SDMA is much faster for tiled->linear blits from VRAM to GTT.
I have Bonaire in my second PCIe slot.
$ glxinfo | grep OpenGL.renderer
OpenGL renderer string: Gallium 0.4 on AMD TONGA ...
$ DRI_PRIME=1 glxinfo | grep OpenGL.renderer
OpenGL renderer string: Gallium 0.4 on AMD BONAIRE ...
Without SDMA:
$ DRI_PRIME=1 glxgears
8796 frames in 5.0 seconds = 1759.074 FPS
8899 frames in 5.0 seconds = 1779.672 FPS
With SDMA:
$ DRI_PRIME=1 glxgears
12765 frames in 5.0 seconds = 2552.788 FPS
12888 frames in 5.0 seconds = 2577.495 FPS
The 1st GPU is irrelevant. The improvement should be much lower at 60 fps,
but definitely measurable.
SI will get this once we add SDMA blit support for it.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This regression is caused because of commit 3190c7ee97
Regression caused by following OpenGL 4.4 spec rules relates to
GL_FRAMEBUFFER_SRGB in Mesa.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Fixes piglit spec/ext_transform_feedback/overflow-edge-cases segfaults
because the query's fence pointer was null.
Tested with Piglit, Sauerbraten, ETQW.
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
We don't want to flush the command buffer or sync on the fence when ending
a query (that kind of defeats the whole purpose of async queries). Do that
instead in get_query_result().
Tested with Piglit, arbocclude, Sauerbraten game, Nobel Clinician Viewer,
ETQW.
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
This patch avoid emitting redundant DXSetSamplers command.
Tested with Lightsmark2008, Heaven, MTT piglit, glretrace, viewperf.
Reviewed-by: Brian Paul <brianp@vmware.com>
Put all the clearing related functions in svga_init_clear_functions()
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
define svga_init_clear_functions()
and svga_clear_texture as svga->pipe.clear_texture. This is part of
ARB_clear_texture extension
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
To clear texture this function can be used. This is part of
ARB_clear_texture extension. Basically this extension allows you to
clear texture with given color values.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Saving all blitter states will be done in begin_blit() so that
begin_blit() can be used before performing any blit operation.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
With this patch, guest statistic gathering interface is added to
svga winsys interface that can be used to gather svga driver
statistic. The winsys module can then share the statistic info with
the VMX host via the mksstats interface.
The statistic enums used in the svga driver are defined in
svga_stats_count and svga_stats_time in svga_winsys.h
Reviewed-by: Brian Paul <brianp@vmware.com>
If the shader has indirect access to non-indexable temporaries,
convert these non-indexable temporaries to indexable temporary array.
This works around a bug in the GLSL->TGSI translator.
Fixes glsl-1.20/execution/fs-const-array-of-struct-of-array.shader_test
on DX11Renderer.
Reviewed-by: Brian Paul <brianp@vmware.com>
From about kernel 4.9, GTT mmaps are virtually unlimited. A new
parameter, I915_PARAM_MMAP_GTT_VERSION, is added to advertise the
feature so query it and use it to avoid limiting tiled allocations to
only fit within the mappable aperture.
A couple of caveats:
- fence support is still limited by stride to 262144 and the stride
needs to be a multiple of tile_width (as before, and same limitation as
the current 3D pipeline in hardware)
- the max_gtt_map_object_size forcing untiled may be hiding a few bugs
in handling of large objects, though none were spotted in piglits.
See kernel commit 4cc6907501ed ("drm/i915: Add I915_PARAM_MMAP_GTT_VERSION
to advertise unlimited mmaps").
v2: Include some commentary on mmap virtual space vs CPU addressable
space.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Cc: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Daniel Vetter <daniel.vetter@ffwll.ch>
This was found by obs:
I: Program returns random data in a function
E: Mesa no-return-in-nonvoid-function main/program_resource.c:109
v2: Remove the ! on the string (Ian Romanick)
Signed-off-by: Tobias Klausmann <tobias.johannes.klausmann@mni.thm.de>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
We always use a coherent read, and ignore the "opt out" enable flag.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
This adds the extension enable (so drivers can advertise it) and the
extra boolean state flag, GL_BLEND_ADVANCED_COHERENT_KHR, which can
be set to request coherent blending.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
We'll do blending in the shader in this case, so just disable the
hardware blending.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Many GPUs cannot handle GL_KHR_blend_equation_advanced natively, and
need to emulate it in the pixel shader. This lowering pass implements
all the necessary math for advanced blending. It fetches the existing
framebuffer value using the MESA_shader_framebuffer_fetch built-in
variables, and the previous commit's state var uniform to select
which equation to use.
This is done at the GLSL IR level to make it easy for all drivers to
implement the GL_KHR_blend_equation_advanced extension and share code.
Drivers need to hook up MESA_shader_framebuffer_fetch functionality:
1. Hook up the fb_fetch_output variable
2. Implement BlendBarrier()
Then to get KHR_blend_equation_advanced, they simply need to:
3. Disable hardware blending based on ctx->Color._AdvancedBlendEnabled
4. Call this lowering pass.
Very little driver specific code should be required.
v2: Handle multiple output variables per render target (which may exist
due to ARB_enhanced_layouts), and array variables (even with one
render target, we might have out vec4 color[1]), and non-vec4
variables (it's easier than finding spec text to justify not
handling it). Thanks to Francisco Jerez for the feedback.
v3: Lower main returns so that we have a single exit point where we
can add our blending epilogue (caught by Francisco Jerez).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
This will be used for emulating GL_KHR_advanced_blend_equation features
in shader code. We'll pass in the blending mode that's in use, and use
that in (effectively) a switch statement in the shader.
v2: Use the new _AdvancedBlendMode field.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
I'm about to add more error conditions to this function, so I wanted to
move the current spec citation above the code that checks it. Indenting
it required reformatting, so I tried to move it to our newer style.
While there, I also decided to drop some GL type usage, and drop the
unnecessary "_mesa_" prefix on a static function.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
This will be useful for a number of things:
- Checking the current advanced blending mode against the shader's
blend_support_* qualifiers.
- Disabling hardware blending when emulating advanced blending.
- Uploading the current advanced blending mode as a state var.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Don't allow them in glBlendEquationSeparate[i], though, as required
by the spec.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Since each qualifier represents a blending mode the shader can be used
with, we take the union of all possible modes when linking.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
v2 (Ken): Add a BLEND_NONE enum value (no qualifiers in use).
v3 (Ken): Rename gl_blend_support_qualifier to gl_advanced_blend_mode.
v4 (Ken): Mark map[] as static const (Ilia).
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
v2 (Ken): Fix enum values, drop _mesa_BlendBarrierKHR stub as Curro has
already implemented it.
v3 (Ken): Rework for _mesa_BlendBarrierKHR -> _mesa_BlendBarrier rename.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Note that _mesa_BlendBarrierMESA is not currently hooked up in the
glapi XML, so we can just rename it. We'll hook it up for the
KHR_blend_equation_advanced extension shortly.
We may as well use the ES 3.2 core name with no suffixes.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
We want to insert code in each of the predecessors of the end block.
This code includes a nir_if, which would split the block, altering
the set. To avoid that, I emitted a dead constant at the end of each
block before splitting it, so that the set of predecessors remained
unchanged. This was admittedly ugly.
Connor suggested instead saving a copy of the set, so we can iterate
it safely. This is also a little ugly, but a much better plan.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
We want to insert the code at the end of the program. Looping over
all the functions (of which there was only one) was the old way of doing
this, but now we have nir_shader_get_entrypoint(), so let's use it.
Suggested by Connor Abbott.
v2: Update for nir_shader_get_entrypoint API change.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Jason suggested adding an assert(function->impl) here. All callers
of this function actually want ->impl, so I decided just to change
the API.
We also change the nir_lower_io_to_temporaries API here. All but one
caller passed nir_shader_get_entrypoint(), and with the previous commit,
it now uses a nir_function_impl internally. Folding this change in
avoids the need to change it and change it back.
v2: Fix one call I missed in ir3_compiler (caught by Eric).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
This changes the pass internals to work with a nir_function_impl
directly rather than a nir_function. The next patch will change
the API.
v2: Rebase after framebuffer fetch landed.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>