Sometimes it's useful to get information about GPU faults in the
console, so it's synchronized with other messages.
This commit will cause Mesa to wait for completion and check if there
are any faults raised by the GPU.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
It's not a tiler specific initialization; it's a generic GPU-side write
primitive that may be used for tiler reset on midgard.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Make sure that the fragment is complete when writing it out.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
The algorithm is as described. Nothing fancy here, just need to add some
new code paths depending on which model we're running on.
Tomeu:
- Also disable tiling when !hierarchy and !vertex_count
- Avoid creating polygon lists smaller than the minimum when
vertex_count > 0 but tile size smaller than 16 byte
- Take into account tile size when calculating polygon list size for
!hierarchy
- Allow 0-sized tiles in a single dimension
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
We've figured out most of the big pieces, and though it looks faintly
like other Midgards, it's much simpler.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Similarly to how it's already done in the compiler, add a way to express
differences between GPU models that need to be taken into account when
assembling the cmdstream.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Just a bit of cleanup. lower_tex can do this lowering for us, which
should also eliminate some special cases (one less thing to fix if we
ever need texturing in tess/geom/etc, perhaps?)
Closes#2133
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
T720 and earlier need this workaround, so check the quirk before
lowering.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Corresponds to errata #10471, applies to T6xx and T720. Fixed in T760.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
We fetch the info with the new intrinsic and lower with ALU ops for txl
instructions, which seemingly correspond to "TEXGRD" instructions (what
we call textureLod).
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
We can stuff this information in as parametrized system values, like we
currently do texture size and SSBO addresses.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Enough trial and error ... just think even *more* Midgard about where
this field might be!
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The tiler unit in these GPUs is quite different and we haven't reverse
engineered enough of it yet to validate and pretty print it.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than open-coding checks on gpu_id in the compiler, let's track
quirks applying to whatever we're compiling for, to allow us to manage
the complexity of many heterogenous GPUs in the compiler.
It was discovered that a workaround used on T720 is also required on
T820 (and presumably T830), so let's fix this. This will also decrease
friction as we continue improving T720 support.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
A 'normal' texture op may be emitted in a vertex shader on T720 but it
still doesn't take any derivatives.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This simplifies manipulation of the offsets dramatically, fixing some
UBO access related bugs.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Eventually, we will want to combine constants across types, but for now
let's not break the world.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
64-bit ops have their own funky swizzles. Let's pack them, both for
native 64-bit sources as well as extended 32-bit sources.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
On newer GPUs, this is a no-op. On older GPUs, this prevents needless
spilling since texture registers are shared with a subset of work
registers.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Tested-by: Andre Heider <a.heider@gmail.com>
We have to disable the fixup.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Tested-by: Andre Heider <a.heider@gmail.com>
We use a different set of texture registers, probably to save hardware.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Tested-by: Andre Heider <a.heider@gmail.com>
Early Midgard uses a different set of texture registers; let's not
hardcode.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Tested-by: Andre Heider <a.heider@gmail.com>
Not much of a difference but slightly better and slightly less
arbitrary.
total instructions in shared programs: 3560 -> 3559 (-0.03%)
instructions in affected programs: 44 -> 43 (-2.27%)
helped: 1
HURT: 0
total bundles in shared programs: 1844 -> 1843 (-0.05%)
bundles in affected programs: 23 -> 22 (-4.35%)
helped: 1
HURT: 0
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Pretty routine, we do have a hack to force swizzle alignment for !32-bit
for until we implement !32-bit the right way.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This is less complicated than previously thought. Note we have no way of
specifying the work register count for blend shaders; it must be
strictly less than the work register count of the corresponding fragment
shader (which is fine since we force the fragment shader to report a
count of 16 with a blend shader as a major hack until we get register
pressure down for blend shaders).
TODO: pandecode the flags.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
While most load/store operations on 32-bit/vec4 intriniscally, some are
not and have special type-size-dependent semantics for the mask. We need
to convert into this native format.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
We can use the native Midgard ops for this, depending what chip we're
on.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
There are two versions of this opcode, depending what version of the ISA
you're using. I'm not sure if there's a semantic difference; I think
there might be some slight subtleties but it's too early to know at this
stage.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
There aren't texture pipeline registers anymore; instead, space is
shared with work and ldst registers for output and input respectively.
We need to shift the base registers to represent this correctly.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>