| Commit message (Collapse) | Author | Age | Files | Lines |
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Just say no to:
- brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
We'll just use the brw_stage_prog_data pointer in brw_stage_state
and downcast it to brw_vs_prog_data as needed.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arcero@collabora.com>
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The atom that uploads push constants listens to _NEW_TRANSFORM for
legacy clip plane handling. On Sandybridge, the gen6_vs_state atom
emits 3DSTATE_CONSTANT_VS as well as 3DSTATE_VS, so it needs to listen
to the same set of conditions.
However, it looks like Gen7 doesn't need this. The push constant atom
emits 3DSTATE_CONSTANT_VS directly, and the gen7_vs_state atom that
emits 3DSTATE_VS doesn't have a dependency on ctx->Transform.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Now that we have gen_device_info mutable, we can update its values and drop
all copies we had in brw_context.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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allocation.
I haven't found any mention of this in the hardware docs, but
experimentally what seems to be going on is that when the per-thread
scratch slot size is changed between two pipelined draw calls, shader
invocations using the old and new scratch size setting may end up
being executed in parallel, causing their scratch offset calculations
to be based in a different partitioning of the scratch space, which
can cause their thread-local scratch space to overlap leading to
cross-thread scratch corruption.
I've been experimenting with alternative workarounds, like emitting a
PIPE_CONTROL with DC flush and CS stall between draw (or dispatch
compute) calls using different per-thread scratch allocation settings,
or avoiding reuse of the scratch BO if the per-thread scratch
allocation doesn't exactly match the original. Both seem to be as
effective as this workaround, but they have potential performance
implications, while this should be basically for free.
Fixes over 40 failures in our CI system with spilling forced on
(including CTS, dEQP and Piglit failures) on a number of different
platforms from Gen4 to Gen9. The 'glsl-max-varyings' piglit test
seems to be able to reproduce this bug consistently in the vertex
shader on at least Gen4, Gen8 and Gen9 with spilling forced on.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com
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Every stage has a corresponding 3DSTATE_CONSTANT_XS packet, so having
the code to create and emit push constant buffers in genX_vs_state.c
is a little strange. Moving it to a separate file seems more logical.
v2 [Ken]: Rebase on master, explain motivation in the commit message.
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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The hardware documentation relating to the UAV HW-assisted coherency
mechanism and UAV access enable bits is scarce and sometimes
contradictory, and there's quite some guesswork behind this commit, so
let me summarize the background first: HSW and later hardware have
infrastructure to support a stricter form of data coherency between
shader invocations from separate primitives. The mechanism is
controlled by the "Accesses UAV" bits on 3DSTATE_VS, _HS, _DS, _GS and
_PS (or _PS_EXTRA on BDW+), and the "UAV Coherency Required" bit on
the 3DPRIMITIVE command.
Regardless of whether "UAV Coherency Required" is set, the hardware
fixed-function units will increment a per-stage semaphore for each
request received if "Accesses UAV" is set for the same or any lower
stage. An implicit DC flush is emitted by the lowermost stage with
"Accesses UAV" set once it's done processing the request, this also
happens regardless of the value of "UAV Coherency Required". The
completion of the DC flush will cause the same stage and all previous
ones to decrement the semaphore, marking the UAV accesses for the
primitive as coherent with L3.
The "UAV Coherency Required" 3DPRIMITIVE bit will cause a pipeline
stall before any threads are dispatched for the first FF stage with
"Accesses UAV" set until the semaphore is cleared for the same stage.
Effectively this guarantees that UAV memory accesses performed by
previous primitives from any stage will be strictly ordered (and
thanks to the implicit DC flush visible in memory) with UAV accesses
from the following primitives.
None of this is required by the usual image, atomic counter and SSBO
GL APIs which have very relaxed cross-primitive coherency and ordering
requirements, so we don't actually ever set the "UAV Coherency
Required" bit -- Ordering with respect to shader invocations from
previous stages on the same primitive where there is a data dependency
is of course already guaranteed as the spec requires, regardless of
this mechanism being enabled. We do set the "Accesses UAV" bits
though since my commit ac7664e493655e290783c23a0412b9c70936da50 (which
this patch partially reverts), mainly because of comments like the
following from the BDW PRM:
> 3DSTATE_GS
>[...]
> 12 Accesses UAV
> Format: Enable
> This field must be set when GS has a UAV access.
There are similar comments in the documentation for the other
3DSTATE_*S commands. The "must" part is misleading and unjustified
AFAIK. Most of the "Accesses UAV" bits don't seem to have any side
effects other than the implicit DC flushes and the related
book-keeping in anticipation for a subsequent primitive with "UAV
Coherency Required" set, so in most cases they are unnecessary and may
incur a performance penalty. There is an exception though. On Gen8+
the PS_EXTRA UAV access bit influences the calculation of the PS
UAV-only and ThreadDispatchEnable signals which on previous
generations were set explicitly by the driver, so we cannot always
avoid enabling it on the PS stage.
The primary motivation for this change is that in fact the hardware
coherency mechanism is buggy and will cause a rather non-deterministic
hang on Gen8 when VS is the only stage with "Accesses UAV" set and the
processing of a request terminates immediately after the implicit DC
flush is sent for a previous primitive with no additional vertices
being emitted for the second primitive, what will cause the hardware
to skip sending a second DC flush and cause the VS to stall
indefinitely waiting for a response from the DC (BDWGFX HSD 1912017).
This hardware bug can be reproduced on current master with the
spec@arb_shader_image_load_store@host-mem-barrier@Indirect/RaW piglit
subtest (if you have the patience to run it a few dozen times).
The proposed workaround is to insert CS STALLs speculatively between
3DPRIMITIVE commands when "Accesses UAV" is enabled for the VS stage
only. Because this would affect one of the hottest paths in the
driver and likely decrease performance even further due to the
unnecessary serialization, and because we don't actually need the
implicit DC flushes, it seems better to just disable them.
Cc: 11.0 <mesa-stable@lists.freedesktop.org>
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v2: Set the PS UAV-only bit on HSW (Ken).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
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This implements a workaround (exact excerpt as a comment in the code). The docs
specify [clearly, after you struggle for a while] that the offset isn't relative
to state base. This actually makes sense. This fixes hangs on SKL.
Buffer #0 is meant to be used for normal uniforms.
Buffer #1 is typically used for gather constants when using RS.
Buffer #1-#3 could be used to push a bunch of UBO data which would just be
somewhere in memory, and not relative to the dynamic state.
NOTE: I've moved away from the ternary operator for the new gen9 conditions.
Admittedly it's probably not great to do this, but I really want to fix this all
up in the subsequent patch and doing it here makes that diff a lot nicer. I want
to split out the gen8/9 code to make the function a bit more readable, but to
keep this easily cherry-pickable I am doing this fix first. If we decide not to
merge the cleanup patch then I can revisit this.
Cc: "10.5 10.6" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Tested-by: Valtteri Rantala <Valtteri.rantala@intel.com>
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Now, we only use ctx->NewDriverState.
I used this bash & sed command in the i965 directory:
for file in *.[ch] *.[ch]pp; do
sed -i -e 's/state\.dirty\.brw/ctx.NewDriverState/g' $file
done
Followed by manual changes to brw_state_upload.c.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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According to the SKL bspec the 3DSTATE_CONSTANT_* commands only take
effect on the next corresponding 3DSTATE_BINDING_TABLE_POINTER_*
command. This patch just makes it set the BRW_NEW_SURFACES state when
uploading the push constants to ensure the binding tables will be
updated.
This fixes the fbo-blending-formats Piglit test and possibly others.
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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We don't access brw->vertex_program or ctx->_Shader since the previous
commit, so we don't need this dirty bit.
I think it's still necessary on Gen6 because it still conflates
constant uploading with unit state uploading. We can fix that later.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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We use IEEE mode for GLSL programs, but need to use ALT mode for ARB
programs so that 0^0 == 1. The choice is based entirely on the shader
source language.
Previously, our code to determine which mode we wanted was duplicated
in 8 different places (VS and FS for Gen4-5, Gen6, Gen7, and Gen8).
The ctx->_Shader->CurrentProgram[stage] == NULL check was confusing
as well - we use CurrentProgram (non-derived state), but _Shader
(derived state). It also relies on knowing that ARB programs don't
use gl_shader_program structures today. The compiler already makes
this assumption in a few places, but I'd rather keep that assumption
out of the state upload code.
With this patch, we select the mode at compile time, and store that
choice in prog_data. The state upload code simply uses that decision.
This eliminates a BRW_NEW_*_PROGRAM dependency in the state upload code.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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I put the BRW_NEW_*_PROG_DATA flags at the beginning so that
brw_state_cache.c can still continue using 1 << brw_cache_id.
I also added a comment explaining the difference between
BRW_NEW_*_PROG_DATA and BRW_NEW_*_PROGRAM, as it took me a long time
to remember it.
Non-mechanical changes:
- brw_state_cache.c and brw_ff_gs.c now signal .brw, not .cache.
- brw_state_upload.c - INTEL_DEBUG=state changes.
- brw_context.h - bit definition merging.
v2: Correct the explanation of BRW_NEW_*_PROG_DATA to mention
state-based recompiles, and nix the "proper subset" claim,
as it's false. (Caught by Kristian Høgsberg).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Now that we've moved a bunch of CACHE_NEW_* bits to BRW_NEW_*, the only
ones that are left are legitimately related to the program cache. Yet,
it seems a bit wasteful to have an entire bitfield for only 7 bits.
State upload is one of the hottest paths in the driver. For each atom
in the list, we call check_state() to see if it needs to be emitted.
Currently, this involves comparing three separate bitfields (mesa, brw,
and cache). Consolidating the brw and cache bitfields would save a
small amount of CPU overhead per atom. Broadwell, for example, has
57 state atoms, so this small savings can add up.
CACHE_NEW_*_PROG covers the brw_*_prog_data structures, as well as the
offset into the program cache BO (prog_offset). Since most uses refer
to brw_*_prog_data, I decided to use BRW_NEW_*_PROG_DATA as the name.
Removing "cache" completely is a bit painful, so I decided to do it in
several patches for easier review, and to separate mechanical changes
from manual ones. This one simply renames things, and was made via:
$ for file in *.[ch]; do
sed -i -e 's/CACHE_NEW_\([A-Z_\*]*\)_PROG/BRW_NEW_\1_PROG_DATA/g' \
-e 's/BRW_NEW_WM_PROG_DATA/BRW_NEW_FS_PROG_DATA/g' $file
done
Note that BRW_NEW_*_PROG_DATA is still in .cache, not .brw!
The next patch will remedy this flaw. It will also fix the
alphabetization issues.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Acked-by: Matt Turner <mattst88@gmail.com>
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Most of the dirty flags were listed in some arbitrary order. Some used
bonus parenthesis. Some put multiple flags on one line, others put one
per line. Some used tabs instead of spaces...but only on some lines.
This patch settles on one flag per line, in alphabetical order, using
spaces instead of tabs, and sheds the unnecessary parentheses.
Sorting was mostly done with vim's visual block feature and !sort,
although I alphabetized short lists by hand; it was pretty manual.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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All shader stages have these fields, so it makes sense to store them in
the common base structure, rather than duplicating them in each.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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I wanted to access this value from stage-generic code, so stop storing it
under two different names.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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According to the workarounds list, these stalls aren't needed on
production Baytrail systems. Piglit confirms that as well.
These cause a small slowdown when we are sending a large number of small
batches to the GPU. Removing these improves performance by up to 5% on
some CPU bound SynMark tests (Batch[4-7], DrvState1, HdrBloom,
Multithread, ShMapPcf).
Signed-off-by: Gregory Hunt <greg.hunt@mobica.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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-0.553779% +/- 0.423394% effect on cairo-perf-trace runtime on glamor
(n=612)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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The two paths are really similar, and the extra conditionals will be
dwarfed by the cost of the actual upload.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Commit 30259856a8a82a55c030df1ad052e505c61144bc moved the state packets to
table generation time, but forgot to make this change. Apparently the
performance win there was about not reemitting the table pointers on
unrelated state changes.
No performance difference on cairo on glamor (n=118).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Now that we have the stage state coming into our setup of sampler states,
it's easy to drop an identifier into it of which stage the stage_state is,
and then look up which packet to emit in a little table.
No performance difference on cairo on glamor (n=492).
v2: Don't forget to do the workaround flush on IVB.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Basically a sed but shaderapi.c and get.c.
get.c => GL_CURRENT_PROGAM always refer to the "old" UseProgram behavior
shaderapi.c => the old api stil update the Shader object directly
V2: formatting improvement
V3 (idr):
* Rebase fixes after a block of code was moved from ir_to_mesa.cpp to
shaderapi.c.
* Trivial reformatting.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
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This keeps us from needing to reemit all the other stage state just
because a surface changed.
Improves unoptimized glamor x11perf -f8text by 1.10201% +/- 0.489869%
(n=296). [v1]
v2:
- Drop binding table packets from Gen8 unit state as well.
- Pass _3DSTATE_BINDING_TABLE_POINTERS_XS to brw_upload_binding_table,
cutting even more code.
v3: Don't forget to drop them from 3DSTATE_GS (botched refactor in v2).
Signed-off-by: Eric Anholt <eric@anholt.net> [v1]
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> [v1]
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> [v2, v3]
Reviewed-by: Eric Anholt <eric@anholt.net> [v3]
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According to the BSpec's 3D workarounds page, this is unnecessary on
shipping Haswell hardware, and was never necessary on Broadwell. It
unfortunately doesn't say anything about Baytrail.
The workaround database confirms those results for Ivybridge, Haswell,
and Broadwell. Baytrail is less clear - one page says it's necessary,
while the other says it isn't. For now, be conservative and leave it
enabled.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
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array.
These are replaced with
ctx->Shader.CurrentProgram[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}].
In patches to follow, this will allow us to replace a lot of ad-hoc
logic with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' ')' \
-print0 | xargs -0 sed -i \
-e 's/\.CurrentVertexProgram/.CurrentProgram[MESA_SHADER_VERTEX]/g' \
-e 's/\.CurrentGeometryProgram/.CurrentProgram[MESA_SHADER_GEOMETRY]/g' \
-e 's/\.CurrentFragmentProgram/.CurrentProgram[MESA_SHADER_FRAGMENT]/g'
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Before the series with 3c9dc2d31b80fc73bffa1f40a91443a53229c8e2 to
dynamically assign our binding table indices, we didn't really track our
binding table count per shader, so we never filled in these fields.
Affects cairo-gl trace runtime by -2.47953% +/- 1.07281% (n=20)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This will allow us to reuse some code when setting up the geometry
shader stage.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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The hardware requires that after constant buffers for a stage are
allocated using a 3DSTATE_PUSH_CONSTANT_ALLOC_{VS,HS,DS,GS,PS}
command, and prior to execution of a 3DPRIMITIVE, the corresponding
stage's constant buffers must be reprogrammed using a
3DSTATE_CONSTANT_{VS,HS,DS,GS,PS} command.
Previously we didn't need to worry about this, because we only
programmed 3DSTATE_PUSH_CONSTANT_ALLOC_{VS,HS,DS,GS,PS} once on
startup (or, previous to that, whenever BRW_NEW_CONTEXT was flagged).
But now that we reallocate the constant buffers whenever geometry
shaders are switched on and off, we need to make sure the constant
buffers are reprogrammed.
We do this by adding a new bit, BRW_NEW_PUSH_CONSTANT_ALLOCATION, to
brw->state.dirty.brw.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This paves the way for sharing the code that will set up the vertex
and geometry shader pipeline state.
v2: Rename the base class to brw_stage_state.
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
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Both 3DSTATE_VS and 3DSTATE_GS have a dispatch_grf_start_reg control,
which determines the register where the hardware delivers data sourced
from the URB (push constants followed by per-vertex input data).
For vertex shaders, we always set dispatch_grf_start_reg to 1, since
R1 is always the first register available for push constants in vertex
shaders.
For geometry shaders, we'll need the flexibility to set
dispatch_grf_start_reg to different values depending on the behvaiour
of the geometry shader; if it accesses gl_PrimitiveIDIn, we'll need to
set it to 2 to allow the primitive ID to be delivered to the thread in
R1.
This patch eliminates the assumption that dispatch_grf_start_reg is
always 1. In vec4_visitor, we record the regnum that was passed to
vec4_visitor::setup_uniforms() in prog_data for later use. In
vec4_generator, we consult this value when converting an abstract
UNIFORM register to a concrete hardware register. And in the code
that emits 3DSTATE_VS, we set dispatch_grf_start_reg based on the
value recorded in prog_data.
This will allow us to set dispatch_grf_start_reg to the appropriate
value when compiling geometry shaders. Vertex shaders will continue
to always use a dispatch_grf_start_reg of 1.
v2: Make dispatch_grf_start_reg "unsigned" rather than "GLuint".
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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IVB/BYT also has the same L3 cacheability control in MOCS as HSW,
so let's make use of it.
pts/xonotic and pts/reaction @ 1920x1080 gain ~4% on my IVB GT2. Most
other things show less gains/no regressions, except furmark which
loses some 10 points.
I didn't have a BYT at hand for testing.
v2: Don't check (brw->gen == 7) in gen7 functions. (chadv)
Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
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Also upload separate sampler default/texture border color entries.
At the moment, this is completely idiotic: both tables contain exactly
the same contents, so we're simply wasting batch space and CPU time.
However, soon we'll only upload data for textures actually /used/ in
a particular stage, which will usually make the VS table empty and
very likely eliminate all redundancy. This is just a stepping stone.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Currently, we only have a single sampler state table shared among all
stages, so we just copy wm.sampler_count into vs.sampler_count.
In the future, each shader stage will have its own SAMPLER_STATE table,
at which point we'll need these separate sampler counts.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
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Change from "not cacheable" to "cacheable" in L3.
Do so for the draw upload path and blorp.
In blorp, change only the PS packet, because the VS packet is disabled.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
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This makes brw_context inherit directly from gl_context; that was the
only thing left in intel_context.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Chris Forbes <chrisf@ijw.co.nz>
Acked-by: Paul Berry <stereotype441@gmail.com>
Acked-by: Anuj Phogat <anuj.phogat@gmail.com>
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Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Chris Forbes <chrisf@ijw.co.nz>
Acked-by: Paul Berry <stereotype441@gmail.com>
Acked-by: Anuj Phogat <anuj.phogat@gmail.com>
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ctx->DrawBuffer is much more sensible than brw->intel.ctx.DrawBuffer.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Chris Forbes <chrisf@ijw.co.nz>
Acked-by: Paul Berry <stereotype441@gmail.com>
Acked-by: Anuj Phogat <anuj.phogat@gmail.com>
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This makes brw_context available in every function that used
intel_context. This makes it possible to start migrating fields from
intel_context to brw_context.
Surprisingly, this actually removes some code, as functions that use
OUT_BATCH don't need to declare "intel"; they just use "brw."
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Chris Forbes <chrisf@ijw.co.nz>
Acked-by: Paul Berry <stereotype441@gmail.com>
Acked-by: Anuj Phogat <anuj.phogat@gmail.com>
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This will allow the generic parts to be re-used for geometry shaders.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
v2: Put urb_read_length and urb_entry_size in the generic struct.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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These now start at bit 23 instead of bit 24/25.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
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This is a step toward making the samplers/binding tables reflect
sampler uniform mappings instead of embedding those in the programs.
No significant performance difference on the microbenchmark (n=10).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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I recently discovered this text in the BSpec. It seems wise to comply,
though I haven't observed it to fix anything yet.
Fixes a regression in glean/fbo since 28cfa1fa213fe.
NOTE: This is a candidate for stable release branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=45221
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
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The BRW_NEW_CURBE_OFFSETS dirty bit is only flagged by the
brw_curbe_offsets state atom which is only used on Gen4-5.
Since it's never flagged, there's no reason to depend on it.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
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The BRW_NEW_URB_FENCE dirty bit is only flagged by the
brw_recalculate_urb_fence state atom which isn't used on Gen6+.
Since it's never flagged, there's no reason to depend on it.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
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See similar code for 3DSTATE_WM.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
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