Age | Commit message (Collapse) | Author |
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for evergreen I ended up using a non-contig array of states, but
this code needs a bit of fixing up to deal with that.
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adds shader opcodes + assembler support (except ARL)
uses constant buffers
add interp instructions in fragment shader
adds all evergreen hw states
adds evergreen pm4 support.
this runs gears for me on my evergreen
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the DDX and r600c both flush cb/db after the draw is emitted,
as long as they do that, r600g can't be different, as it races.
We end up with r600g flush, set CB, DDX set CB, flush. This
was causing misrendering on my evergreen, where sometimes the drawing
would go to an old CB.
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the code should reloc correctly a single BO 3 times.
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DX9 constants were in the constant file, and evergreen no longer support
cfile. r600/700 can also use constants in memory buffers, so add the code
(disabled for now) to enable that as precursor for evergreen.
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This was inherently fragile as any changes to r600_states.h would also
need manual updating of all of the bits in radeon.h. Just add a simple
python script to do the conversion, its not hooked up to make at all.
This also will make adding evergreen a bit easier.
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Previously bind sampler/sampler_view can be converted and endup
overwritting the current state we want to schedule. Example :
bind texA texB to sampler_view[0] & sampler_view[1], render,
bind texB to sampler_view[0] render. Now state associated to
texB are set to configure sampler_view slot 0, but as we don't
unbind sampler_view[1] still point to texB state so we end up
with sampler_view[1] overwritting sampler_view[0], which gives
wrong rendering if next rendering bind texA to sampler_view[0],
it will endup as texB is bound to sampler_view[0]. If you are
not confuse at that point give me a call i will be buying you
beer.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Make state statically allocated, this kills a bunch of code
and avoid intensive use of malloc/free. There is still a lot
of useless duplicate function wrapping that can be kill. This
doesn't improve yet performance, needs to avoid memcpy states
in radeon_ctx_set_draw and to avoid rebuilding vs_resources,
dsa, scissor, cb_cntl, ... states at each draw command.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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This reverts commit 1fa7245c348cb7aced81f1672140f64cb6450e2f.
Conflicts:
src/gallium/drivers/r600/r600_state.c
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This reverts commit de0b76cab22caa9fc7260f80acb8f151ccced6c5, its pre-computes the texture state wrong,
you can't just use an array of levels, since you can have FBOs to depth texture slices inside a level as well
it would get really messy quickly. Probably need to split commits like this up into pieces for each piece
of state, so we can revert bits easier in case of regressions.
This also break 5 piglit tests, and valgrind starts to warn about invalid read/writes after this.
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Idea is to build hw state at pipe state creation and
reuse them while keeping a non PM4 packet interface
btw winsys & pipe driver. This commit also force rebuild
of pm4 packet on each call to radeon_state_pm4 which
in turn slow down everythings, this will be addressed.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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The current states code had an unhealthy relationship between
that had to somehow magically align themselves, editing either
place meant renumbering all states after the one you were on,
and it was pretty unapproachable code.
This replaces the huge types structures with a simple type + sub
type struct, which is keyed on an stype enum in radeon.h. Each
stype can have a per-shader type subclassing (4 types supported,
PS/VS/GS/FS), and also has a number of states per-subtype. So you
have 256 constants per 4 shaders per one CONSTANT stype.
The interface from the driver is changed to pass in the tuple,
(stype, id, shader_type), and we look for this. If
radeon_state_shader ever shows up on profile, it could use a
hashtable based on stype/shader_type to speed things up.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This reverts commit bd25e23bf3740f59ce8859848c715daeb9e9821f.
Apart from introducing a lot of hex magic numbers and being highly impenetable code,
it causes lots of lockups on an average piglit run that always runs without lockups.
Always run piglit before/after doing big things like this.
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handle very early errors in pipe_screen creation (failure of
nouveau_screen_init in nv50_screen_create)
Signed-off-by: Francisco Jerez <currojerez@riseup.net>
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Directly build PM4 packet, avoid using malloc (no states are
bigger than 128 dwords), remove unecessary informations,
remove pm4 building in favor of prebuild pm4 packet.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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There may actually be something mapped in that range, especially for large
buffers like e.g. the GL Drawable.
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Signed-off-by: Dave Airlie <airlied@redhat.com>
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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these events have names, use them.
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Apart from the fact that the radeon.h/r600_states.h editing is a nightmare, this
wasn't so bad.
passes piglit user-clip test now also trivial tests.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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I noticed gears memory usage was heading skywards, some r600 "states"
aren't properly refcounted, and the ctx->state is never freed.
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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This makes it compatible with the modified DRM interface in drm-radeon-testing.
Also, now you need to set RADEON_HYPERZ=1 to be able to use hyperz.
It's not bug-free yet.
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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This reverts commit 9c949d4a4dd43b7889e13bdf683bcf211f049ced.
Conflicts:
src/gallium/drivers/r600/r600_context.h
src/gallium/drivers/r600/r600_draw.c
src/gallium/drivers/r600/r600_shader.c
src/gallium/drivers/r600/r600_state.c
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Simplify state handly by avoiding state allocation.
Next step is to allocate once for all context packet
buffer and then avoid rebuilding pm4 packet each time
(through use of combined crc) this would also avoid
number of memcpy.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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This implements fast Z clear, Z compression, and HiZ support for r300->r500
GPUs.
It also allows cbzb clears when fast Z clears are being used for the ZB.
It requires a kernel with hyper-z support.
Thanks to Marek Olšák <maraeo@gmail.com>, who started this off, and Alex Deucher at AMD for providing lots of hints.
v2:
squashed zmask ram size fix]
squashed r300g/blitter: fix Z readback when compressed]
v3:
rebase around texture changes in master - .1 fix more bits
v4:
migrated to using u_mm in r300_texture to manage hiz/zmask rams consistently
disabled HiZ when using OQ
flush z-cache before turning hyper-z off
update hyper-z state on dsa state change
store depthclearvalue across cbzb clears and replace it afterwards.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Split hw vs pipe states creation handling as hw states group doesn't
match pipe state group exactly. Right now be dumb about that and
rebuild all hw states on each draw call. More optimization on that
side coming.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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The driver gets a buffer and its size in resource_from_handle.
It computes the required minimum buffer size from given texture
properties, and compares the two sizes.
This is to early detect DDX bugs.
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Also move some initialization from screen init to pre-init, now
that it is possible.
Also import a new vmwgfx drm (1.3) header.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
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allow pipe driver to get the family of the gpu.
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Also print relocation failures on non-debug builds too.
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