We can avoid it by carefully ordering the packing. This is important as a
step in giving r3 to the register allocator.
total instructions in shared programs: 56087 -> 55957 (-0.23%)
instructions in affected programs: 18368 -> 18238 (-0.71%)
All uses of this require that the value be at least one, so it's
easier to report at least one than having to wrap all uses
in MAX2(max_compute_units, 1).
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Harvested GPUs have some of their render backends disabled, so
in order to prevent the hardware from trying to render things
with these disabled backends we need to correctly program
the PA_SC_RASTER_CONFIG register.
v2:
- Write RASTER_CONFIG for all SEs.
v3:
- Set GRBM_GFX_INDEX.INSTANCE_BROADCAST_WRITES bit.
- Set GRBM_GFX_INFEX.SH_BROADCAST_WRITES bit when done setting
PA_SC_RASTER_CONFIG.
- Get num_se and num_sh_per_se from kernel.
v4:
- Get correct value for num_se
- Remove loop for setting PA_SC_RASTER_CONFIG
- Only compute raster config when a backend has been disabled.
v5: Michel Dänzer
- Fix computation for chips with multiple SEs
https://bugs.freedesktop.org/show_bug.cgi?id=60879
CC: "10.4 10.3" <mesa-stable@lists.freedesktop.org>
Fixes R11G11B10F rendering, and is required for SRGB format support.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Rob Clark <robclark@freedesktop.org>
There were previously regressions regarding border colors, which the
updated swizzle logic resolves.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Rob Clark <robclark@freedesktop.org>
This is a hack since it uses the texture information together with the
sampler, but I don't see a better way to do it. In OpenGL, there is a
1:1 correspondence.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Rob Clark <robclark@freedesktop.org>
Expert debugging assistance provided by Chris Forbes.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Rob Clark <robclark@freedesktop.org>
Multiple scenes per context are meant to be used so a new scene can be built
while another one is processed in rasterization. However, quite surprisingly,
this does not actually work (and according to git log, possibly never did,
though maybe it did at some point further back (5 years+) but was buggy)
because we always wait immediately on the rasterizer to finish the scene when
contexts (and hence setup/scene) is flushed. This means when we try to get
an empty scene later, any old one is already empty again.
Thus using multiple scenes is just a waste of memory (not too bad, since the
additional scenes are guaranteed to be empty, which means their size ought to
be one data block (64kB) plus the size of some structs), without actually
really doing anything. (There is also quite some code for the whole concept of
multiple scenes which doesn't really do much in practice, but keep it hoping
the wait-on-scene-flush can be fixed some day.)
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
The prim assembler may change the prim type when injecting prim ids now,
which isn't reflected by what's stored in emit.
This looks brittle and potentially dangerous (it is not obvious if such prim
type changes are really supported by pt emit, the prim type is actually also
set in prepare which would then be different).
This fixes piglit primitive-id-no-gs-first-vertex.shader_test.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
The decomposition done in the prim assembler will turn tri fans into tris,
but this wasn't reflected in the output prim type. Meaning with a tri fan
with 6 verts input, the output was a tri fan with 12 vertices instead of a
tri list with 12 vertices (not as bad as it sounds, since the additional tris
created would all be degenerate since they'd all have two times vertex zero
but still bogus).
This is because the prim assembler is used if either the input topology is
something with adjacency, or if prim id needs to be injected, and for the
latter case topologies without adjacency can be converted to basic ones.
Unfortunately decomposition here for inserting prim ids is necessary, at
least for the indexed case where we can't just insert the prim id at the
right place depending on provoking vertex.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
The default macros when the adjacency macros aren't defined will already
exactly do that (that is, drop the adjacent vertices and call the non-adjacent
macro).
Reviewed-by: Jose Fonseca <jfonseca@vmwarec.com>
If an operation is the last one to read a register, the instruction
containing it can also include the op that has the next write to that
register.
total instructions in shared programs: 57486 -> 56995 (-0.85%)
instructions in affected programs: 43004 -> 42513 (-1.14%)
We were scheduling TLB operations as early as possible, and texture setup
as late as possible. When I introduced prioritization, I visually
inspected that an independent operation got moved above texture results
collection, which tricked me into thinking it was working (but it was just
because texture setup was being pushed late).
total instructions in shared programs: 57651 -> 57486 (-0.29%)
instructions in affected programs: 18532 -> 18367 (-0.89%)
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "10.4 10.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Rob Clark <robclark@freedesktop.org>
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "10.3 10.4" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Rob Clark <robclark@freedesktop.org>
The index_bias (aka base_vertex) applies to the downstream draw just as
much, since the actual index values are never modified.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "10.3 10.4" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Rob Clark <robclark@freedesktop.org>
Nine code to match vertex declaration to vs inputs was limiting
the number of possible combinations.
Some sm3 games have issues with that, because arbitrary (usage/index)
can be used.
This patch does the following changes to fix the problem:
. Change the numbers given to (usage/index) combinations to uint16
. Do not put limits on the indices when it doesn't make sense
. change the conversion rule (usage/index) -> number to fit all combinations
. Instead of having a table usage_map mapping a (usage/index) number to
an input index, usage_map maps input indices to their (usage/index)
Cc: "10.4" <mesa-stable@lists.freedesktop.org>
Tested-by: Yaroslav Andrusyak <pontostroy@gmail.com>
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Axel Davy <axel.davy@ens.fr>
With sm3, you can declare an input/output with an usage and an usage index.
Nine code hardcodes the translation usage/index to a corresponding TGSI code.
The translation was limited to a few usage/index combinations that were corresponding
to most of the needs of games, but some games did not work.
This patch rewrites that Nine code to map all possible usage/index combination
to TGSI code. The index associated to TGSI_SEMANTIC_GENERIC doesn't need to be low
for good performance, as the old code was supposing, and is not particularly bounded
(it's UINT16). Given the index is BYTE, we can map all combinations.
Cc: "10.4" <mesa-stable@lists.freedesktop.org>
Tested-by: Yaroslav Andrusyak <pontostroy@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Axel Davy <axel.davy@ens.fr>
This is the behaviour that Wine tests.
Reviewed-by: David Heidelberg <david@ixit.cz>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Axel Davy <axel.davy@ens.fr>
This is the behaviour that Wine tests
Tested-by: David Heidelberg <david@ixit.cz>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Axel Davy <axel.davy@ens.fr>
Nine was allowing that behaviour, but was not filling the result.
Tested-by: David Heidelberg <david@ixit.cz>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Axel Davy <axel.davy@ens.fr>
Issuing D3DISSUE_END should:
. reset previous queries if possible
. end the query
Previous behaviour wasn't calling end_query for
queries not needing D3DISSUE_BEGIN, nor resetting
previous queries.
This fixes several applications not launching properly.
Cc: "10.4" <mesa-stable@lists.freedesktop.org>
Tested-by: David Heidelberg <david@ixit.cz>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Axel Davy <axel.davy@ens.fr>
It is the same behaviour as wine has.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: David Heidelberg <david@ixit.cz>
Signed-off-by: Axel Davy <axel.davy@ens.fr>
Some queries need the driver to advertise a cap to be supported.
For example r300 doesn't support them.
v2 (David): check also for PIPE_CAP_QUERY_PIPELINE_STATISTICS, fix wine
tests on r300g
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: David Heidelberg <david@ixit.cz>
Signed-off-by: Axel Davy <axel.davy@ens.fr>
get_query_result flushes automatically, we don't need to flush.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Axel Davy <axel.davy@ens.fr>
Applications are supposed to call CreateQuery with a NULL
ppQuery to know if the query is supported. We supported that.
However when ppQuery was not NULL, we were accepting to create the
query and were creating a dummy query even when the query is not
supported.
Wine has different behaviour. This patch drops the dummy queries
support and matches wine behaviour.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: David Heidelberg <david@ixit.cz>
Signed-off-by: Axel Davy <axel.davy@ens.fr>