes later.
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Convert tabs to spaces, fix misalignments.
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
u_vector.h doesn't actually use anything from u_math, but it does mean
everyone has to pull in src/gallium/auxiliary/util includes.
Just remove it, adding a <string.h> include to u_vector.c to cover
memcpy.
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
khrplatform.h is only used by EGL and GLES; let's only install it when
one of those is enabled.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Jussi Kukkonen <jussi.kukkonen@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
In the previous commit, forgot to apply v2 suggestions.
Fixes: 28d0c38 (anv/pipeline: use unsigned long long constant to check
enable vertex inputs)
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
When initializing the ANV pipeline, one of the tasks is checking which
vertex inputs are enabled. This is done by checking if the enabled bits
in inputs_read.
But the mask to use is computed doing `(1 << (VERT_ATTRIB_GENERIC0 +
desc->location))`. The problem here is that if location is 15 or
greater, the sum is 32 or greater. But C is handling 1 as a 32-bit
integer, which means the displaced bit is out of range and thus the full
value is 0.
Thus, use 1ull, which is an unsigned long long value.
This fixes:
dEQP-VK.pipeline.vertex_input.max_attributes.16_attributes.binding_one_to_one.interleaved
v2: use 1ull instead of BITFIELD64_BIT() (Matt Turner)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Cc: mesa-stable@lists.freedesktop.org
This actually takes advantage of the newly pushed UBO data, avoiding
pull loads.
Improves performance in GLBenchmark Manhattan 3.1 by:
HSW: ~1%, BDW/SKL/KBL GT2: 3-4%, SKL GT4: 7-8%, APL: 4-5%.
(thanks to Eero Tamminen for these numbers)
shader-db results on Skylake, ignoring programs with spill/fill changes:
total instructions in shared programs: 13963994 -> 13651893 (-2.24%)
instructions in affected programs: 4250328 -> 3938227 (-7.34%)
helped: 28527
HURT: 0
total cycles in shared programs: 179808608 -> 172535170 (-4.05%)
cycles in affected programs: 79720410 -> 72446972 (-9.12%)
helped: 26951
HURT: 1248
LOST: 46
GAINED: 21
Many "Deus Ex: Mankind Divided" shaders which already spilled end up
spill a lot more (about 240 programs hurt, 9 helped). The cycle
estimator suggests this is still overall a win (-0.23% in cycle counts)
presumably because we trade pull loads for fills.
v2: Drop "PULL" environment variable left in for initial debugging
(caught by Matt).
Reviewed-by: Matt Turner <mattst88@gmail.com>
With UBOs, the answer of "have we decided to push this uniform" gets
a bit more complicated - for one, we have multiple surfaces. This
patch refactors things so we can add the new code in a single place.
Reviewed-by: Matt Turner <mattst88@gmail.com>
This patch starts uploading UBO data via 3DSTATE_CONSTANT_* packets,
and updates the compiler to know that there's extra payload data, so
things continue working. However, it still issues pull loads for all
data. I wanted to separate the two aspects for greater bisectability.
v2: Update for new intel_bufferobj_buffer parameter.
Reviewed-by: Matt Turner <mattst88@gmail.com>
This is an annoyingly big hammer, but it seems less mean than disabling
UBO pushing, and I'm not sure what else to do.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Previously we would re-upload the constant data to the batchbuffer,
then re-emit the packets. We only need to do the last step (causing
the existing data in the batchbuffer to be re-uploaded to the push
constant staging area in the L3).
Now that we've separated the two, it's pretty easy to accomplish.
Reviewed-by: Matt Turner <mattst88@gmail.com>
I hope to upload UBO via 3DSTATE_CONSTANT_XS packets, in addition to
normal uniforms. In order to do that, I'll need to re-emit the packets
when UBOs change. But I don't want to re-copy the regular uniform data
to the batchbuffer every time.
This patch separates out the data uploading from the packet submission.
We're running low on dirty bits, so I made the new atom happen on every
draw call, and added a flag to stage_state indicating that we want the
packet for that stage emitted.
I would have preferred to do this outside the atom system, but it has
to happen between the uploading of push constant data and the binding
table upload.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Right now, we always upload new push constant data, and immediately
emit 3DSTATE_CONSTANT_* packets. We call intel_upload_space and store
the resulting BO pointer in brw->curbe.curbe_bo. We read that when
emitting the packets. This works today, but is fragile - it depends on
upload and packet emission being interleaved.
If we instead were to upload all the data, then emit all the packets,
then upload BO wrapping will get us into trouble. For example, the VS
constants may land in one upload BO, but the FS constants may not fit
and land in a second upload BO. Uploading FS constants would overwrite
the brw->curbe.curbe_bo pointer, so when we emitted 3DSTATE_CONSTANT_VS,
we'd get the wrong BO.
I intend to separate out this code in a future commit, so I need to fix
this. To fix it, we simply store a per-stage BO pointer.
Reviewed-by: Matt Turner <mattst88@gmail.com>
This adds a NIR pass that decides which portions of UBOS we should
upload as push constants, rather than pull constants.
v2: Switch to uint16_t for the UBO block number, because we may
have a lot of them in Vulkan (suggested by Jason). Add more
comments about bitfield trickery (requested by Matt).
v3: Skip vec4 stages for now...I haven't finished wiring up support
in the vec4 backend, and so pushing the data but not using it
will just be wasteful.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Soon, we're going to start providing UBO data to shaders as push
constants, rather than requiring them to issue pull loads. The
3DSTATE_CONSTANT_* commands require 32 byte aligned pointers.
So, we need to increase this from 16 to 32.
Reviewed-by: Matt Turner <mattst88@gmail.com>
By default, 3DSTATE_CONSTANT_* Constant Buffer 0 is relative to dynamic
state base address. This makes it unusable for pushing UBOs. I'd like
to be able to use all four push buffers.
There is a bit in the INSTPM register (or CS_DEBUG_MODE2 on Skylake)
which controls whether buffer 0 is relative to dynamic state base
address, or simply a normal pointer. Setting that gives us full
flexibility.
We can't currently write this on Haswell and earlier, and will need
to update the kernel command parser, and then do the whole version
checking song and dance.
Reviewed-by: Matt Turner <mattst88@gmail.com>
When writing a region of a buffer via glBufferSubData(), we can write
the data asynchronously if the destination doesn't contain any data.
Even if it's busy, the data was undefined, so the new data is fine too.
Removes all stall avoidance blits on BufferSubData calls in
"Total War: WARHAMMER" on my Skylake GT4.
Decreases the number of stall avoidance blits in Manhattan 3.1:
- Skylake GT4: -18.3544% +/- 6.76483% (n=13)
- Apollolake: -12.1095% +/- 5.24458% (n=13)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This doesn't do anything yet, but soon we'll want to know whether an
access to a buffer section may write that data, or simply reads it.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Merge the code with gen6+ 3DSTATE_GS, and delete brw_gs_state.c,
together with brw_gs_unit_state.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Since we always call brw_batch_emit anyways, we can hopefully make things
simpler by calling it only once, and then branching inside its body. This
can be helpful when bringing the gen4-5 code into this function.
Additionally, check for GEN_GEN == 6 instead of < 7 in cases that won't apply
to lower gens.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This function only emits a particular case of 3DSTATE_GS. Instead, we can do
that inside genX(upload_gs_state), and later reuse part of that code for
emitting gen4-5 state.
There's the additional benefit of allowing us to remove gen6_gs_state.c, which
was only left because of this function.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
It's a very simple conversion, and it allows us to delete brw_cc.c.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Use set_blend_entry_bits and set_depth_stencil_bits to fill most of the
color calc struct, and then manually update the rest.
v2:
- Always check for depth_irb (Ken)
- Always set Backface Stencil Ref (Ken)
- Always set alpha reference value (Ken)
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This makes the code more consistent accross generations.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
gen6+ uses _mesa_base_format_has_channel() to check for the alpha
channel, while gen4-5 use ctx->DrawBuffer->Visual.alphaBits. By using
_mesa_base_format_has_channel() here we keep the same behavior accross
all gen.
While initially both ways of checking the alpha channel seemed correct
to me, this change also seems to fix fbo-blending-formats piglit test on
gen4.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Add a helper function to reuse code that fills blend entry related
state, and make genX(upload_blend_state) use it. This function can later
be used by gen4-5 color calc state to set the blend related bits.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Gen4-5 basically glue DEPTH_STENCIL_STATE, COLOR_CALC_STATE, and
BLEND_STATE together into a single COLOR_CALC_STATE structure.
By making a helper function, we'll be able to reuse it when filling
out Gen4-5 COLOR_CALC_STATE without replicating any actual logic.
We use generation-defined typedef to handle the polymorphism.
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
If we allow the size to be more than 2^32, then we should compute it
in 64bit arithmetic otherwise we might run into overflow issues.
CID: 1412892, 1412891
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
The compact flag doesn't make sense on local variables, since the
packing on them is up to the driver. This fixes nir_validate assertions
in some cases, particularly when lower_io_to_temporaries is used on
per-vertex inputs/outputs.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
While normally we give variables whose name field is NULL a temporary
name when called from nir_print_shader(), when we were calling from
nir_print_instr() we never bothered, meaning that we just segfaulted
when trying to print out instructions with such a variable. Since
nir_print_instr() is meant to be called while debugging, we don't need
to bother too much about giving a consistent name, but we don't want to
crash in the middle of debugging.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
It's a bit rare, but blorp can trigger a urb reconfiguration. When
that happens, we need to re-upload the URB config. Previoulsy blorp
would set BRW_NEW_URB_SIZE, but this is a pretty big hammer as it
would cause back-to-black blorp operations to reconfigure both times.
Using BRW_NEW_BLORP is a small, more accurate hammer.
v2 (idr): Sort BRW_NEW_ tokens to match brw_recalculate_urb_fence and
gen6_urb.
v3 (idr): Don't whack BRW_NEW_URB_SIZE in blorp. Suggested by Jason.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Add support for 32-bit RGBX/RGBA formats which are required for Android.
The original patch (commit ccdcf91104) was reverted (commit
c0c6ca40a2) in mesa as it broke GLX resulting in swapped colors. Based
on further investigation by Chad Versace, moving the RGBX/RGBA configs
to the end is enough to prevent breaking GLX.
The handling of RGBA/RGBX in dri_fill_st_visual is a fix from Marek
Olšák.
Cc: Eric Anholt <eric@anholt.net>
Cc: Mauro Rossi <issor.oruam@gmail.com>
Reviewed-by: Chad Versace <chadversary@chromium.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Rob Herring <robh@kernel.org>