In OpenGL 3.0 and later it is legal to make a context current without
a default framebuffer.
This has been broken since DRI3 support was introduced.
Cc: "13.0 12.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Draw calls no longer flush SDMA IBs. r600_need_dma_space is
responsible for synchronizing execution between both IBs.
Initial buffer clears and fast clears will stay unflushed in the SDMA IB
(up to 64 MB) as long as the GFX IB isn't flushed either.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Call r600_dma_emit_wait_idle only when there is a possibility of
a read-after-write hazard. Buffers not yet used by the SDMA IB don't
have to wait.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
r600_dma_emit_wait_idle is going away in its current form.
The only difference is that the moved code is executed before DMA calls
instead of after them.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This fixes the mistake introduced in commit
b6737a8bcd
Signed-off-by: Nayan Deshmukh <nayan26deshmukh@gmail.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
Old test caused breakage with llvm-svn (4.0.0svn), and not needed as
the minimum required llvm version for swr is 3.6.
Reviewed-by: George Kyriazis <george.kyriazis@intel.com>
wrap lp_bld_type.h around extern "C".
Windows decorates global variables, so when used from .cpp files, need
to use an undecorated version.
Also, removed related and unneeded code from swr_screen.cpp
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
This seems to fix the GPU hangs caused by:
commit ed3190b3f3
Author: Marek Olšák <marek.olsak@amd.com>
Date: Sun Nov 13 18:41:43 2016 +0100
radeonsi: don't export ClipVertex and ClipDistance[] if clipping is disabled
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99219
Tested-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
GLSL compilation now takes 24% less time with the Gallium noop driver.
I used my shader-db for the measurement. The difference for the whole
radeonsi driver can be ~10%.
The generated TGSI is mostly the same. For example, the compilation success
rate with a TGSI->GCN bytecode converter without any optimizations is
the same. Note that glsl_to_tgsi does its own copy propagation and simple
register allocation.
shader-db GCN report:
- Talos spills fewer SGPRs.
- DOTA 2 spills more SGPRs.
- The average shader-db score is better, but it's just due to randomness.
29045 shaders in 17564 tests
Totals:
SGPRS: 1325929 -> 1325017 (-0.07 %)
VGPRS: 1010808 -> 1010172 (-0.06 %)
Spilled SGPRs: 1432 -> 1399 (-2.30 %)
Spilled VGPRs: 93 -> 92 (-1.08 %)
Private memory VGPRs: 688 -> 688 (0.00 %)
Scratch size: 2540 -> 2484 (-2.20 %) dwords per thread
Code Size: 39336732 -> 39342936 (0.02 %) bytes
Max Waves: 217937 -> 217969 (0.01 %)
Reviewed-by: Eric Anholt <eric@anholt.net>
We need to move this to the shared layer.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
If the VUE map has slots at the end which the shader does not write,
then we'd "flush" (constructing an URB write) on the last output it
actually wrote. Then, we'd construct another SEND with EOT, but with
no actual payload data. That's not legal.
For example, SSO programs have clip distance slots allocated no matter
what, but the shader may not write them. If it doesn't write any user
defined varyings, then the clip distance slots will be the last ones.
Found while debugging
dEQP-VK.tessellation.shader_input_output.gl_position_vs_to_tcs_to_tes
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
We can use this to track various features that may or may not be supported
by the hw / kernel. Currently, we usually do this by checking the generation
and supported command parser versions in various places thoughtout the driver
code. With this patch, we centralize all these checks in just once place at
screen creation time, then we just query the bitfield wherever we need to
check if a particular feature is supported.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Moving the test to the screen places it alongside the other global HW
feature tests that want to be shared between contexts.
Also, we need to know if we support pipelined register writes at
screen creation time so that we can tell if we can expose OpenGL 4.0
in gen7.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Some of the existing tests were using '@' and '"' incidentally within the test
body. Neither of these characters are actually legal for GLSL. And since we
are planning to start generating errors for illegal characters, we need to
first make the test suite clean.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Here, each legal character (as defined by GLSL Language Specification version
4.30.6, section 3.1) appears at least once in the input file. Obviously,
characters with special meaning (like '#' and '\') aren't treated exhaustively
with respect to all their possible uses. We have many other tests for that.
Here, we're simply ensuring that the test suite sees every legal character at
least once.
v2 (by Ken): Fix expectations, move to src/compiler, renumber tests.
Carl's .expected: Updated .expected:
.. ..
. . . .
. . . .
. . . .
. . . .
. ..
. .
. .
.
(For some reason, the original test expected ".." to produce two lines.
glcpp, cpp, and mcpp all follow my updated behavior, so I believe it to
be correct.)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>