Ok. So lets start again. :)
How about changing the subject to:
glsl: on UBO/SSBOs link error reset the number of active blocks to 0
On 23/02/17 19:55, Andres Gomez wrote:
Commit f1293b2f9bc3 split apart buffer block arrays but introduced
also the possibility of a recount of active
blocks (Num
Patches 2 & 3 are:
Reviewed-by: Timothy Arceri
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Previously we would just escape the loop and move everything
following the loop inside the if to the else branch of a new if
with a return flag conditional. However everything outside the
if the loop was nested in would still get executed.
Adding a new return to the then branch of the new if fixes
https://bugs.freedesktop.org/show_bug.cgi?id=100303
--- Comment #6 from Timothy Arceri ---
This fixes the piglit tests: https://patchwork.freedesktop.org/patch/146459/
However we need a more complex fix in order to handle return values.
--
You are receiving this mail because:
You are the assig
There is no need to cache spec values directly as library
users will cache them anyway.
Signed-off-by: Christian Gmeiner
---
etnaviv/etnaviv_gpu.c | 72 --
etnaviv/etnaviv_priv.h | 22 ++-
2 files changed, 30 insertions(+), 64 deletion
Figured I should figure out what this meson stuff is all about. After a
bit of hunting around to find examples to look at (and interruptions) it
took maybe ~1hr to convert (for someone who never looked at meson
before). The build speed is definitely faster even after Emil's auto-
tools improvemen
Signed-off-by: Christian Gmeiner
---
src/gallium/drivers/etnaviv/etnaviv_clear_blit.c | 4 ++--
src/gallium/drivers/etnaviv/etnaviv_context.h| 9 +
src/gallium/drivers/etnaviv/etnaviv_emit.c | 16
src/gallium/drivers/etnaviv/etnaviv_shader.c | 16 -
Signed-off-by: Christian Gmeiner
---
src/gallium/drivers/etnaviv/etnaviv_shader.h | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/gallium/drivers/etnaviv/etnaviv_shader.h
b/src/gallium/drivers/etnaviv/etnaviv_shader.h
index c613c17..9f26bef 100644
--- a/src/gallium/driver
This commit adds some basic infrastructure to handle shader
variants. We are still creating exactly one shader variant
for each shader.
Signed-off-by: Christian Gmeiner
---
src/gallium/drivers/etnaviv/etnaviv_compiler.h | 3 ++
src/gallium/drivers/etnaviv/etnaviv_shader.c | 49 +++
This patch series adds support for shader variants to etnaviv. Followed
by fixing rendering to rb swapped formats with the help of a shader
variant to do the needed swizzing.
A git branch containing all patches can be found here:
https://github.com/austriancoder/mesa/commits/shader-variants
Happy
Signed-off-by: Christian Gmeiner
---
src/gallium/drivers/etnaviv/etnaviv_shader.h | 2 --
1 file changed, 2 deletions(-)
diff --git a/src/gallium/drivers/etnaviv/etnaviv_shader.h
b/src/gallium/drivers/etnaviv/etnaviv_shader.h
index b309370..1dbd200 100644
--- a/src/gallium/drivers/etnaviv/etnav
Prep work to add shader variant support.
Signed-off-by: Christian Gmeiner
---
src/gallium/drivers/etnaviv/etnaviv_compiler.c | 26 +++---
src/gallium/drivers/etnaviv/etnaviv_compiler.h | 10 -
.../drivers/etnaviv/etnaviv_compiler_cmdline.c | 2 +-
src/gallium
Signed-off-by: Christian Gmeiner
---
src/gallium/drivers/etnaviv/etnaviv_clear_blit.c | 4 +-
src/gallium/drivers/etnaviv/etnaviv_compiler.c | 4 +-
src/gallium/drivers/etnaviv/etnaviv_compiler.h | 2 +
.../drivers/etnaviv/etnaviv_compiler_cmdline.c | 2 +
src/gallium/drivers/et
This reverts commit 658568941d5e232d690e1ffbcddbd6ea9685693a.
With the help of shader variants we can render to rb-swapped
formats now. Fixes about 60 piglits.
Signed-off-by: Christian Gmeiner
---
src/gallium/drivers/etnaviv/etnaviv_screen.c | 7 ++-
1 file changed, 2 insertions(+), 5 delet
If we render to rb swapped format we will create a shader variant doing
the involved swizzing in the pixel shader.
Signed-off-by: Christian Gmeiner
---
src/gallium/drivers/etnaviv/etnaviv_compiler.c | 17 +
src/gallium/drivers/etnaviv/etnaviv_compiler_cmdline.c | 8 +
In the long run the compiler needs to know the specifc variant
'key' in order to compile appropriate assembly. With this commit
the variant knows its shader and we are able pass the preallocated
variant into etna_compile_shader(..). This saves us from passing
extra ptrs everywhere.
Signed-off-by:
Signed-off-by: Christian Gmeiner
---
src/gallium/drivers/etnaviv/etnaviv_shader.c | 30 ++--
1 file changed, 15 insertions(+), 15 deletions(-)
diff --git a/src/gallium/drivers/etnaviv/etnaviv_shader.c
b/src/gallium/drivers/etnaviv/etnaviv_shader.c
index b1cac02..4a0b74b
If shader-db run, create a standard variant immediately
(as otherwise nothing will trigger the shader to be
actually compiled).
Signed-off-by: Christian Gmeiner
---
src/gallium/drivers/etnaviv/etnaviv_shader.c | 9 +
1 file changed, 9 insertions(+)
diff --git a/src/gallium/drivers/etnav
https://bugs.freedesktop.org/show_bug.cgi?id=100275
Johnny Stenback changed:
What|Removed |Added
Status|NEW |RESOLVED
Resolution|---
1-st is obvious because of assert, 2-nd stolen frmo si_draw_vbo(),
and 3-rd is just a small refactoring.
Signed-off-by: Constantine Kharlamov
---
src/gallium/drivers/r600/r600_state_common.c | 10 --
1 file changed, 4 insertions(+), 6 deletions(-)
diff --git a/src/gallium/drivers/r600/r
Mostly trivia, except that 4 and 5 — about alignment — may need some
experienced look. That said, testing with test/gpy.py of piglit shows no
regressions (though I tested with the patches applied to 17.0, because piglit
in master freezes my system, and I didn't bisect yet, which test and commit i
It removes a need to copy whole struct every call for no reason. Comparing
objdump -d output for original and this patch compiled with -O2, shows reduce
of the function by 16 bytes.
Signed-off-by: Constantine Kharlamov
---
src/gallium/drivers/r600/r600_state_common.c | 101 +
Stolen from radeonsi
Signed-off-by: Constantine Kharlamov
---
src/gallium/drivers/r600/r600_state_common.c | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/src/gallium/drivers/r600/r600_state_common.c
b/src/gallium/drivers/r600/r600_state_common.c
index 961e04e9db..5293c403
Stolen from radeonsi
Signed-off-by: Constantine Kharlamov
---
src/gallium/drivers/r600/r600_pipe.h | 15 +++
src/gallium/drivers/r600/r600_state_common.c | 8 +---
2 files changed, 20 insertions(+), 3 deletions(-)
diff --git a/src/gallium/drivers/r600/r600_pipe.h
b/src
Needed to get rid of a separate struct allocation in the next patch, because
the one in argument is a constant, and don't allow changing its fields.
Signed-off-by: Constantine Kharlamov
---
src/gallium/drivers/r600/r600_state_common.c | 8 +---
1 file changed, 5 insertions(+), 3 deletions(-)
https://bugs.freedesktop.org/show_bug.cgi?id=100402
Bug ID: 100402
Summary: [d3d9 bisected] Diablo III fails to start after commit
0630d3600bfb770cf3b23761c45b3add3b277c6b
Product: Mesa
Version: 17.0
Hardware: Other
https://bugs.freedesktop.org/show_bug.cgi?id=100402
Nick Tenney changed:
What|Removed |Added
CC||nick.ten...@gmail.com
--
You are receivi
Even though the programs themselves stay in cache and are loaded, the
shader keys can be evicted separately. If that happens, unnecessary
compiles are caused that waste time, and no matter how many times the
program is re-run, performance never recovers to the levels of first
hot cache run. To deal
The checks were only looking at the first byte, while the intention
seems to be to check if the whole sha1 is zero. This prevented all
shaders with first byte zero in their sha1 from being saved.
This shaves around a second from Deus Ex load time on a hot cache.
Signed-off-by: Grazvydas Ignotas
https://bugs.freedesktop.org/show_bug.cgi?id=100402
--- Comment #1 from Nick Tenney ---
Created attachment 130469
--> https://bugs.freedesktop.org/attachment.cgi?id=130469&action=edit
NINE_DEBUG=all output
The attachment includes stderr and stdout with WINEDEBUG=-all and
NINE_DEBUG=all.
--
Y
was "nv50/ir: PostRaConstantFolding improvements" before.
nothing really changed from the last version, just minor things.
Karol Herbst (5):
nv50/ir: restructure and rename postraconstantfolding pass
nv50/ir: implement mad post ra folding for nvc0+
gk110/ir: add LIMM form of mad
gm107/ir:
Helps Feral-ported games, due to their use of fma()
shader-db changes:
total instructions in shared programs : 3934925 -> 3934327 (-0.02%)
total gprs used in shared programs: 481563 -> 481563 (0.00%)
total local used in shared programs : 27469 -> 27469 (0.00%)
total bytes used in shared prog
we might want to add more folding passes here, so make it a bit more generic
v2: leave the comment and reword commit message
v4: rename it to PostRaLoadPropagation
Signed-off-by: Karol Herbst
Reviewed-by: Samuel Pitoiset
---
.../drivers/nouveau/codegen/nv50_ir_peephole.cpp | 121 +++-
v2: renamed commit
reordered modifiers
add assert(dst == src2)
v3: reordered modifiers again
v5: no rounding bit for limms
Signed-off-by: Karol Herbst
---
.../drivers/nouveau/codegen/nv50_ir_emit_gm107.cpp | 34 --
.../drivers/nouveau/codegen/nv50_ir_peephole.cpp |
changes for GpuTest /test=pixmark_piano /benchmark /no_scorebox /msaa=0
/benchmark_duration_ms=6 /width=1024 /height=640:
score: 1026 -> 1045
changes for shader-db:
total instructions in shared programs : 3943335 -> 3934925 (-0.21%)
total gprs used in shared programs: 481563 -> 481563 (0.
v2: renamed commit
reordered modifiers
add assert(dst == src2)
v3: removed wrong neg mod emission
Signed-off-by: Karol Herbst
---
.../drivers/nouveau/codegen/nv50_ir_emit_gk110.cpp | 50 ++
.../drivers/nouveau/codegen/nv50_ir_peephole.cpp | 2 +-
2 files changed, 3
Define a new MESA_USER_DRIRC environment variable to load a customized
drirc file.
When the variable is not defined, nothing changes and the ${HOME}/.drirc
file will be loaded.
If the variable is set to a file, this file will be loaded instead of
the the ${HOME}/.drirc.
Example: MESA_USER_DRIRC=
... and avoid the load of ~/.drirc to go unnoticed.
---
src/mesa/drivers/dri/common/xmlconfig.c | 4
1 file changed, 4 insertions(+)
diff --git a/src/mesa/drivers/dri/common/xmlconfig.c
b/src/mesa/drivers/dri/common/xmlconfig.c
index d4649370ee..fef007996e 100644
--- a/src/mesa/drivers/dri/
On 27/03/17 03:30, Grazvydas Ignotas wrote:
The checks were only looking at the first byte, while the intention
seems to be to check if the whole sha1 is zero. This prevented all
shaders with first byte zero in their sha1 from being saved.
This shaves around a second from Deus Ex load time on
RCP was used incorrectly to support NINED3DSPSM_DW and
NINED3DSPSM_DZ. src.x as used as input instead of src.w
or src.z.
Fixes: https://github.com/iXit/Mesa-3D/issues/271
Signed-off-by: Axel Davy
---
src/gallium/state_trackers/nine/nine_shader.c | 4 ++--
1 file changed, 2 insertions(+), 2 dele
I'm actually wondering if we still even need the index at all? After
bfa95997c4ecf74a329a047359d5e8d1217da49b and
b607aad8e1a40c473176e31e11deaa26477c54c0 we should be able to just
always set CompileStatus to skipped and fallback to a recompile should
the linked program not be found in the cach
On 25/03/17 01:25, Dylan Baker wrote:
Quoting Jose Fonseca (2017-03-24 14:16:13)
Evaluating is one thing. Actually migrating is another.
Brian already said he'd take a look and evaluate. And I'll help in what
I can. I agree we should all evaluate early.
But I don't think that the proposal
On 27/03/17 08:44, Timothy Arceri wrote:
I'm actually wondering if we still even need the index at all? After
bfa95997c4ecf74a329a047359d5e8d1217da49b and
b607aad8e1a40c473176e31e11deaa26477c54c0 we should be able to just
always set CompileStatus to skipped and fallback to a recompile should
the
On 25/03/17 05:50, Federico Dossena wrote:
Hmm, that didn't work. Turning off GL_ATI_fragment_shader makes the game
glitch (see attached screenshot), forces framebuffer effects and soft
shadows to off, and makes the game look worse because the extension is
used for a lot of stuff like water, char
Hi,
On 24/03/17 22:42, Brian Paul wrote:
This adds the wglMakeContextCurrentARB() and wglMakeContextCurrentARB()
One of these should be wglGetCurrentReadDCARB().
functions.
---
src/gallium/state_trackers/wgl/stw_context.c | 77 ++
src/gallium/state_trackers/wgl/st
On 24/03/17 22:42, Brian Paul wrote:
To avoid dereferencing a null pointer in case wglMakeCurrent() wasn't
called. Found while debugging SWKOTOR game.
Reviewed-by: Neha Bhende
Reviewed-by: Charmaine Lee
---
src/gallium/state_trackers/wgl/stw_ext_rendertexture.c | 6 ++
1 file changed,
On Sun, Mar 26, 2017 at 11:45 PM, Timothy Arceri wrote:
>
>
> On 27/03/17 03:30, Grazvydas Ignotas wrote:
>>
>> The checks were only looking at the first byte, while the intention
>> seems to be to check if the whole sha1 is zero. This prevented all
>> shaders with first byte zero in their sha1 fr
V.1:
We memset number of elements without multiplication by the
element size.
V.2:
We explicitly set each member to -1 over using a confusing
memset().
Signed-off-by: Edward O'Callaghan
---
src/mesa/main/formatquery.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/mesa/
On 27/03/17 10:18, Grazvydas Ignotas wrote:
On Sun, Mar 26, 2017 at 11:45 PM, Timothy Arceri wrote:
On 27/03/17 03:30, Grazvydas Ignotas wrote:
The checks were only looking at the first byte, while the intention
seems to be to check if the whole sha1 is zero. This prevented all
shaders wi
https://bugs.freedesktop.org/show_bug.cgi?id=100407
Bug ID: 100407
Summary: GLX problem when trying to launch QtCreator
Product: Mesa
Version: unspecified
Hardware: Other
OS: All
Status: NEW
Severity: norm
https://bugs.freedesktop.org/show_bug.cgi?id=100407
Timothy Arceri changed:
What|Removed |Added
Status|NEW |NEEDINFO
--- Comment #1 from Timothy A
Patches 1&2 are,
Reviewed-by: Edward O'Callaghan
On 03/15/2017 11:25 AM, Dave Airlie wrote:
> From: Dave Airlie
>
> This just aligns with how anv does it.
>
> Signed-off-by: Dave Airlie
> ---
> src/amd/vulkan/radv_formats.c | 76
> ++-
> 1 file change
Reviewed-by: Edward O'Callaghan
On 03/27/2017 11:42 AM, Timothy Arceri wrote:
>
>
> On 27/03/17 10:18, Grazvydas Ignotas wrote:
>> On Sun, Mar 26, 2017 at 11:45 PM, Timothy Arceri
>> wrote:
>>>
>>>
>>> On 27/03/17 03:30, Grazvydas Ignotas wrote:
The checks were only looking at the fi
On Sun, Mar 26, 2017 at 5:51 PM, Edward O'Callaghan <
funfunc...@folklore1984.net> wrote:
> V.1:
> We memset number of elements without multiplication by the
> element size.
>
> V.2:
> We explicitly set each member to -1 over using a confusing
> memset().
>
> Signed-off-by: Edward O'Callaghan
> -
On 03/17/2017 09:05 AM, Bas Nieuwenhuizen wrote:
> On Wed, Mar 15, 2017 at 1:25 AM, Dave Airlie wrote:
>> From: Dave Airlie
>>
>> This adds support for exporting 2D images, to an
>> opaque fd.
>>
>> This implements the:
>> VK_KHX_external_memory_capabilities
>> VK_KHX_external_memory
>> VK_KHX_
On 03/27/2017 01:49 PM, Brian Paul wrote:
> On Sun, Mar 26, 2017 at 5:51 PM, Edward O'Callaghan
> mailto:funfunc...@folklore1984.net>> wrote:
>
> V.1:
> We memset number of elements without multiplication by the
> element size.
>
> V.2:
> We explicitly set each member to -1
Due to a max limit of 65,536 entries on the index table that we use to
decide if we can skip compiling individual shaders, it is very likely
we will have collisions.
To avoid doing too much work when the linked program may be in the
cache this patch delays calling the optimisations until link time
In the following patch we will stop pre-processing shaders before
hashing them, so we just disable the cache if MESA_EXTENSION_OVERRIDE
is set.
---
src/util/disk_cache.c | 9 +
1 file changed, 9 insertions(+)
diff --git a/src/util/disk_cache.c b/src/util/disk_cache.c
index d9de8ef..dc883a
Improves Deus Ex start-up times from ~30 seconds to ~22 seconds.
Also fixes the leaking of state.
---
src/compiler/glsl/glsl_parser_extras.cpp | 19 ++-
1 file changed, 10 insertions(+), 9 deletions(-)
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp
b/src/compiler/glsl/gls
On 27/03/17 14:14, Timothy Arceri wrote:
Improves Deus Ex start-up times from ~30 seconds to ~22 seconds.
^-- that is a warm cache run. Fix commit message locally.
Also fixes the leaking of state.
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On Sunday, 2017-03-26 09:59:51 -0400, Rob Clark wrote:
> Figured I should figure out what this meson stuff is all about. After a
> bit of hunting around to find examples to look at (and interruptions) it
> took maybe ~1hr to convert (for someone who never looked at meson
> before). The build spee
On Sun, Mar 26, 2017 at 8:14 PM, Timothy Arceri wrote:
> Improves Deus Ex start-up times from ~30 seconds to ~22 seconds.
>
> Also fixes the leaking of state.
> ---
> src/compiler/glsl/glsl_parser_extras.cpp | 19 ++-
> 1 file changed, 10 insertions(+), 9 deletions(-)
>
> diff --g
On Sun, Mar 26, 2017 at 8:14 PM, Timothy Arceri wrote:
> Due to a max limit of 65,536 entries on the index table that we use to
> decide if we can skip compiling individual shaders, it is very likely
> we will have collisions.
>
> To avoid doing too much work when the linked program may be in the
On Fri, Mar 24, 2017 at 12:39:38PM -0700, Francisco Jerez wrote:
> Matt Turner writes:
>
> > On Fri, Mar 24, 2017 at 12:06 AM, Francisco Jerez
> > wrote:
> >> Samuel Iglesias Gonsálvez writes:
> >>
> >>> On Thu, 2017-03-23 at 13:50 -0700, Matt Turner wrote:
> SEL can only convert between
On 27/03/17 14:14, Timothy Arceri wrote:
Due to a max limit of 65,536 entries on the index table that we use to
decide if we can skip compiling individual shaders, it is very likely
we will have collisions.
To avoid doing too much work when the linked program may be in the
cache this patch del
On 27/03/17 01:51, Edward O'Callaghan wrote:
> V.1:
> We memset number of elements without multiplication by the
> element size.
It is not usual to summarize v1. The idea is explain just the changes.
>
> V.2:
> We explicitly set each member to -1 over using a confusing
> memset().
Nitpick: usuall
There are a few piglit tests failing with this. Please ignore for now
I'll send a v2 out shortly
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