aztec_ruins under ANGLE was getting LRZ writes disabled because 0xf out of
the 0x3 mask was enabled. The goal was to see if there are partial writes
being done, though. This caused a 2-3% performance regression.
Fixes: 85d0205db1 ("tu: Implement extendedDynamicState3ColorWriteMask")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19635>
The nir_opt_algebraic() call to clean up nir_lower_imul's split up mul
operations (stuff like "the top 16 bits were 0, no need to mul and add
that part") would trigger the options->fuse_ffma_* early ffma splitting,
so you need to call nir_opt_algebraic_late() again after that (which, in
turn, requires a DCE).
Gets us a lot more ffmas in Aztec Ruins high under zink/angle, but doesn't
seem to change perf.
shader-db highlights:
total instructions in shared programs: 11574843 -> 10999629 (-4.97%)
instructions in affected programs: 3308870 -> 2733656 (-17.38%)
total dwords in shared programs: 24344722 -> 23230122 (-4.58%)
dwords in affected programs: 6569568 -> 5454968 (-16.97%)
total full in shared programs: 762616 -> 762224 (-0.05%)
full in affected programs: 15505 -> 15113 (-2.53%)
total stp in shared programs: 4046 -> 4050 (0.10%)
stp in affected programs: 3372 -> 3376 (0.12%)
total ldp in shared programs: 2166 -> 2170 (0.18%)
ldp in affected programs: 1716 -> 1720 (0.23%)
total (ss) in shared programs: 219541 -> 216261 (-1.49%)
(ss) in affected programs: 23227 -> 19947 (-14.12%)
total (sy) in shared programs: 101633 -> 101927 (0.29%)
(sy) in affected programs: 8611 -> 8905 (3.41%)
total waves in shared programs: 1501942 -> 1501772 (-0.01%)
waves in affected programs: 1880 -> 1710 (-9.04%)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18946>
If we're in handle_collect()'s dst allocation and are part of a merge set
near the end of the file, our check for reg_elem_size(reg) would let us
use the preferred reg when that would immediately lead to
allocate_dst_fixed() creating an interval extending thruogh reg_size(reg)
that overflows the file.
Avoids a regression on gfxbench5/gl_5_high_off/17.shader_test in the next
commit. No change on shader-db.
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18946>
This should make it easier to keep links in our docs up-to-date.
But, because links can die behind our backs, we can't really enable this
all over the place, or we'll risk blocking merge-requests due to
unrelated changes.
So let's just make this a periodic job on the main branch instead.
Reviewed-by: Michel Dänzer <mdaenzer@redhat.com>
Reviewed-by: Eric Engestrom <eric@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19574>
There's a *lot* of relnotes, and we don't really actively maintain them.
Let's drop linkchecking them to speed things up a bit.
This does a whole lot of nothing unless you have Sphinx 4.4 or newer.
Reviewed-by: Eric Engestrom <eric@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19574>
The use of a hash symbol in a URI is an anchor, not to indicate an IRC
channel name. This confuses the Sphinx linkchecker.
Dropping the hash here still makes the link work fine, so let's just do
that.
Reviewed-by: Eric Engestrom <eric@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19574>
Here's a few redirects that we should apply, in case the redirects
gets removed in the future.
These are mostly of the 301 (moved permanently) kind, but also a
few where the site probably *should* have used the permanent
error-code.
Reviewed-by: Eric Engestrom <eric@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19574>
Sphinx can be a bit overly eager at interpreting text with colons in it
as URLs. There's a few cases in our older relnotes where this happens, so
let's escape them to avoid strange, broken links in the rendered output.
Reviewed-by: Eric Engestrom <eric@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19574>
While Panfrost allocates linear images with strides that are a multiple of 64
bytes, other dma-buf producers on the system may not satisfy this requirement.
However, at least on v7 and newer, any image with a regular format must have a
stride that is a multiple of 64 bytes.
This fixes a real bug in an application that created a linear R8_UNORM image
with stride 480 bytes, imported it as an EGL_image, and then tried to texture
from it with the GPU. Previously, the driver allowed this situation but it
resulted in an imprecise fault from the GPU. This patch corrects the driver to
reject the import as invalid due to the unaligned stride, ensuring we never
attempt to texture from such a resource.
To implement, we add some new layout queries to centralize knowledge about the
stride alignment requirements, and we sprinkle in asserts to show how the
invariant is upheld throughout the lifecycle of image creation to texturing.
Cc: mesa-stable
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19620>
For 2D UI workloads and even most 3D workloads, the indirect dispatch shader
won't actually be needed, but we currently compile it during eglInitialize() on
every v7 application. That hurts app start-up time, especially given that this
shader doesn't hit the disk cache. We can instead defer compiling this shader
until it's actually needed, when glDispatchComputeIndirect() gets called.
The tradeoff is that the first glDispatchComputeIndirect() call will be (much)
slower than successive calls, since we need to build and compile this internal
shader. I'm unconvinced that's a problem in practice.
An app would need to call glDispatchComputeIndirect for the first time in the
middle of a scene. 2D apps never would call that, OpenCL doesn't have that, and
GL compute will have the same costs just moved around. So it's down to a 3D
GLES3.1 app that indirectly dispatches compute for the first time time in the
middle of a scene. Which, meh? It's not entirely implausible but we have bigger
fish to fry, and this fixes a real problem (about 5% of eglInitialize time spent
building this shader that won't actually get used).
es2_info starts slightly faster with this change.
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19622>
* The pvr_finishme() in pvr_CreateImage() was added before vk_image_create() was
being used and is no longer relevant.
* There's nothing special we need to do for the graphics pipeline flags and
we don't currently store anything in the pipeline cache, so there's nothing
to finish here.
* The firmware interface now uses fixed sized structures, so remove related
FIXME.
Signed-off-by: Frank Binns <frank.binns@imgtec.com>
Reviewed-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19578>
This mirrors all the other *_FARM variables, and allows developers to
quickly disable all the jobs that would otherwise run on Valve's CI
infrastructure by setting it to the 'offline' value.
To this end, .radv_rules gets split into .radv-collabora-rules and
.radv-valve-rules, since the driver will be testable in two different
test farms. Every radv job is then made to inherit from the right farm.
Signed-off-by: Martin Roukala (né Peres) <martin.roukala@mupuf.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19556>