If oViewport is written, vertex reuse need to be turned off.
If oViewport is constant, vertex reuse is fine, and VPORT_PROVOKE_DISABLE
need to be set. (We don't know if oViewport is constant so we
skip this.)
Fixes: arb_viewport_array-render-viewport-2 and some CTS tests.
v2: drop writing to provoke disable, drop write in initial
state.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This rather silly mistake was introduced by commit 01910676.
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This is a rewrite of vc4_opt_qpu_schedule.c to operate on QIR. Texture
fetch can probably take as much as the rest of the cycles of the program,
so it's important to hide our other cycles during it (which is hard to do
after register allocation). Also, we can queue up multiple texture
requests before collecting the resulting samples, so that we keep the
texture unit busy more of the time.
High-settings openarena performance +2.35849% +/- 0.221154% (n=7). Also
about 2-3% on the multiarb demo. 8 piglit tests
(ext_framebuffer_multisample accuracy depthstencil) go from failing in
rendering to failing in register allocation, but hopefully I can fix that
up with some better register pressure handling here.
total instructions in shared programs: 87723 -> 88448 (0.83%)
instructions in affected programs: 78411 -> 79136 (0.92%)
total estimated cycles in shared programs: 276583 -> 246306 (-10.95%)
estimated cycles in affected programs: 265691 -> 235414 (-11.40%)
There's only high latency between a complete texture fetch setup and
collecting its result, not between each step of setting up the texture
fetch request.
Android builds with -Werror=pointer-to-int-cast causing an error on 32-bit
builds.
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Rob Herring <robh@kernel.org>
Signed-off-by: Rob Clark <robclark@freedesktop.org>
As in the previous patches, these can be implemented as
any(v) -> any_nequal(v, false)
all(v) -> all_equal(v, true)
and their removal simplifies the code in the next patch.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Unify the cleanup paths of the function rather than duplicating code.
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
NaNs mean it should be clipped, otherwise the NaNs might get passed to the
next stages (if clipping didn't happen for another reason already), which
might cause all kind of problems.
The llvm path got this right already (possibly by luck), but this isn't used
when there's a gs active.
Found by code inspection, verified with some hacked piglit test and some more
hacked debug output.
(Note the clipper can still itself incorrectly generate NaN and INF position
values in its output prims (at least after w divide / viewport transform) even
if the inputs weren't NaNs, if the position data of the vertices is
"sufficiently bad".)
Reviewed-by: Brian Paul <brianp@vmware.com>
Those stages only really work for OGL-style texturing (so number of samplers
and views mostly the same, certainly for the max values).
These get often set up all at once, thus there might be max number of both
even if all of them are just NULL. We must not set the max number of samplers
and views to the same value since that will lead to terrible things if a driver
supports more views than samplers (and the state tracker set up all the views).
(This will not make these stages magically work if a shader uses dx10-style
texturing, they might still replace an actually used sview in that case.)
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Use PKG_CHECK_MODULES to get the flags to link libelf
v2: keep AC_CHECK_LIB as a fallback for elfutils provided
libelf that doesn't install a pkg-config file.
Signed-off-by: Jonathan Gray <jsg@jsg.id.au>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Tested-by: Michel Dänzer <michel.daenzer@amd.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This fixes a memory leak introduced in 6a9c151
("nv50: add compute-related MP perf counters on G84+")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
The destroy_query() helper was actually never called. This fixes
a memory leak while monitoring performance metrics.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
This fixes a long time ago memory leak (even before all my query
related changes).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
The maximum number of resident warps per multiprocessor is 64 on
Kepler instead of 48 on Fermi.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
It's nonsense to drain the pipeline like this.
v2: keep the drain for DMA-buf exports.
v3: flush before the export and after compositing and add TODO comment.
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Julien Isorce <j.isorce@samsung.com>
Tested-by: Julien Isorce <j.isorce@samsung.com>
"image" is not ready yet since it will be set at
the end of the function by: *image = *img;
Signed-off-by: Julien Isorce <j.isorce@samsung.com>
Reviewed-by: Christian K<C3><B6>nig <christian.koenig@amd.com>
We just ignored them altogether. While this feature is rather old-fashioned
supporting it is actually rather trivial.
This fixes the associated piglit tests (2 gl-1.0-edgeflag, 2 gl-2.0-edgeflag
and all (7) of point-vertex-id).
v2: comment fixes, and make the use of the edgeflag in clipmask consistent
with when it's actually there (should be impossible to hit a case where the
difference would actually matter but still...)
Reviewed-by: Brian Paul <brianp@vmware.com>
This just adds confusion, these parameters are used when fetching vertices
by translate, but certainly not when emitting hw vertices for drivers, they
make no sense there (setting them has no consequences otherwise since there
won't be any elements with instance_divisor set). So just set them to 0 (the
draw_pipe_vbuf code for emitting vertices when the draw pipeline is run
already does exactly that).
Also while here do some whitespace cleanup.
Reviewed-by: Brian Paul <brianp@vmware.com>
The VC4_DEBUG=cl,qpu is nice and all, but I want to be able to get more
detailed dumps, and to replay the same exact commands in simulation. For
that I need a dump with all of the VBOs, shaders, shader recs, etc. This
dump can be parsed by vc4-gpu-tools.
For now this is only doable from simulator mode, because otherwise we
don't have access to the RCL contents generated by the kernel.
Any update here should have been the same as in
vc4_set_framebuffer_state(), except for the point where vc4_blit.c
temporarily sets different state for its different buffers.
This is apparently a weirdness of gallium -- nr_samples==1 is occasionally
used and means the same thing as nr_samples==0. Fixes a bunch of
ARB_framebuffer_srgb blit cases in piglit.
It's really harsh to abort() the X Server because of a momentary failure
(particularly -ENOMEM). I don't see a way to pass an -ENOMEM up the stack
from here, but we can at least log to stderr before proceeding on.
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
This test is a left-over of the initial development. It is unneeded and
misleading, so let's get rid of it.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
It seems like disabling earlyz on a4xx also, by defaults, disables
fragcoord.z to the FS. For frag shaders that both read fragcoord(.z)
and write fragdepth, we need to set some extra bits to prevent a
lockup.
This lets us get rid of the hack of disabling fragcoord.z (which
prevented 0ad from lockups, but resulted in rendering corruption). Also
fixes fbo-depth-sample-compare.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
The picture id in this case is a VA-API surface handle, checking
for a certain value can't be correct.
Signed-off-by: Christian König <christian.koenig@amd.com>
vertex header had both clip_pos and clip_vertex.
We only really need one (clip_pos) because the draw llvm shader would
overwrite the position output from the vs with the viewport transformed.
However, we don't really need the second one, which was only really used
for gl_ClipVertex - if the shader didn't have that the values were just
duplicated to both clip_pos and clip_vertex. So, just use this from the vs
output instead when we actually need it.
Also change clip debug to output both the data from clip_pos and the
clipVertex output (if available).
Makes some things more complex, some things less complex, but seems more
easy to understand what clipping actually does (and what values it uses
to do its magic).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Seems obvious now this should use the data from position and not clip_vertex
(albeit might not really make a difference).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
clip -> clip_vertex and pre_clip_pos -> clip_pos.
Looks more obvious to me what these values actually represent (so use
something resembling the vs output names).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This is just for code cleanup, conceptually the have_clipdist really
isn't per-vertex state, so don't put it there (just dependent on the
shader). Even though there wasn't really any overhead associated with
this, we shouldn't store random shader information in the vertex header.
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
I'm pretty sure this should use position (i.e. pre_clip_pos) and not
the output from clipVertex. Albeit piglit doesn't care. It is what we
use in the clip test, and it is what every other driver does (as they
don't even have clipVertex output and lower the additional planes to
clip distances).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
When ret == 0, obj is not NULL. Spotted by Coverity.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
With the current algorithm, we only look at tex uses. However there's a
write-after-write hazard where we might decide to, on some path, not use
a texture's output at all, but instead to write a different value to
that register. However without the barrier, the texture might complete
later and overwrite that value.
This fixes Unreal Elemental demo on GK110/GK208, flightgear on GK10x,
and likely other random-looking failures.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
In some cases shaders want non-default rounding when converting float to
integer. This can be done in one go, so merge the two ops. This comes up
in the packUnorm4x8 & co functions, as well as a few random shaders.
Overall shader-db impact is minimal, helping a handful of witcher2 and
other misc shaders.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>