The context can be retrieved from batch->ctx.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Daniel Stone <daniels@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Given the function name it makes more sense to pass it a job batch
directly.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Daniel Stone <daniels@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
What we currently call a job is actually a batch containing several jobs
all attached to a rendering operation targeting a specific FBO.
Let's rename structs, functions, variables and fields to reflect this
fact.
Suggested-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This commit follow OES_EGL_sync to universially enable use of EGL sync
objects with desktop OpenGL contexts.
Reviewed-by: Daniel Stone <daniels@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Adds GL_MESA_EGL_sync as defined in upstream OpenGL registry
Reviewed-by: Daniel Stone <daniels@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The dead_cf pass calls into the CF manipulation helpers which attempt to
keep NIR's SSA form sane. However, when the only break is removed from
a loop, dominance gets messed up anyway because the CF SSA clean-up code
only looks at phis and doesn't consider the case of code becoming
unreachable. One solution to this would be to put the loop into LCSSA
form before we modify any of its contents. Another (and the approach
taken by this pass) is to just run the repair_ssa pass afterwards
because the CF manipulation helpers are smart enough to keep all the
use/def stuff sane; they just don't always preserve dominance
properties.
While we're here, we clean up some bogus indentation.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111405
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111069
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
NIR currently assumes that unreachable blocks are trivially dominated by
everything. However, when considering well-formed SSA, there is no path
from any block to an unreachable block. Therefore, we can break any
use-def chains where the use is in an unreachable block. This removes
any dependencies on code created by uses in unreachable blocks and lets
DCE do a better job of cleaning it up.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
We already bail and don't split the vars but we were passing a NULL to
_mesa_hash_table_search which is not allowed.
Fixes: f1cb3348f1 "nir/split_vars: Properly bail in the presence of ..."
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
In the case where the stencil clear is nicely aligned, we can clear
stencil much more efficiently by mapping it as a wide format (say
RGBA32_UINT) and blasting out the stencil clear value with a repclear.
On Unigine Heaven, this makes one stencil clear go from non-trivial to
unnoticeable when looking at per-draw timings.
In order for this change to work properly, ANV needs to do a bit more
flushing around depth and stencil clears. i965 and iris already have
the cache tracking logic to handle this so no changes are required
there.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This isn't known to fix any current bugs but it does prevent a
regression in a subsequent commit.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Fixes: 02bc4aabb48 ('nir/lower_io_to_vector: allow FS outputs to be vectorized')
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Fixes: 3844ed8d44 ("radv: Add adaptive_sync driconfig option and enable it by default.")
Fixes: e260493f2a ("radeonsi: Enable adaptive_sync by default for radeon")
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
No option is supported yet, this is just the boilerplate.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
u_endian.h needs to be included, otherwise PIPE_ARCH_BIG_ENDIAN might not
be defined on big-endian architectures and the endian conversion macros
will be incorrect.
I don't think anything is broken because of this, I just noticed this when
looking at the file.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This bit redirects the state cache from the unified/RO sections of the
L3 cache to the "CS command buffer" section of the cache, which would
be set up via TCCNTLREG. The documentation says:
"Additionaly, this redirection should be enabled only if there is a
non-zero allocation for the CS command buffer section."
We don't allocate any cache to the CS command buffer section, so
enabling this redirection effectively disabled the state cache.
The Windows driver only sets up that section when using POSH, which
we do not currently use. So, leave it unallocated and disable the
redirection to get a functional state cache again.
Improves performance in Civilization VI by 18%, Manhattan 3.0 by 6%,
and Car Chase by 2%.
Jason pointed out that the caches likely refer to offsets from dynamic
and surface state base addresses, so when we change those, we need to
invalidate the caches.
Comment borrowed from src/intel/vulkan/genX_cmd_buffer.c.
The driver can't determine PIPE_QUERY_PRIMITIVES_GENERATED or
PIPE_QUERY_PRIMITIVES_EMITTED once we support geometry or
tessellation, since these stages add primitives at runtime. Use the
WRITE_PRIMITIVE_COUNTS event to write back the primitive counts and
implement a hw query for this.
Reviewed-by: Rob Clark <robdclark@gmail.com>
The GPU writes out streamout offsets as it goes to the FLUSH_BASE
pointer. We use that value with CP_MEM_TO_REG when appending to the
stream so that we don't have to track the offsets with the CPU in the
driver. This ensures that streamout continues to work once we enable
geometry and tessellation shader stages that add geometry.
Reviewed-by: Rob Clark <robdclark@gmail.com>