Re: [Mesa-dev] [PATCH] nv50/ir: remove dnz flag when converting MAD to ADD due to optimizations

2018-11-24 Thread Karol Herbst
yeah, sounds fine. I wasn't 100% sure what the dnz flag does, with the addition below: Reviewed-by: Karol Herbst diff --git a/src/gallium/drivers/nouveau/codegen/nv50_ir_peephole.cpp b/src/gallium/drivers/nouveau/codegen/nv50_ir_peephole.cpp index 307d8762506..202faf0746a 100644 ---

[Mesa-dev] [PATCH] nv50/ir: remove dnz flag when converting MAD to ADD due to optimizations

2018-11-24 Thread Ilia Mirkin
dnz flag only applies for multiplications (e.g. to make 0 * Infinity becomes 0 instead of NaN). Once we optimize a MAD into an ADD, the dnz flag no longer makes sense, and upsets the GM107 emitter (since it looks at the ftz and dnz flags together). Signed-off-by: Ilia Mirkin ---

Re: [Mesa-dev] [PATCH 2/2] nv50, nvc0: Fix gallium nine regression regarding sampler bindings

2018-11-24 Thread Karol Herbst
On Sun, Nov 25, 2018 at 2:11 AM Ilia Mirkin wrote: > > Using this approach, num_samplers will never go down. Also, this > applies to more than just samplers -- textures, everything else. but is this a problem? I was checking on where num_samplers was used and I don't see that it make much of a

Re: [Mesa-dev] [PATCH 1/2] nv50/ir: don't optimize dnz muls to add

2018-11-24 Thread Karol Herbst
yeah, I was hitting some asserts with a d3d trace. The issue is that we optimize some MADs/MULs with dnz set to ADD, but the emiter isn't able to emit an ADD with the dnz flag. At least for gm107. example TGSI triggering it (there are more cases though): VERT PROPERTY NEXT_SHADER FRAG PROPERTY

Re: [Mesa-dev] [PATCH 1/2] nv50/ir: don't optimize dnz muls to add

2018-11-24 Thread Ilia Mirkin
Can you elaborate as to what the issue is? The dnz flag is set when we want to make NaN -> Infinity. Do you have a concrete TGSI program that triggers issues? On Sat, Nov 24, 2018 at 6:04 PM Karol Herbst wrote: > > fixes asserts with gallium nine > > Signed-off-by: Karol Herbst > --- >

Re: [Mesa-dev] [PATCH 2/2] nv50, nvc0: Fix gallium nine regression regarding sampler bindings

2018-11-24 Thread Ilia Mirkin
Using this approach, num_samplers will never go down. Also, this applies to more than just samplers -- textures, everything else. On Sat, Nov 24, 2018 at 6:04 PM Karol Herbst wrote: > > The new approach is that samplers don't get unbound even if they won't be used > in a draw and we should just

[Mesa-dev] [PATCH 1/2] nv50/ir: don't optimize dnz muls to add

2018-11-24 Thread Karol Herbst
fixes asserts with gallium nine Signed-off-by: Karol Herbst --- src/gallium/drivers/nouveau/codegen/nv50_ir_peephole.cpp | 6 -- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/src/gallium/drivers/nouveau/codegen/nv50_ir_peephole.cpp

[Mesa-dev] [PATCH 0/2] gallium nine fixes for nouveau

2018-11-24 Thread Karol Herbst
Patch 1 fixes some compiler asserts I was running into: Maybe we can just do those optimizations anyway, but simply drop the dnz flag on the ADD as long as the instructions aren't marked as being prices Patch 2 tries to fix our outstanding issue with bound samplers with nine.: I don't really

[Mesa-dev] [PATCH 2/2] nv50, nvc0: Fix gallium nine regression regarding sampler bindings

2018-11-24 Thread Karol Herbst
The new approach is that samplers don't get unbound even if they won't be used in a draw and we should just leave them be as well. Fixes a regression in multiple windows games using gallium nine and nouveau. Fixes: 4d6fab245eec3880e2a59424a579851f44857ce8 "cso: don't track the number of

[Mesa-dev] [Bug 108245] RADV/Vega: Low mip levels of large BCn textures get corrupted by vkCmdCopyBufferToImage

2018-11-24 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=108245 --- Comment #6 from Bas Nieuwenhuizen --- https://patchwork.freedesktop.org/patch/263716/ fixes the testcase (and hopefully does not regress anything else) -- You are receiving this mail because: You are the QA Contact for the bug. You are

[Mesa-dev] [PATCH] radv: Clamp gfx9 image view extents to the allocated image extents.

2018-11-24 Thread Bas Nieuwenhuizen
Mirrors AMDVLK. Looks like if we go over the alignment of height we actually start to change the addressing. Seems like the extra miplevels actually work with this. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108245 Fixes: f6cc15dccd5 "radv/gfx9: fix block compression texture views.

[Mesa-dev] [PATCH] radv: Fix opaque metadata descriptor last layer.

2018-11-24 Thread Bas Nieuwenhuizen
We used the layer count which results in an off by one error. Not sure this really affects anything. Fixes: f4e499ec791 "radv: add initial non-conformant radv vulkan driver" --- src/amd/vulkan/radv_image.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git

[Mesa-dev] [Bug 108848] 3d image broken in Dragon age: origins

2018-11-24 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=108848 --- Comment #9 from Axel Davy --- You can also try to reduce the memory footprint of pulseaudio, see the trick described here: https://www.winehq.org/pipermail/wine-devel/2018-November/134954.html -- You are receiving this mail because: You

[Mesa-dev] [Bug 108853] OSMesaGetDepthBuffer flipped vertically

2018-11-24 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=108853 Bug ID: 108853 Summary: OSMesaGetDepthBuffer flipped vertically Product: Mesa Version: 18.2 Hardware: All OS: All Status: NEW Severity: normal

[Mesa-dev] [Bug 108848] 3d image broken in Dragon age: origins

2018-11-24 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=108848 --- Comment #8 from Andre Heider --- Game works for me with nine, but only after setting LARGE_ADDRESS_AWARE manually on DAOrigins.exe. (It seems to work without on low texture details, but I guess it'll crash at some point eventually). --

[Mesa-dev] [Bug 108848] 3d image broken in Dragon age: origins

2018-11-24 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=108848 --- Comment #7 from Axel Davy --- After looking further, the crash observed seems to be NineVolumeTexture9 missing checks to properly exit on memory allocation failures. I'll send a fix for this, but it won't help the game work. I suspect the

[Mesa-dev] [Bug 108848] 3d image broken in Dragon age: origins

2018-11-24 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=108848 --- Comment #6 from Axel Davy --- Is the game 32 bits ? One thing you may want to try is to use a tool to make the exe large space aware. Possibly you run out of virtual space (wine restricts available space without large space aware, and some

[Mesa-dev] [Bug 108848] 3d image broken in Dragon age: origins

2018-11-24 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=108848 --- Comment #5 from Axel Davy --- Mesa needs to be built with --enable-debug to have NINE_DEBUG=all do anything. I can see though that two mmaps are failing on the log with nine. Getting a new log with NINE_DEBUG=all would help find what

Re: [Mesa-dev] [PATCH 0/7] winsys/amdgpu: slab allocators and tweaks for address translation

2018-11-24 Thread Christian König
Patch #5 and #6 are Reviewed-by: Christian König For patch #7 I think we really need some testing if that gives us an improvement. As you noted as well that we have buffer which are slightly smaller than a power of two is rather unlikely. Christian. Am 24.11.18 um 00:40 schrieb Marek