For whatever reason, we had an INTEL_DEBUG=stats option that enabled
various statistics counters on Gen4-5 systems. It's been around
forever, though I can't think of a single time that it's been useful.
On Gen6+, we enable statistics all the time because they're necessary
to support various query object targets. Turning them off would break
those queries.
Gen4-5 don't support those queries, so the statistics counters generally
aren't useful; we disabled them by default. This patch disables them
altogether.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
We apparently enabled this on all platforms in Mesa 10.6. However, it
was only ever implemented for Gen6+. The Gen4-5 query code goes up in
flames with an "Unrecognized query target" unreachable() error if you
even attempt to use any of the new functionality.
This wasn't caught because the Piglit tests require OpenGL 3.0, which
Gen4-5 cannot support. The extension spec does say 3.0 is required,
though I'm not sure why - it seems like 2.1 would work fine.
We could implement it anyway, but it's a little bit of a pain due to the
lack of hardware contexts (so we have to snapshot around batches).
Given that it's been 100% broken for two years and I haven't seen a bug
report about it, I'm not terribly inclined to care. So, let it go.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
The function was pretty slow. This brings a substantial decrease in draw
call overhead when min/max index bounds are not needed:
Before: DrawElements (1 VBO) w/ no state change: 5.75 million
After: DrawElements (1 VBO) w/ no state change: 7.03 million
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This is the best place to do it. Now drivers without u_vbuf don't have to
do it.
v2: use correct upload size and optimal alignment
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The next patch will use it. This is really for svga and GL2-level drivers.
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
pipe_draw_info::indexed is replaced with index_size. index_size == 0 means
non-indexed.
Instead of pipe_index_buffer::offset, pipe_draw_info::start is used.
For indexed indirect draws, pipe_draw_info::start is added to the indirect
start. This is the only case when "start" affects indirect draws.
pipe_draw_info::index is a union. Use either index::resource or
index::user depending on the value of pipe_draw_info::has_user_indices.
v2: fixes for nine, svga
Similar to how image resources are handled. That way we are sure
that inst->resource.file is PROGRAM_SAMPLER for "bound" samplers.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This fixes:
si_shader.c: In function ‘si_shader_dump_stats’:
si_shader.c:6704:31: warning: passing argument 1 of ‘si_get_max_workgroup_size’ discards ‘const’ qualifier from pointer target type [-Wdiscarded-qualifiers]
si_get_max_workgroup_size(shader);
^~~~~~
si_shader.c:5832:17: note: expected ‘struct si_shader *’ but argument is of type ‘const struct si_shader *’
static unsigned si_get_max_workgroup_size(struct si_shader *shader)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The check in update_single_program_texture() can also be
removed.
v2: - remove unused 's' variable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
valgrind reports them as leaked, and I could not find anything making a
copy of the nir pointer. Also, radv_device_init_meta_blit_color() is
already freeing them unconditionally like this.
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
After successful drmGetDevices2() call, drmFreeDevices() needs to be
called.
Fixes: b1fb6e8d "anv: do not open random render node(s)"
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> # radv version
drmGetDevices2 takes count and not size. Probably hasn't caused problems
yet in practice and was missed as setups with more than 8 DRM devices
are not very common.
Fixes: b1fb6e8d "anv: do not open random render node(s)"
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
The only thing still using it is INVOCATION_ID for geometry shaders.
That's easily enough inlined into the nir_intrinsic_load_invocation_id
handling code.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We're already doing this in the FS back-end. This just does the same
thing in the vec4 back-end.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The NIR pass already handles remapping system values to attributes for
us so we delete the system value code as part of the conversion.
We also change nir_lower_vs_inputs to take an explicit inputs_read
bitmask and pass in the inputs_read from prog_data instead from pulling
it out of NIR. This is because the version in prog_data may get
EDGEFLAG added to it on some old platforms.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We also add a nice little comment to make it more clear exactly what
happens with the edge flag copy.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
NIR calls these system values but they come in from the VF unit as
vertex data. It's terribly convenient to just be able to treat them as
such in the back-end.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The vec4 backend will want to count in units of vec4s, not scalar
components. The simplest solution is to move the multiplication by 4
into the scalar backend. This also improves consistency with how we
count varyings.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Now that we have nice block iterators, there's no good reason for this
to be off on it's own. While we're here, we convert to using the NIR
const index getters/setters instead of whacking const_index values
directly.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Commit e1af20f18a changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c9, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>