| Commit message (Collapse) | Author | Age | Files | Lines |
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It shouldn't be needed since the FLUSH_AND_INV_EVENT has already
made sure the destination caches are flushed. Additionally,
we didn't previously emit the surface_sync until this commit:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=e5e4c07e7964a3258ed02b530bcdc24c0650204b
Emitting them together causes hangs in compute on cayman/TN
and hangs in Heaven on evergreen.
Note: this patch is a candidate for the 9.1 branch, but requires:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=156bcca62c9f4e79e78929f72bc085757f36a65a
as well.
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
Reviewed-by: Marek Olšák <maraeo@gmail.com>
Signed-off-by: Alex Deucher <alexander.deucher@amd.com>
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Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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Fixes the bug that prevented propagation of literals in some cases.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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post_scheduler clears interference set for reallocatable values when
the value becomes live first time, and then updates it to take into
account modified order of operations, but this was not handled properly
if the value appears first time as a source in copy operation.
Fixes issues with webgl demo: http://madebyevan.com/webgl-water/
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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Some inputs may be preloaded into predefined GPRs,
so we can't reallocate arrays with such inputs.
Fixes issues with webgl demo: http://oos.moxiecode.com/js_webgl/snake/
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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This should fix build issues with GCC < 4.3
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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New disassembler is not completely isolated yet from further processing
in r600g/sb that is not required for printing the dump, so it has higher
probability to fail in case of any unexpected features in the bytecode.
This patch adds "sbdisasm" flag for R600_DEBUG that allows to use new
disassembler in r600g/sb for shader dumps when shader optimization
is not enabled.
If shader optimization is enabled, new disassembler is used by default.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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Kills tilling on UVD buffers, but we currently don't really need that.
Signed-off-by: Christian König <christian.koenig@amd.com>
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We still need the option for handling 3D textures as well.
Should fix: https://bugs.freedesktop.org/show_bug.cgi?id=64143
Signed-off-by: Christian König <christian.koenig@amd.com>
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Signed-off-by: Christian König <christian.koenig@amd.com>
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Still not perfect, but a step in the right direction.
Signed-off-by: Christian König <christian.koenig@amd.com>
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Mesa build is too complex to rely on successful builds. On refactorings
it is always a good idea to use git grep to prevent missing cases:
$ git grep u_assembled_primitive
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c: u_assembled_primitive(in_prim);
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The differences from the previous releases that affect st/egl are
- logging macros are prefixed with an 'A'
- dequeueBuffer() and enqueueBuffer() require an additoinal argument for
fence fd, acquired from libsync
Additionally, include gralloc_drm.h with extern "C".
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We do not need our own prim_count() anymore.
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The function returns the number of reduced/tessellated primitives for the
given vertex count.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Acked-by: Zack Rusin <zackr@vmware.com>
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Switch to '>=' for comparisons, and it becomes obvious that the comparison for
PIPE_PRIM_QUAD_STRIP was wrong.
Add minimum vertex count check for PIPE_PRIM_LINE_LOOP. Return 1 for
PIPE_PRIM_POLYGON with 3 vertices.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Acked-by: Zack Rusin <zackr@vmware.com>
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As a side effect, primitives with adjacency are now correctly validated.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Acked-by: Zack Rusin <zackr@vmware.com>
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It should be U_PRIM_H, not U_BLIT_H.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Acked-by: Zack Rusin <zackr@vmware.com>
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The latter function is also removed as a result of the change.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Acked-by: Zack Rusin <zackr@vmware.com>
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Move together (or add) functions to decompose/reduce/assemble a primitive,
give them consistent names, and document them. Add u_prim_vertex_count() so
that the vertex count information can be used elsewhere.
u_assembled_primitive() will be removed in a folow-on commit.
[olv: fix a warning when -Wold-style-declaration is enabled]
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Acked-by: Zack Rusin <zackr@vmware.com>
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Fix for PIPE_PRIM_TRIANGLES_ADJACENCY and PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Acked-by: Zack Rusin <zackr@vmware.com>
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While this is ignorant of dependency control, it's still good for a 0.39%
+/- 0.08% performance improvement on GLBenchmark 2.7 (n=548)
v2: Rewrite as a subclass of the base class for the FS instruction
scheduler, inheriting the same latency information.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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About half of this is shareable with the VS code.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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These will get virtualized as we add VS scheduling support.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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I need this so I can look at vec4 and fs registers' files from the same
.cpp file without namespaces. As far as I can tell we never rely on the
particular numerical values of the files, though I thought it sounded like
a good idea when doing the VS (it turns out having 0 be BAD_FILE is nicer).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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This will free instruction scheduling to make better choices. No
statistically significant performance difference on GLB2.7 (n=93).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Following the addition of the EGL_WIDTH and EGL_HEIGHT this function should
return EGL_TRUE for those requested attributes too.
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instead of crashing just fill zeros at the input slots that don't
match, that's the mandated behavior and it avoids debug asserts.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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It's valid because we reuse certain arithmetic operations
for both signed and unsigned types (e.g. uadd, umad, which
have a bit unfortunate naming)
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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The GPU apparently goes looking for constants even though there are no
shader stages enabled, and gets stuck because we haven't told it there are
no constants to collect. If any other user of the 3D pipeline had run
(even the Render accel of the X server!) since power on, then the in-GPU
constant buffers would have been set up with some contents we didn't use,
and we would succeed.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=56416
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Tested-by: Dave Airlie <airlied@redhat.com>
NOTE: This is a candidate for the stable branches.
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R600_CONTEXT_FLUSH_AND_INV
We are already emitting a EVENT_TYPE_CACHE_FLUSH_AND_INV_EVENT packet
when this flush flag is set, so flushing the dest caches with a
SURFACE_SYNC should not be necessary.
The motivation for this change is that emitting a SURFACE_SYNC packet with
the CB bits set was causing compute shaders to hang on Cayman.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
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Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
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Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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See previous commit comments.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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As with the glDraw* functions, this doesn't have to be in GLvertexformat.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Remove all the glDraw* functions from the GLvertexformat structure.
The point of that dispatch struct is to handle all the functions which
dispatch differently depending on whether we're inside glBegin/End.
glDraw* are never allowed inside glBegin/End so we can remove those
entries.
This simplifies the code paths and gets rid of quite a bit of code.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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First step in simplifying the vertex array / glDraw dispatch code.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Just expand the code.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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If the currently compiled primitive state is PRIM_UNKNOWN we should
not return true from _mesa_inside_dlist_begin_end(). This lets us
simplify the calls to that function.
Note, the call to _mesa_inside_dlist_begin_end() in vbo_save_EndList()
should have probably been checking for PRIM_UNKNOWN too, but it wasn't.
So there's no code change change.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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This is set during context creation/initialization. We know we're
not inside glBegin/glEnd at this point so use PRIM_OUTSIDE_BEGIN_END.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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