Offers three clocks, device, clock monotonic and clock monotonic
raw. Could use some kernel support to reduce the deviation between
clock values.
v2:
Ensure deviation is at least as big as the GPU time interval.
v3:
Set device->lost when returning DEVICE_LOST.
Use MAX2 and DIV_ROUND_UP instead of open coding these.
Delete spurious TIMESTAMP in radv version.
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Suggested-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
v4:
Add anv_gem_reg_read to anv_gem_stubs.c
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
v5:
Adjust maxDeviation computation to max(sampled_clock_period) +
sample_interval.
Suggested-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Some of the .dir-locals.el had the wrong name for the truthy value so
it wasn’t setting indent-tabs-mode.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Now that a single cmdstream is used for both binning and draw passes, we
can skip allocation of cmdstream buffer for binning.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Now that state which is different for draw vs binning pass is split out
into different state-groups with appropriate enable_mask (so the
appropriate one is chosen for draw vs binning), switch over to using a
single cmdstream for both passes.
This should significantly lower draw overhead for CPU bound benchmarks.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Blob seems to manage to use same input registers for BS (binning pass)
vs VS (draw pass) shaders, so it can use the same VBO state for both.
We can't quite do that yet, so split them.
Signed-off-by: Rob Clark <robdclark@gmail.com>
We don't need to keep this IGNORE_VISIBILITY in binning pass. Prep work
for using single cmdstream for both draw and binning passes.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Move this to after ir3_cp (which can add lowered immediates to the const
state) for a6xx+, to ensure the uniform state matches between binning
and vertex shaders. This way we can emit just a single VS_CONST state-
group when we re-use single cmdstream for both binning and draw passes.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Use the in-memory cache to construct shader program state and re-use it
on subsequent draws, to lower driver overhead.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Cache that maps gallium hwcso (in this case, 'struct ir3_shader') plus
shader variant key to a generation specific state object.
This could eventually replace the linked list of shader variants, but
for now it lets us re-use the work currently done in fdN_program_emit()
Signed-off-by: Rob Clark <robdclark@gmail.com>
Prep work for a following patch, that introduces a cache to map from
program state (all shader stages) plus variant key to pre-baked hw
state (which could be emit'd via CP_SET_DRAW_STATE, for example).
To do that, we really want the variant key to be immutable, and to
treat the binning pass shader as an extra shader stage, rather than
as a VS variant.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Unfortunately gallium doesn't match what the hw wants perfectly here, in
using a separate CSO for each texture/sampler. So we have to use a hash
table to map the collection of texture/samplers to hw state object.
We probably could use separate hw state objects for texture and sampler
state, but mesa/st tends to update the tex and samp state together.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Intended to be something more compact than a 64b pointer, which could be
used as a key into hashtables. Prep work for texture state objects.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Eventually we want to move nearly everything, but no other state depends
on const state, so this is the easiest one to move first.
For webgl aquarium, this reduces GPU load by about 10%, since for each
fish it does a uniform upload plus draw.. fish frequently are visible in
only a single tile, so this skips the uniform uploads for other tiles.
The additional step of avoiding WFI's when using CP_SET_DRAW_STATE seems
to be work an additional 10% gain for aquarium.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Add helper to add state-groups to emit, and code to emit CP_DRAW_STATE
packet if we have any state-groups.
Signed-off-by: Rob Clark <robdclark@gmail.com>
These are not necessary because the corresponding settings are set via
the .dir-locals.el file anyway. Most of them were missing a ‘:’ after
“tab-width” which was making Emacs display an annoying warning
whenever you open the file.
This patch was made with:
sed -ri '/-\*- mode:/,/^$/d' \
$(find src/gallium/{drivers,winsys} -name \*.\[ch\] \
-exec grep -l -- '-\*- mode:' {} \+)
Signed-off-by: Rob Clark <robdclark@gmail.com>
Needs to allocate batches from the cache so that it could
get a valid index and make resource dependancy tracking right.
In addition this fixes assertion on debug build since the commit
1a40faa8 landed.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Needs to specify nondraw when creating a batch through
fd_bc_alloc_batch since it'd better create a batch through
it rather than fd_batch_create.
Signed-off-by: Rob Clark <robdclark@gmail.com>
TODO not sure if this is best solution, but current logic is broken for
texcoord inputs. It is definitely the simplest solution.
Fixes: 1a24f51966 freedreno/ir3: ignore unused inputs
Signed-off-by: Rob Clark <robdclark@gmail.com>
We should get fewer context rolls with the SET_CONTEXT_REG optimization,
but it would have been for nothing if the scissor state rolled the context
anyway. Don't emit the scissor state if there is no context roll.
We know the divisors when we upload them, so instead we can precompute
and upload division factors derived from each divisor.
This fast division consists of add, mul_hi, and two shifts,
and we have to load 4 dwords intead of 1.
This probably won't affect any apps.
This will be more useful when we change the quant mode to increase subpixel
precision and decrease the viewport range (which might not be possible
if the viewport is not centered in the viewport range).