Commit Graph

97961 Commits

Author SHA1 Message Date
Alejandro Piñeiro
b498172d0e spirv: fix typo on DO NOT EDIT header
Introduced on commit 157c9a1341

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-11-14 13:07:36 +01:00
Jon Turney
7df9a3609a meson: if dep_dl is an empty list, it's not a dependency object
It's ok to use an empty list for dependencies:, but it's not ok to try to
use the found() method of it.

See also https://github.com/mesonbuild/meson/issues/2324

Signed-off-by: Jon Turney <jon.turney@dronecode.org.uk>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
2017-11-14 12:00:25 +00:00
Bas Nieuwenhuizen
7c25578863 radv: Free temporary syncobj after waiting on it.
Otherwise we leak it.

Fixes: eaa56eab6d "radv: initial support for shared semaphores (v2)"
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2017-11-14 10:03:02 +01:00
Bas Nieuwenhuizen
917d3b43f2 radv: Free syncobj with multiple imports.
Otherwise we can leak the old syncobj.

Fixes: eaa56eab6d "radv: initial support for shared semaphores (v2)"
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2017-11-14 10:03:02 +01:00
Jason Ekstrand
fb0e9b5197 i965: Track the depth and render caches separately
Previously, we just had one hash set for tracking depth and render
caches called brw_context::render_cache.  This is less than ideal
because the depth and render caches are separate and we can't track
moves between the depth and the render caches.  This limitation led
to some unnecessary flushing around the depth cache.  There are cases
(mostly with BLORP) where we can end up touching a depth or stencil
buffer through the render cache.  To guard against this, blorp would
unconditionally do a render_cache_set_check_flush on it's destination
which meant that if you did any rendering (including a BLORP operation)
to a given surface and then used it as a blorp destination, you would
end up flushing it out of the render cache before rendering into it.

Things get worse when you dig into the depth/stencil state code for
regular GL draw calls.  Because we may end up rendering to a depth
or stencil buffer via BLORP, we did a render_cache_set_check_flush on
all depth and stencil buffers in brw_emit_depthbuffer to ensure that
they got flushed out of the render cache prior to using them for depth
or stencil testing.  However, because we also need to track dirtiness
for depth and stencil so that we can implement depth and stencil
texturing correctly, we were adding all depth and stencil buffers to the
render cache set in brw_postdraw_set_buffers_need_resolve.  This meant
that, if anything caused 3DSTATE_DEPTH_BUFFER to get re-emitted
(currently _NEW_BUFFERS, BRW_NEW_BATCH, and BRW_NEW_BLORP), we would
almost always do a full pipeline stall and render/depth cache flush.

The root cause of both of these problems is that we can't tell the
difference between the render and depth caches in our tracking.  This
commit splits our cache tracking into two sets, one for render and one
for depth, and properly handles transitioning between the two.  We still
flush all the caches whenever anything needs to be flushed.  The idea is
that if we're going to take the hit of a flush and stall, we may as well
flush everything in the hopes that we can avoid a flush by something
else later.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-11-13 21:51:59 -08:00
Jason Ekstrand
d6d0ac95d5 i965/blorp: Add more destination flushing
Right now we just always flush the destination for render and aren't
particularly careful about depth or stencil.  Soon, flush_for_render
isn't going to do the same thing as flush_for_depth and we may be doing
a good deal less depth flushing so we should be a bit more precise.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-11-13 21:51:59 -08:00
Jason Ekstrand
4a09070295 i965: Add more precise cache tracking helpers
In theory, this will let us track the depth and render caches
separately.  Right now, they're just wrappers around
brw_render_cache_set_*

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-11-13 21:51:59 -08:00
Jason Ekstrand
6830ba0d3b i965: Add stencil buffers to cache set regardless of stencil texturing
We may access them as a texture using blorp regardless of whether or not
stencil texturing is enabled.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: mesa-stable@lists.freedesktop.org
2017-11-13 21:51:59 -08:00
Jason Ekstrand
4b1e70cc57 i965: Switch over to fully external-or-not MOCS scheme
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-11-13 21:35:52 -08:00
Jason Ekstrand
d7a19d69eb i965: Use PTE MOCS for all external buffers
We were already using PTE for all render targets in case one happened to
get scanned out.  However, this still wasn't 100% correct because there
are still possibly cases where we may want to texture from an external
buffer even though we don't know the caching mode.  This can happen, for
instance, on buffers imported from another GPU via prime.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101691
Cc: "17.3" <mesa-stable@lists.freedesktop.org>
Tested-by: Lyude Paul <lyude@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-11-13 21:35:44 -08:00
Jason Ekstrand
bc933d0e84 intel/blorp: Make the MOCS setting part of blorp_address
This makes our MOCS settings significantly more flexible.

Cc: "17.3" <mesa-stable@lists.freedesktop.org>
Tested-by: Lyude Paul <lyude@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-11-13 19:40:10 -08:00
Jason Ekstrand
deec84fd77 anv/blorp: Add a device parameter to blorp_surf_for_anv_image
Cc: "17.3" <mesa-stable@lists.freedesktop.org>
Tested-by: Lyude Paul <lyude@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-11-13 19:40:09 -08:00
Jason Ekstrand
4639cc716e intel/blorp: Use mocs.tex for depth stencil
Cc: "17.3" <mesa-stable@lists.freedesktop.org>
Tested-by: Lyude Paul <lyude@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-11-13 19:39:57 -08:00
Kenneth Graunke
866158b4b6 intel/tools/error: Decode compute shaders.
This is a bit more annoying than your average shader - we need to look
at MEDIA_INTERFACE_DESCRIPTOR_LOAD in the batch buffer, then hop over
to the dynamic state buffer to read the INTERFACE_DESCRIPTOR_DATA, then
hop over to the instruction buffer to decode the program.

Now that we store all the buffers before decoding, we can actually do
this fairly easily.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-11-13 17:11:02 -08:00
Kenneth Graunke
7049c38655 intel/tools/error: Use do-while for field iterator loops.
while loops skip the first field of the instruction/structure, which
is not what the code intended.  It works out because the field we're
looking for doesn't happen to be first, but we ought to do it right
regardless.

Found while writing the next patch, where Kernel Start Pointer is
the first field of INTERFACE_DESCRIPTOR_DATA.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-11-13 17:11:02 -08:00
Kenneth Graunke
8b749ee0ea intel/tools/error: Decode shaders while decoding batch commands.
This makes aubinator_error_decode's shader dumping work like aubinator.
Instead of printing them after the fact, it prints them right inside the
3DSTATE_VS/HS/DS/GS/PS packet that references them.  This saves you the
effort of cross-referencing things and jumping back and forth.

It also reduces a bunch of book-keeping, and eliminates the limitation
that we could only handle 4096 programs.  That code was also broken and
failed to print any shaders if there were under 4096 programs.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-11-13 17:11:02 -08:00
Kenneth Graunke
4979bf2728 intel/tools/error: Save error state sections and decode them later.
This lets us complete parsing and storing of each buffer's data before
we begin decoding the batchbuffer.  This makes it possible to inspect
the state buffer and program buffer, so we can properly decode any
indirect state or shader programs.

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
2017-11-13 17:11:02 -08:00
Kenneth Graunke
eb8ad56ed2 intel/tools/error: Fix null termination of ring name string.
Ported from intel_error_decode.  We don't want to run off the end.

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
2017-11-13 17:11:01 -08:00
Kenneth Graunke
ac17b38e79 intel/tools/error: Drop unused MAX_RINGS #define.
Dead code.

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
2017-11-13 17:11:01 -08:00
Kenneth Graunke
596e860317 intel/tools/error: Refactor buffer matching, add more buffers.
Based on a similar patch to intel_error_decode by Chris Wilson.

While we're de-duplicating the gtt_offset calculation, we can simplify
it to assume two hex digits are there - the kernel has done this since
v4.6, and we already require error states from v4.10.

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
2017-11-13 17:10:51 -08:00
Kenneth Graunke
4bb119f00b intel/tools/error: Only decode a few sections of error states.
These three are the only we can reasonably decode with genxml.

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
2017-11-13 17:10:38 -08:00
Kenneth Graunke
00981e7c47 intel/tools/error: Drop unused parameters from decode() helper.
Also change count from a pointer into a value.  We were supposed to
be resetting it to 0 (and failed to), but that's gone since we dropped
the pre-ascii85 handling.

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
2017-11-13 17:10:38 -08:00
Kenneth Graunke
1898bf11a8 intel/tools/error: Drop support for non-ascii85 encoded error states.
Error state files used to look like:

   render ring --- gtt_offset = 0x0e8f6000
   00000000 :  69040000
   00000004 :  79090000
   ...
   00007ffc :  00000000
   --- ringbuffer = 0x00001000

There were thousands of lines between sections.  The file format changed
with Kernel 4.10, and now has a single ascii85-encoded line following
each section heading.  This is much easier to parse.

There are a bunch of bugs in our handling of the old style format,
where we'd decode the wrong data, at the wrong time.  Fixing all of
these is going to be a giant pain.  It's also a lot of extra code
complexity.  In order to properly decode indirect state, or compute
shaders, we'll also need to parse data in advance of decoding, which
is going to be a giant pain with this ad-hoc "decode everywhere!"
mentality.  So, let's just drop support for the older file format.

This unfortunately requires an error state generated by Kernel 4.10 or
later.  That's probably not the end of the world, as we encourage users
to upgrade to the latest kernel when encountering GPU hangs anyway.  It
might be a giant pain for people with LTS kernels, though...

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
2017-11-13 17:10:38 -08:00
Kenneth Graunke
53586f88d7 intel/tools/error: Do ascii85 decode first.
The dashes "---" may occur within an ascii85 block, but only an ascii85
block starts with ':' or '~'.

Ported from Chris Wilson's intel-gpu-tools commit:
bceec7e1d8a160226b783c6344eae8cbf4ece144

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
2017-11-13 17:10:38 -08:00
Alexander von Gluck IV
8f9d9ddcae c11/haiku: Define missing timespec_get on Haiku
Reviewed-by: Brian Paul <brianp@vmware.com>
2017-11-13 16:45:14 -06:00
Alexander von Gluck IV
f09e001a05 egl/haiku: Correct invalid void* conversion in calloc
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
2017-11-13 16:45:10 -06:00
Dylan Baker
46a7fdd7ca meson: Remove build_by_default from amd code
This is the same logic as the previous two patches.

Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2017-11-13 13:43:20 -08:00
Dylan Baker
49fa074726 meson: Don't build intel shared components by default
It's a neat idea, and still useful in some cases, but the intel common
code is used by i965 and anvil only, this is a little clearer.

Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2017-11-13 13:43:15 -08:00
Dylan Baker
2bfd34c518 meson: don't use build_by_default for specific gallium drivers
Using build_by_default : false is convenient for dependencies that can
be pulled in by various diverse components of the build system, the
gallium hardware/software drivers and state trackers do not fit that
description. Instead, these should be guarded using the variable that tracks
whether that driver should be enabled.

This leaves a few helper libraries: trace, rbug, etc, and the generic
winsys bits as `build_by_default : false` because there are a large
number of gallium components that pull them in.

v2: - remove build_by_default from winsys convenience libs as well.
v3: - Always put drivers before winsys for consistency

Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
Tested-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> (v1)
Reviewed-by: Eric Anholt <eric@anholt.net>
2017-11-13 13:43:12 -08:00
Dave Airlie
63b6eb9cb9 r600/shader: handle bitfield extract semantics properly.
Fixes:
tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-bitfieldExtract.shader_test

Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-11-14 06:16:06 +10:00
Dave Airlie
0442809205 r600: handle bitfieldInsert corner case.
This handles the bits >= 32 corner case in bitfieldInsert.

Fixes:
tests/spec/arb_gpu_shader5/execution/built-in-functions/fs-bitfieldInsert.shader_test.

Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-11-14 06:16:06 +10:00
Dave Airlie
53d5dda6f8 r600: add gs tri strip adjacency fix.
Like
radeonsi: generate GS prolog to (partially) fix triangle strip adjacency rotation

evergreen hw suffers from the same problem, so rotate the
geometry inputs to fix this.

This fixes:
./bin/glsl-1.50-geometry-primitive-types GL_TRIANGLE_STRIP_ADJACENCY
on evergreen.

Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-11-14 06:16:06 +10:00
Dave Airlie
f3f8615d76 r600: fix isoline tess factor component swapping.
As per radeonsi, the tess factor components for isolines
are reversed.

Fixes: tests/spec/arb_tessellation_shader/execution/isoline.shader_test
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-11-14 06:16:06 +10:00
Dave Airlie
50330d7115 r600/shader: reserve first register of vertex shader.
r0 in input into vertex shaders contains things like vertexid,
we need to reserve it even if we have no inputs.

This fixes a bunch of tessellation piglits.

Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-11-14 06:16:05 +10:00
Jason Ekstrand
00fb21b570 meson: Move -Dvulkan-drivers handling higher in the file
The window-system auto-detection code (specifically for glx) relies on
with_any_vk being available.  This fixes the Vulkan-only build.  Also,
this puts it up near the handling of -Ddri-drivers and -Dgallium-drivers
which seems to make a bit more sense.

Fixes: 118a7f0441 "meson: add support for xlib glx"
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
2017-11-13 11:55:06 -08:00
Jason Ekstrand
3a922d6a61 meson: Stop requiring platforms for Vulkan
It should be perfectly valid to build a completely headless Vulkan
driver.  We don't need to require a platform.

Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
2017-11-13 11:54:44 -08:00
Dave Airlie
da31e2c22d r600: don't emit atomic save if we have no atomic counters.
Otherwise we end up emitting the fence.

Tested-By: Gert Wollny <gw.fossdev@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-11-14 05:40:47 +10:00
Adam Jackson
257edb5b9a glx/dri3: Fix passing renderType into glXCreateContext
Without this, trying to create a GLX_RGBA_FLOAT_TYPE_ARB context would
fail, because GLX_RGBA_TYPE would be a mismatch with the fbconfig.

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Adam Jackson <ajax@redhat.com>
2017-11-13 10:40:30 -05:00
Adam Jackson
033cfb17db glx/drisw: Fix glXMakeCurrent(dpy, None, ctx)
This is perfectly legal in GL 3.0+.

Fixes piglit/glx-create-context-current-no-framebuffer.

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Adam Jackson <ajax@redhat.com>
2017-11-13 10:39:48 -05:00
Adam Jackson
bc1bc6f512 glx: Lower GLX opcode lookup into SendMakeCurrentRequest
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Adam Jackson <ajax@redhat.com>
2017-11-13 10:39:33 -05:00
Jason Ekstrand
93200ea26d aubinator: Don't skip the first field in each subgroup
The previous iteration algorithm would advance the field pointer right
after we advance the group.  This meant that you would end up with
skipping the first field of the group.  In the common case, where the
only field is a struct (e.g. 3DSTATE_VERTEX_BUFFERS), it would get
skipped entirely.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-11-13 07:37:23 -08:00
Jason Ekstrand
74a9e51696 intel/genxml: Delete empty groups
They serve no purpose other than to just fill empty space in the packet
so each dword has something.  Just disallowing empty groups is a bit
easier on some of the tools.  This does not change the generated packing
headers in any way.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-11-13 07:37:23 -08:00
Jason Ekstrand
54a6f7eaca anv: Don't crash on invalid heap sizes when the PCI ID is overriden 2017-11-13 07:37:23 -08:00
Alex Smith
4122d00846 nir/spirv: tg4 requires a sampler
Gather operations in both GLSL and SPIR-V require a sampler. Fixes
gathers returning garbage when using separate texture/samplers (on AMD,
was using an invalid sampler descriptor).

Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-11-13 13:38:18 +00:00
Alex Smith
e9eb3c4753 spirv: Use correct type for sampled images
We should use the result type of the OpSampledImage opcode, rather than
the type of the underlying image/samplers.

This resolves an issue when using separate images and shadow samplers
with glslang. Example:

    layout (...) uniform samplerShadow s0;
    layout (...) uniform texture2D res0;
    ...
    float result = textureLod(sampler2DShadow(res0, s0), uv, 0);

For this, for the combined OpSampledImage, the type of the base image
was being used (which does not have the Depth flag set, whereas the
result type does), therefore it was not being recognised as a shadow
sampler. This led to the wrong LLVM intrinsics being emitted by RADV.

Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-11-13 13:37:50 +00:00
Alejandro Piñeiro
157c9a1341 spirv: add DO NOT EDIT warning on generated spirv_info.c
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
2017-11-13 13:28:44 +01:00
Thomas Hellstrom
54a58b2856 loader/dri3: Improve dri3 thread-safety
It turned out that with recent changes that call into dri3 from glFinish(),
it appears like different thread end up waiting for X events simultaneously,
causing deadlocks since they steal events from eachoter and update the dri3
counters behind eachothers backs.

This patch intends to improve on that. It allows at most one thread at a
time to wait on events for a single drawable. If another thread intends to
do the same, it's put to sleep until the first thread finishes waiting, and
then it rechecks counters and optionally retries the waiting. Threads that
poll for X events never pulls X events off the event queue if there are
other threads waiting for events on that drawable. Counters in the
dri3 drawable structure are protected by a mutex. Finally, the mutex we
introduce is never held while waiting for the X server to avoid
unnecessary stalls.

This does not make dri3 drawables completely thread-safe but at least it's a
first step.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102358
Fixes: d5ba75f888 "st/dri2 Plumb the flush_swapbuffer functionality through to dri3"
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-11-13 12:43:39 +01:00
Juan A. Suarez Romero
2b72ab58e5 etnaviv: automake,meson: include common_3d.xml.h in the sources lists
v2: include the file also in the meson.build (Eric Engestrom).

Fixes: f1e1c60ff6 ("etnaviv: Update from rnndb")
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
2017-11-13 12:26:59 +01:00
Tapani Pälli
41f7de477c egl: EXT_pixel_format_float plumbing
Patch adds support and capability to match with new surface attribute,
component type. Currently no configs with floating point type are exposed.

With this change, following dEQP test starts to pass:

   dEQP-EGL.functional.choose_config.color_component_type_ext.dont_care
   dEQP-EGL.functional.choose_config.color_component_type_ext.fixed
   dEQP-EGL.functional.choose_config.color_component_type_ext.float

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
2017-11-13 12:40:26 +02:00
Samuel Pitoiset
934b77f2fe radv: add unlikely() around radv_save_descriptors()
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-11-13 11:05:40 +01:00