This patch uses addrlib to workout the tile swizzles according
to the surface index. It seems to produce the same values as
amdgpu-pro for the deferred test.
v2: don't apply swizzle to CMASK. the eg docs don't mention
it, and we clearly don't align cmask for that.
v3: disable surf index for dedicated images, as these will
most likely be shared, and I don't think the metadata has
space for this info in it yet.
v4: update for shareable images, rename combined_swizzle
to tile_swizzle
This gets the deferred demo from 730->950fps on my rx480.
(dcc cmask elim predication patches get it further)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Some of the Sascha Willems demos pick a D32/S8 format for the depth
buffer, then do a LOAD_OP_CLEAR/LOAD_OP_DONT_CARE on it, which means
we don't get to merge the undefined->depth and clear htile transitions.
This add the stencil aspect to the pending clears if there is a depth
clear pending and the stencil aspect is don't care.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
To not confuse apps in thinking it might be faster.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Andres Rodriguez <andresx7@gmail.com>
NV isn't valid for external images anymore.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Fixes: 6ddc64b93e "radv: Add support for VK_KHR_dedicated_allocation."
Reviewed-by: Andres Rodriguez <andresx7@gmail.com>
This effectively reverts commit 43a171878bb4b5aedb36a. Technically,
VK_KHR_get_memory_requirements2 and VK_KHR_dedicated_allocation are
required for the KHR version but this at least restores the removed
functionality. This patch builds but has received zero testing.
Acked-by: Dave Airlie <airlied@redhat.com>
Fished the SparseImage call out of the headers as the spec missed
the definition.
Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Dave Airlie <airlied@redhat.com>
We always recommend sub-allocation and don't do anything special for
dedicated allocations.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
There is one small ANV change here because we used the
VK_ERROR_INVALID_EXTERNAL_HANDLE_KHX enum in the BO cache and that had
to be updated to have the _KHR suffix.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
These have been formally deprecated by Khronos never to be shipped
again. The KHR versions should be implemented/used instead.
Acked-by: Dave Airlie <airlied@redhat.com>
These have been formally deprecated by Khronos never to be shipped
again. The KHR versions should be implemented/used instead.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
These have been formally deprecated by Khronos never to be shipped
again. The KHR versions should be implemented/used instead.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
All CPUs that can be paired with a GPU supported by i965_dri.so supports
SSE3. This allows us to ensure that some vectorized version of the tiled
memcpy path is enabled on 32-bit systems.
This also ensures that __builtin_ia32_clflush is always usable.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101774
Tested-by: Tobias Klausmann <tobias.johannes.klausmann@mni.thm.de>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
This accidentally set __DRI_CTX_FLAG_NO_ERROR whenever any flags were
present. Just needs extra parenthesis.
Fixes: 4909519a66 (egl: Add EGL_KHR_create_context_no_error support)
Reviewed-by: Grigori Goronzy <greg@chown.ath.cx>
Tested-by: Mark Janes <mark.a.janes@intel.com>
Fixes performance regression from f50aa21456 - was forcing internal
code generation to target AVX (no gather, etc).
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
This only adds the EGL side, needs to be plumbed into Mesa frontend.
v2: Add check for extension availability.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Add a new context flag and plumb it through the various layers of the
context creation code to set up dispatch tables for the no-error mode.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This basic extension allows usage of the __DRI_CTX_FLAG_NO_ERROR flag.
This includes support code for classic Mesa drivers to switch on the
no-error mode if the flag is set.
v2: Move to common DRI code.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Add async marshalling/unmarshalling for all glClearBuffer variants.
These entry points are commonly used in general and Alien Isolation
specifically uses glClearBufferiv. Slightly reduces the number of
thread synchronizations with glthread in that game.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Extract clear buffer helper functions in preparation for adding
marshal/unmarshal functions for the various glClearBuffer variants.
v2: Fix command size.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The fps graph for example calculates the fps as double with small
variations based on when query_new_value() is called, which causes
many values to be truncated on the cast to uint64_t.
The HUD internally stores the values as double, so just use double
everywhere instead of fixing this with rounding. Using doubles also
allows the hud to show small variations instead of being clamped to
discrete values.
v2: Don't print decimals in the dump file when not necessary
Signed-off-by: Christoph Haag <haagch+mesadev@frickel.club>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
This reverts commit d8b2ccdb88, which causes priglit regressions on GPUs
with SNORM support. We'll have another try at enabling this feature after
the 17.2 branchpoint.
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
A dangling bo object would result in memory corruption while loading a
level in ioquake3_opengl2.
Fixes: 330d0607ed (gallium: remove pipe_index_buffer and set_index_buffer)
Suggested-by: Lucas Stach <l.stach@pengutronix.de>
Signed-off-by: Wladimir J. van der Laan <laanwj@gmail.com>
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
GC3000 has a new LOG instruction, similar to the new SIN and COS instructions.
Generate the new instruction sequence when appropriate; there are
two occasions, as part of LIT and the generator for the LG2
instruction itself.
Signed-off-by: Wladimir J. van der Laan <laanwj@gmail.com>
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
If we blit from a rendertarget or a depthstencil buffer there might still
be dirty data in the TS buffer which needs to be flushed out.
Fixes missing shadow tiles in glmark2 shadow.
Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Philipp Zabel <p.zabel@pengutronix.de>
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>