- 04 Nov, 2017 1 commit
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Pierre Moreau authored
Signed-off-by:
Pierre Moreau <pierre.morrow@free.fr>
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- 13 Sep, 2017 1 commit
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Matt Turner authored
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- 26 Aug, 2017 3 commits
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Emil Velikov authored
memmem() does not attribute what the character after the searched string is. Thus it will flag even when haystack is "foobar" while we're looking for "foo". Pull a small helper (from piglit) that correctly handles this and use it. v2: Drop unintentional whitespace changes (Eric) Reviewed-by:
Eric Engestrom <eric.engestrom@imgtec.com> Signed-off-by:
Emil Velikov <emil.velikov@collabora.com>
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Emil Velikov authored
Flesh the duplicated functionality to a helper. Use const char * + sscanf to keep the compiler happy. strtol discards the const qualifier of the endptr string. One could workaround it by using a local variable. Yet, sscanf seems like a shorter way to achieve the goal. Reviewed-by:
Eric Engestrom <eric.engestrom@imgtec.com> Signed-off-by:
Emil Velikov <emil.velikov@collabora.com>
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Emil Velikov authored
The same declaration was being used for two distinct things - a short EGL and the core GL extensions. In the former it is a const string, while the latter is a dynamically managed list of extensions. Define distinct variables within the specific scope. v2: use {egl,gl}_extension_string (Eric) Signed-off-by:
Emil Velikov <emil.velikov@collabora.com>
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- 17 Aug, 2017 1 commit
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Emmanuel Gil Peyrot authored
These shaders have been generated by Dolphin 9649494f67 on Mesa 8c26b52349 for an HD4000 GPU. They include a lot of uniform branches, mostly on integers, as well as switch statements branching on small and bounded integers. Signed-off-by:
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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- 25 Jun, 2017 1 commit
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Kenneth Graunke authored
The upstream version of Orbital Explorer doesn't run on Mesa drivers, as it (unnecessarily) requests a compatibility profile on non-Apple OSes, and suffers from GLEW bugs. I sent a pull request two years ago to port it to libepoxy and get it running on Mesa drivers, but it was never accepted. The author eventually emailed me and said that he considers it a "finished experiment" and said the rendering method (geometry shader based approach) is inefficient, and he intends to fully rewrite it someday. Since this is not representative of typical geometry shaders, and the project is effectively dead, we may as well remove it. Reviewed-by:
Chad Versace <chadversary@chromium.org>
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- 20 May, 2017 1 commit
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Samuel Pitoiset authored
When GALLIUM_THREAD is already set in the environment, addenv() will end up by setting GALLIUM_THREAD="0,0" which mesa doesn't understand for some obvious reasons. Instead, use setenv() because we want to force this behaviour in all situations. Signed-off-by:
Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by:
Marek Olšák <marek.olsak@amd.com>
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- 15 May, 2017 1 commit
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Marek Olšák authored
without this, I get only 30k shaders instead of 48k in the report. Reviewed-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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- 04 May, 2017 3 commits
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Kenneth Graunke authored
Recent Mesa has started detecting a hardware context ID of zero (which is bogus - it's the default context ID) and failing GL context creation. Previously it saw that the ioctl returned success and happily proceeded. Don't bother assigning a real ID, but do assign a non-zero value. Reviewed-by:
Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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Kenneth Graunke authored
Haswell requires a relatively new command parser version to enable GL 4.5, and we'd like to compile those shaders. Since we don't actually execute anything, it doesn't really matter. Claim version 9, the current version. Reviewed-by:
Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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Kenneth Graunke authored
Newer Mesa requires this. It's irrelevant for us; pretend to have it. Reviewed-by:
Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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- 10 Apr, 2017 1 commit
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Rhys Kidd authored
For intel_stubs.so Signed-off-by:
Rhys Kidd <rhyskidd@gmail.com> Reviewed-by:
Marek Olšák <marek.olsak@amd.com> Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org>
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- 15 Mar, 2017 1 commit
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Samuel Pitoiset authored
I think we just don't want to store those shaders. Signed-off-by:
Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by:
Marek Olšák <marek.olsak@amd.com> Reviewed-by:
Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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- 28 Feb, 2017 2 commits
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Kenneth Graunke authored
We might crash in the final eglTerminate and gbm_device_destroy functions, or atexit() handlers, at which point we've freed the current_shader_names array. We shouldn't access it. Reviewed-by:
Matt Turner <mattst88@gmail.com>
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Kenneth Graunke authored
current_shader_names[i] is set to shader_test[i].filename. Before we free that, we should NULL out the pointer (also indicating the current thread is done with this shader). That way, the crash handler won't print garbage when trying to list what threads were doing. Reviewed-by:
Matt Turner <mattst88@gmail.com>
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- 17 Feb, 2017 3 commits
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Lionel Landwerlin authored
Intel produces fairly beefy Xeon servers on which it would be nice to be able to run shader-db to get some results pretty fast. Unfortunately those don't ship with any intel graphics IP (only ancient Matrox cards). This new script stubs a bunch of ioctls so that we can run shader-db on hardware that doesn't have a /dev/dri/renderD128. Signed-off-by:
Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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Lionel Landwerlin authored
Signed-off-by:
Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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Lionel Landwerlin authored
v2: Also drop the '-1' in favor of '-j1' (Matt) Signed-off-by:
Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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- 18 Jan, 2017 1 commit
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Elie Tournier authored
Use the binary to run shader-db instead of run.py Signed-off-by:
Elie Tournier <tournier.elie@gmail.com> v2: [Emil] s/Depreciated/Deprecated/ (Matt) Signed-off-by:
Emil Velikov <emil.velikov@collabora.com>
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- 10 Dec, 2016 2 commits
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Marek Olšák authored
Reviewed-by:
Timothy Arceri <timothy.arceri@collabora.com>
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Timothy Arceri authored
This was causing my poor 8GB laptop to run out on memory. Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org>
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- 07 Dec, 2016 3 commits
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Marek Olšák authored
Acked-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
Acked-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
Acked-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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- 18 Oct, 2016 2 commits
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Marek Olšák authored
Reviewed-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
Reviewed-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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- 05 Oct, 2016 1 commit
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Samuel Pitoiset authored
shaderdb runner fails at parsing shader_test files when the first line inside the require block is not 'GLSL >= x.y'. This just skips the GL version requirement which is actually unused and allows to compile +164 shaders from piglit.
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- 13 Sep, 2016 1 commit
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Samuel Pitoiset authored
When multiple GPUs are plugged in the same box, we might want to use /dev/dri/renderD129 without updating/compiling the code. This doesn't change the existing behaviour. Reviewed-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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- 18 Aug, 2016 1 commit
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Marek Olšák authored
the text string was not zero-terminated. Reviewed-by:
Matt Turner <mattst88@gmail.com>
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- 15 Aug, 2016 1 commit
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Kenneth Graunke authored
We'd fill out shader_test[32767], increment shader_test_length to 32768, then compare 32768 < 32768 and not bother to realloc. This resulted in an invalid memory write. We'd realloc one entry later. Reviewed-by:
Matt Turner <mattst88@gmail.com>
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- 27 Jul, 2016 2 commits
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Kenneth Graunke authored
There are a couple cases where a single shader might happen: - compute shaders (only one stage, no inputs and outputs; separable shouldn't matter) - vertex shaders with transform feedback (we want to retain outputs, but transform feedback varyings are specified via the API, not the shader - setting SSO fixes this) - old shader_test files captured before we started adding "SSO ENABLED". In any case, it seems harmless or beneficial to enable SSO for all .shader_test files containing a single shader. Based on a patch by Marek. v2: Ignore VP/FP shaders. Acked-by:
Ilia Mirkin <imirkin@alum.mit.edu> Acked-by:
Timothy Arceri <timothy.arceri@collabora.com>
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Kenneth Graunke authored
With this patch, if a .shader_test file contains [require] ... SSO ENABLED then we'll use glCreateShaderProgramv to create each shader, so that they're compiled as separate shader objects. This prevents the linker from removing unused inputs and outputs. Drivers may also choose to lay out interfaces of SSO programs differently, resulting in different code. v2: - Actually initialize use_separate_shader_objects - Fix memcmp length parameter (thanks to Matt) v3: - Search for "SSO ENABLED" instead of "GL_ARB_separate_shader_objects", to match what Timothy did in shader_runner. - Use GL_PROGRAM_SEPARABLE (suggested by Tapani). This allows multi-stage SSO programs to optimize internal interfaces, while still making the end-stages separable. v4: - Go back to glCreateShaderProgramv. Timothy pointed out that Piglit's shader_runner compiles each shader separately, and wouldn't optimize interfaces between programs. I want to preserve the same semantics between both .shader_test file processors. Today, it looks like multi-stage SSO programs are pretty uncommon (typically every stage is separable), so we'll punt on solving that until later. Acked-by:
Ilia Mirkin <imirkin@alum.mit.edu> Acked-by:
Timothy Arceri <timothy.arceri@collabora.com>
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- 25 Jul, 2016 1 commit
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Matt Turner authored
Ken imported more shaders, and we crossed the 32k boundary where we need to realloc, uncovering this bug.
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- 22 Jul, 2016 4 commits
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Marek Olšák authored
We can remove the old reporting if people are OK with that. The old reporting has a bug that it reports 0->N changes as 0 % in several places. (should be inf %) The new reporting shows: - VGPR spilling shaders and apps (from the second file only) - the same for SGPRs - worst regressions (from the comparison of both files) - percentage deltas at the end .. and colors!!! Example: WORST VGPR SPILLS (not deltas) VGPRs SpillVGPR ScratchVGPR shaders/private/f1-2015/18.shader_test [0] 32 0 516 shaders/private/bioshock-infinite/256.shader_test [0] 64 176 180 shaders/private/ue4_lightroom_interior_day/42.shader_test [0] 28 0 76 shaders/private/dirt-showdown/676.shader_test [0] 68 49 72 shaders/private/f1-2015/1102.shader_test [0] 52 0 72 shaders/private/bioshock-infinite/814.shader_test [0] 64 57 60 shaders/private/ue4_lightroom_interior_day/33.shader_test [0] 24 0 52 shaders/private/ue4_lightroom_interior_day/37.shader_test [0] 24 0 52 shaders/private/bioshock-infinite/698.shader_test [0] 16 0 36 shaders/private/dirt-showdown/406.shader_test [0] 64 33 36 VGPR SPILLING APPS Shaders SpillVGPR ScratchVGPR alien_isolation 2938 12 16 bioshock-infinite 1769 233 720 dirt-showdown 541 82 108 f1-2015 774 0 624 tesseract 430 2 4 ue4_lightroom_inter.. 74 0 180 WORST SGPR SPILLS (not deltas) SGPRs SpillSGPR shaders/private/talos_principle/1942.shader_test [1] 80 168 shaders/private/ue4_effects_cave/289.shader_test [0] 80 168 shaders/private/talos_principle/2052.shader_test [1] 80 161 shaders/private/serious_sam_3_bfe/1081.shader_test [1] 80 148 shaders/private/borderlands2/5330.shader_test [0] 80 137 shaders/private/talos_principle/2040.shader_test [1] 80 133 shaders/private/talos_principle/2041.shader_test [1] 80 133 shaders/private/talos_principle/2036.shader_test [1] 80 133 shaders/private/talos_principle/2035.shader_test [1] 80 133 shaders/private/borderlands2/5548.shader_test [0] 80 131 SGPR SPILLING APPS Shaders SpillSGPR AvgPerSh alien_isolation 2938 23198 7.9 batman_arkham_origins 589 30 0.1 bioshock-infinite 1769 84 0.0 borderlands2 3968 6449 1.6 brutal-legend 338 647 1.9 civilization_beyond.. 116 213 1.8 counter_strike_glob.. 1142 4338 3.8 dirt-showdown 541 1071 2.0 dolphin 22 62 2.8 dota2 1747 338 0.2 europa_universalis_4 76 44 0.6 f1-2015 774 6245 8.1 left_4_dead_2 1762 13778 7.8 metro_2033_redux 2670 547 0.2 nexuiz 80 111 1.4 portal 474 2211 4.7 serious_sam_3_bfe 392 6626 16.9 talos_principle 324 4539 14.0 team_fortress_2 808 4823 6.0 thea 172 41 0.2 ue4_effects_cave 299 494 1.7 ue4_elemental 586 355 0.6 ue4_lightroom_inter.. 74 29 0.4 ue4_realistic_rende.. 92 60 0.7 unigine_heaven 322 174 0.5 unigine_sanctuary 264 400 1.5 unigine_tropics 210 328 1.6 unigine_valley 278 427 1.5 unity 72 45 0.6 warsow 176 13 0.1 witcher2 1040 2 0.0 WORST REGRESSIONS - VGPRS Before After Delta Percentage shaders/private/metro_2033_redux/1082.shader_test [0] 136 180 44 32.35 % shaders/private/witcher2/20.shader_test [0] 48 64 16 33.33 % shaders/private/witcher2/1097.shader_test [0] 60 76 16 26.67 % shaders/private/unigine_valley/298.shader_test [0] 44 56 12 27.27 % shaders/private/witcher2/158.shader_test [0] 52 64 12 23.08 % shaders/private/witcher2/138.shader_test [0] 60 72 12 20.00 % shaders/private/witcher2/136.shader_test [0] 60 72 12 20.00 % shaders/private/witcher2/187.shader_test [0] 56 68 12 21.43 % shaders/private/left_4_dead_2/1567.shader_test [0] 32 40 8 25.00 % shaders/private/team_fortress_2/4662.shader_test [0] 20 28 8 40.00 % WORST REGRESSIONS - Spilled SGPRs Before After Delta Percentage shaders/private/serious_sam_3_bfe/883.shader_test [0] 14 49 35 250.00 % shaders/private/talos_principle/1942.shader_test [0] 14 49 35 250.00 % shaders/private/serious_sam_3_bfe/1081.shader_test [0] 14 49 35 250.00 % shaders/private/talos_principle/1941.shader_test [0] 14 49 35 250.00 % shaders/private/talos_principle/2052.shader_test [0] 9 42 33 366.67 % shaders/private/serious_sam_3_bfe/869.shader_test [0] 35 67 32 91.43 % shaders/private/talos_principle/1986.shader_test [0] 45 76 31 68.89 % shaders/private/left_4_dead_2/3764.shader_test [0] 15 46 31 206.67 % shaders/private/talos_principle/2008.shader_test [0] 45 76 31 68.89 % shaders/private/talos_principle/2035.shader_test [0] 45 76 31 68.89 % WORST REGRESSIONS - Spilled VGPRs Before After Delta Percentage shaders/tesseract/506.shader_test [0] 0 2 2 inf % WORST REGRESSIONS - Scratch VGPRs Before After Delta Percentage shaders/tesseract/506.shader_test [0] 0 4 4 inf % WORST REGRESSIONS - Code Size Before After Delta Percentage shaders/private/talos_principle/1942.shader_test [0] 3116 3808 692 22.21 % shaders/private/talos_principle/1941.shader_test [0] 3116 3808 692 22.21 % shaders/private/serious_sam_3_bfe/883.shader_test [0] 3108 3792 684 22.01 % shaders/private/serious_sam_3_bfe/1081.shader_test [0] 3108 3792 684 22.01 % shaders/private/serious_sam_3_bfe/869.shader_test [0] 4124 4744 620 15.03 % shaders/private/talos_principle/2052.shader_test [0] 2904 3512 608 20.94 % shaders/private/left_4_dead_2/3764.shader_test [0] 3344 3928 584 17.46 % shaders/private/left_4_dead_2/1260.shader_test [0] 3344 3928 584 17.46 % shaders/private/talos_principle/2061.shader_test [0] 5312 5892 580 10.92 % shaders/private/talos_principle/1994.shader_test [0] 5312 5892 580 10.92 % PERCENTAGE DELTAS Shaders SGPRs VGPRs SpillSGPR SpillVGPR Scratch CodeSize MaxWaves Waits (unknown) 4 . . . . . -0.02 % . . 0ad 6 . . . . . . . . alien_isolation 2938 . -5.35 % -0.77 % . . 0.21 % 3.79 % . anholt 10 . . . . . . . . batman_arkham_origins 589 . -4.77 % -96.56 % . . -1.59 % 4.48 % . bioshock-infinite 1769 . -1.41 % -86.60 % . . -0.59 % 0.94 % . borderlands2 3968 . -2.20 % -36.23 % . . -1.07 % 1.15 % . brutal-legend 338 . -0.90 % -6.50 % . . -0.10 % 0.43 % . civilization_beyond.. 116 . -0.97 % 0.47 % . . 0.04 % 0.46 % . counter_strike_glob.. 1142 . -2.00 % -7.58 % . . -0.43 % 0.06 % . dirt-showdown 541 . -1.37 % -22.95 % . -3.57 % -0.79 % 1.03 % . dolphin 22 . . . . . 0.23 % . . dota2 1747 . -0.07 % . . . 0.03 % 0.04 % . europa_universalis_4 76 . -0.46 % . . . 0.09 % . . f1-2015 774 . -2.11 % -1.51 % . . -0.02 % 1.05 % . furmark-0.7.0 4 . . . . . 0.16 % . . gimark-0.7.0 10 . . . . . 0.18 % . . glamor 16 . . . . . -0.91 % . . humus-celshading 4 . . . . . 0.42 % . . humus-domino 6 . . . . . . . . humus-dynamicbranching 24 . -0.70 % . . . 0.42 % 0.45 % . humus-hdr 10 . . . . . . . . humus-portals 2 . . . . . . . . humus-volumetricfog.. 6 . . . . . . . . left_4_dead_2 1762 . -0.62 % 10.13 % . . 0.72 % -0.14 % . metro_2033_redux 2670 . -4.73 % -12.20 % . . 0.20 % 1.52 % . nexuiz 80 . . . . . . . . pixmark-julia-fp32 2 . . . . . . . . pixmark-julia-fp64 2 . . . . . . . . pixmark-piano-0.7.0 2 . . . . . -0.85 % . . pixmark-volplosion-.. 2 . . . . . . . . plot3d-0.7.0 8 . . . . . . . . portal 474 . -2.05 % 206.23 % . . 1.69 % 0.58 % . sauerbraten 7 . . . . . 0.62 % . . serious_sam_3_bfe 392 . -8.64 % 0.93 % . . -1.79 % 4.05 % . supertuxkart 4 . . . . . . . . talos_principle 324 . -7.67 % -10.07 % . . -1.39 % 2.92 % . team_fortress_2 808 . -2.62 % 276.21 % . . 2.26 % 1.24 % . tesseract 430 . -1.31 % -100.00 % inf % inf % -0.12 % 0.75 % . tessmark-0.7.0 6 . . . . . 0.09 % . . thea 172 . -1.98 % . . . 0.34 % 0.91 % . ue4_effects_cave 299 . -1.87 % -8.52 % . . -0.18 % 1.87 % . ue4_elemental 586 . -4.67 % -42.56 % . . -1.17 % 4.57 % . ue4_lightroom_inter.. 74 . -1.57 % -12.12 % . . 0.12 % 1.00 % . ue4_realistic_rende.. 92 . -0.27 % . . . 0.11 % . . unigine_heaven 322 . -0.87 % -36.73 % . . -0.46 % 0.69 % . unigine_sanctuary 264 . -1.57 % -7.41 % . . 0.01 % 0.96 % . unigine_tropics 210 . -1.22 % -10.87 % . . -0.18 % 0.88 % . unigine_valley 278 . -2.11 % -27.87 % . . -0.46 % 1.39 % . unity 72 . -1.74 % -15.09 % . . -0.54 % 0.93 % . warsow 176 . -0.10 % . . . . 0.06 % . warzone2100 4 . -4.35 % . . . 0.67 % 2.63 % . witcher2 1040 . -5.93 % -93.55 % . . -0.59 % 2.54 % . xcom_enemy_within 1236 . -4.81 % -100.00 % . . -0.03 % 3.22 % . yofrankie 82 . -0.41 % . . . 0.80 % 0.14 % . ------------------------------------------------------------------------------------------------------------ All affected 7287 . -8.94 % -5.18 % 0.61 % . -0.36 % 6.21 % . ------------------------------------------------------------------------------------------------------------ Total 26002 . -3.09 % -1.82 % 0.61 % . -0.16 % 1.55 % . Acked-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
not all places are fixed Acked-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
Scratch VGPRs = spilled VGPRs + private memory per thread + an incorrectly-counted multiple of spilled SGPRs Acked-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
Acked-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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- 11 Jul, 2016 2 commits
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Marek Olšák authored
Acked-by:
Kenneth Graunke <kenneth@whitecape.org> Reviewed-by:
Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
Use MESA_SHADER_CAPTURE_PATH instead. v2: update README Acked-by: Kenneth Graunke <kenneth@whitecape.org> (v1) Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> (v1)
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