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* gallivm: move code for dealing with rgb9e5 and r11g11b10 formats to own fileRoland Scheidegger2013-03-245-343/+392
| | | | | This is really not generic conversion stuff and the code very particular to these formats.
* llvmpipe: Fix assertions with assignment instead of comparison.Vinson Lee2013-03-241-2/+2
| | | | | | | Fixes assign instead of compare defects reported by Coverity. Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
* i965: Shrink brw_vue_map struct.Paul Berry2013-03-242-2/+10
| | | | | | | | | | | | This patch changes the arrays in brw_vue_map (which only ever contain values from -1 to 58) from ints to signed chars. This reduces the size of the struct from 488 bytes to 136 bytes. Reviewed-by: Kenneth Graunke <[email protected]> v2: fix STATIC_ASSERT to use 127 instead of 128. Reviewed-by: Eric Anholt <[email protected]>
* i965/fs: Rename vp_outputs_written to input_slots_valid.Paul Berry2013-03-243-7/+7
| | | | | | | | | | | | | | With the introduction of geometry shaders, fragment inputs will no longer come exclusively from the vertex shader; sometimes they come from the geometry shader. So the name "vp_outputs_written" will become a misnomer. This patch renames vp_outputs_written to input_slots_valid, to reflect the true meaning of the bitfield from the fragment shader's point of view: it indicates which of the possible input slots contain valid data that was written by the previous shader stage. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Use brw.vue_map_geom_out instead of VS output VUE map where appropriate.Paul Berry2013-03-247-31/+29
| | | | | | | | | | | | | This patch modifies post-GS pipeline stages (transform feedback, clip, sf, fs) to refer to the VUE map through brw->vue_map_geom_out rather than brw->vs.prog_data->vue_map. This ensures that when geometry shader support is added, these pipeline stages will consult the geometry shader output VUE map when appropriate, rather than the vertex shader output VUE map. v2: Fixed some stale "CACHE_NEW_VS_PROG" comments. Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Store the geometry output VUE map in brw_context.Paul Berry2013-03-243-0/+17
| | | | | | | | | | | | | | | | | | | | | | | | | Currently, the GPU pipeline has one active VUE map in effect at any given time--the one representing the layout of vertex data coming from the vertex shader. However, when geometry shaders are added, they will have their own independent VUE map. Later pipeline stages (clip, sf, fs) will need to consult the geometry shader VUE map if a geometry shader is in use, and the vertex shader VUE map otherwise. This patch adds a new field to brw_context, vue_map_geom_out, which contains the VUE map that should be used by later pipeline stages. It also adds a new state flag, BRW_NEW_VUE_MAP_GEOM_OUT, which is signalled whenever the contents of the VUE map changes. Since we don't support geometry shaders yet, vue_map_geom_out is currently set only by the brw_vs_prog state atom. v2: Don't set vue_map_geom_out in do_vs_prog--that's redundant and possibly problematic for precompiles. Only set it in brw_upload_vs_prog. Also, make a copy instead of using a pointer--this makes it possible to detect when the VUE map hasn't changed, so we can avoid redundant state uploads. Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Move brw_vs_prog_data::outputs_written into VUE map.Paul Berry2013-03-247-21/+27
| | | | | | | | | | | | | | Future patches will allow for there to be separate VUE maps when both a geometry shader and a vertex shader are in use. When this happens, we will want to have correspondingly separate outputs_written bitfields. Moving outputs_written into the VUE map will make this easy. For consistency with the terminology used in the VUE map, the bitfield is renamed to "slots_valid" in the process. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/gen7: Use WE_all mode when enabling channel masks for URB write.Paul Berry2013-03-241-0/+1
| | | | | | | | | | | | | | Gen7 adds mask bits to the message header for a URB write which allow the write to apply only to certain channels. We don't use this functionality, so to ensure that the entire write always occurs, we emit an OR instruction to set the mask bits. With the advent of geometry shaders, URB writes won't just happen at the end of a thread; they will happen in mid-thread too. Thus, we can no longer rely on channel 0 being enabled, so we need to emit the OR instruction in WE_all mode to ensure that it is executed. Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Rename BRW_VARYING_SLOT_MAX -> BRW_VARYING_SLOT_COUNT.Paul Berry2013-03-245-10/+10
| | | | | | | The new name clarifies that it represents *one more* than the maximum possible brw_varying_slot value. Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Clarify nomenclature: vert_result -> varyingPaul Berry2013-03-2315-152/+149
| | | | | | | | | | | | | | | | | | This patch removes the terminology "vert_result" from the i965 driver, replacing it with "varying". The old terminology, "vert_result", was confusing because (a) it referred to the enum gl_vert_result, which no longer exists (it was replaced with gl_varying_slot), and (b) it implied a vertex output, but with the advent of geometry shaders, it could be either a vertex or a geometry output, depending what shaders are in use. The generic term "varying" is less confusing. No functional change. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> v2: Whitespace fixes.
* i965: bump MAX_DEPTH_TEXTURE_SAMPLES to 4/8Chris Forbes2013-03-241-2/+2
| | | | | | | | | | | | Bump MAX_DEPTH_TEXTURE_SAMPLES to match what GetInternalformativ is claiming. Since that limit is what is actually enforced now, this doesn't actually change anything except the queried value. There's still no piglits verifying that multisample depth textures work, but this works in the Unigine demos. Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: use _mesa_check_sample_count() for multisample texturesChris Forbes2013-03-242-30/+33
| | | | | | | | | | | | | | | | | | Extends _mesa_check_sample_count() to properly support the TEXTURE_2D_MULTISAMPLE and TEXTURE_2D_MULTISAMPLE_ARRAY targets, which have subtly different limits than renderbuffers. This resolves the remaining TODO in the implementation of TexImage*DMultisample. V2: - Don't introduce spurious block. - Do this in multisample.c instead. - Fix typo in error message. - Inline spec quotes Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: helper for checking renderbuffer sample countChris Forbes2013-03-243-3/+69
| | | | | | | | | | | | | | | | | | | Pulls the checking of the sample count into a helper function, and extends the existing logic to include the interactions with both ARB_texture_multisample and ARB_internalformat_query. _mesa_check_sample_count() checks a desired sample count against a a combination of target/internalformat, and returns the error enum to be produced, if any. Unfortunately the conditions are messy and the errors vary. V2: - Tidy up spurious block. - Move _mesa_check_sample_count() to multisample.c instead; It doesn't really belong in fbobject.c or teximage.c. - Inlined spec quotes Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: allow internalformat_query with multisample texture targetsChris Forbes2013-03-245-12/+20
| | | | | | | | | | | | | | | | Now that we support ARB_texture_multisample, there are multiple targets accepted for this query, and they may have target-dependent limits, so pass the target to the driverfunc. For example, the sampling hardware may not be able to do general texelFetch() for some format/sample count combination, but the driver may still be able to implement a reasonable resolve operation, so it can be supported for renderbuffers. V2: - Don't break Gallium compile. Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* clover: add dynamic_cast results checking down in clSetKernelArgument() code ↵Dmitry Cherkassov2013-03-241-0/+12
| | | | | | | path. Signed-off-by: Dmitry Cherkassov <[email protected]> Signed-off-by: Francisco Jerez <[email protected]>
* gallivm: Add code for rgb9e5 shared exponent format to float conversionRoland Scheidegger2013-03-243-3/+118
| | | | | | | | | | | | And use this (and the code for r11g11b10 packed float to float conversion) in the soa texturing code (the generated code looks quite good). Should be an order of magnitude faster probably than using the fallback (not measured). Tested with piglit texwrap GL_EXT_packed_float and GL_EXT_texture_shared_exponent respectively (didn't find much else using it). Reviewed-by: Jose Fonseca <[email protected]>
* gallium,st/mesa: don't use blit-based transfers with software rasterizersMarek Olšák2013-03-2315-1/+35
| | | | | | | | | The blit-based paths for TexImage, GetTexImage, and ReadPixels aren't very fast with software rasterizer. Now Gallium drivers have the ability to turn them off. Reviewed-by: Brian Paul <[email protected]> Tested-by: Brian Paul <[email protected]>
* st/mesa: implement blit-based ReadPixelsMarek Olšák2013-03-233-13/+189
| | | | | | | | | | | | | | | Initial version contributed by: Martin Andersson <[email protected]> This is only used if the memcpy path cannot be used and if no transfer ops are needed. It's pretty similar to our TexImage and GetTexImage implementations. The motivation behind this is to be able to use ReadPixels every frame and still have at least 20 fps (or 60 fps with a powerful GPU and CPU) instead of 0.5 fps. Reviewed-by: Brian Paul <[email protected]> Tested-by: Brian Paul <[email protected]>
* mesa: add common format-independent memcpy-based ReadPixels pathMarek Olšák2013-03-234-37/+167
| | | | | | | | | | | I'll need the _mesa_readpixels_needs_slow_path function for the blit-based version, but it's also useful to have this memcpy-based path in one place and not scattered across several functions. v2: add "const" to function parameters Reviewed-by: Brian Paul <[email protected]> Tested-by: Brian Paul <[email protected]>
* mesa: add helper func for checking combined depthstencil buffers from st/mesaMarek Olšák2013-03-235-44/+35
| | | | | Reviewed-by: Brian Paul <[email protected]> Tested-by: Brian Paul <[email protected]>
* mesa: add a common function returning transfer ops for ReadPixelsMarek Olšák2013-03-231-20/+74
| | | | | | | | | | | I'll need both new functions for later. For now, it consolidates the code for determining what the transfer ops should be and makes it a little bit smarter. v2: added "const" Reviewed-by: Brian Paul <[email protected]> Tested-by: Brian Paul <[email protected]>
* mesa: handle HALF_FLOAT like FLOAT in get_tex_rgbaMarek Olšák2013-03-231-0/+1
| | | | | | | NOTE: This is a candidate for the stable branches. Reviewed-by: Brian Paul <[email protected]> Tested-by: Brian Paul <[email protected]>
* llvmpipe: add EXT_packed_float render target format supportRoland Scheidegger2013-03-224-2/+382
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New conversion code to handle conversion from/to r11g11b10 AoS to/from SoA floats, and also add code for conversion from rgb9e5 AoS to float SoA (which works pretty much the same as r11g11b10 except for the packing). (This code should also be used for texture sampling instead of relying on u_format conversion but it's not yet, so rgb9e5 is unused.) Unfortunately a crazy amount of hacks is necessary to get the conversion code running in llvmpipe's generate_unswizzled_blend, which isn't well suited for formats where the storage representation has nothing to do with what's needed for blending (moreover, the conversion will convert from packed AoS values, which is the storage format, to float SoA values, because this is much more natural for the conversion, and likewise from SoA values to packed AoS values - but the "blend" (which includes trivial things like partial mask) works on AoS values, so incoming fs values will go SoA->AoS, values from destination will go packed AoS->SoA->AoS, then do blend, then AoS->SoA->packed AoS which probably isn't the most efficient way though the shuffles are probably bearable). Passes piglit fbo-blending-formats (with GL_EXT_packed_float parameter), still need to verify Inf/NaNs (where most of the complexity in the conversion comes from actually). v2: drop the (very bogus) rgb9e5 part, and do component extraction in the helper code for r11g11b10 to float conversion, making the code slightly more compact (suggested by Jose), now that there are no other callers left this works quite well. (Could do the same for the opposite way but it's less than ideal there, final part of packing needs to be done in caller anyway and there'd be another conditional.) v3: minor style and comment fixes. Also fix a potential issue with negative zero being potentially returned by max(src, zero) as we don't have well-defined min/max behavior (fortunately no additonal cost). Reviewed-by: Jose Fonseca <[email protected]>
* r600g: Honour legacy debugging environment variablesMichel Dänzer2013-03-221-0/+10
| | | | | | | | This helps minimize confusion / effort when moving between branches or helping others. Reviewed-by: Alex Deucher <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* docs: Mark ARB_ES3_compatibility as done.Matt Turner2013-03-211-1/+1
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* freedreno: add pipe->blitRob Clark2013-03-211-3/+48
| | | | Signed-off-by: Rob Clark <[email protected]>
* i965: Add a driconf option to disable flush throttling.Paul Berry2013-03-214-2/+15
| | | | | | | | | | | | | | | Normally when submitting the first batch buffer after a flush, we check whether the GPU has completed processing of the first batch buffer of the previous frame. If it hasn't, we wait for it to finish before submitting any more batches. This prevents GPU-heavy and CPU-light applications from racing too far ahead of the current frame, but at the expense of possibly lower frame rates. Sometimes when benchmarking we want to disable this mechanism. This patch adds the driconf option "disable_throttling" to disable the throttling mechanism. Reviewed-by: Eric Anholt <[email protected]>
* mesa: Implement TEXTURE_IMMUTABLE_LEVELS for ES 3.0.Matt Turner2013-03-213-0/+14
| | | | | | | NOTE: This is a candidate for the 9.1 branch. Fixes piglit's texture-immutable-levels test. Reported-by: Marek Olšák <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* glx: Build with VISIBILITY_CFLAGS in automakeAdam Jackson2013-03-211-0/+1
| | | | | | Note: This is a candidate for the stable branches. Signed-off-by: Adam Jackson <[email protected]>
* scons: check for existance of 'MSVC_VERSION' in envBrian Paul2013-03-211-1/+1
| | | | | | | Evidently, MSVC_VERSION isn't always defined so check for it before checking the MSVC version. Suggested by Jose.
* softpipe: silence some asst. MSVC type warnings in sp_tex_sample.cBrian Paul2013-03-211-6/+6
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* softpipe: silence some MSVC signed/unsigned warningsBrian Paul2013-03-212-2/+2
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* softpipe: silence some MSVC float/double warningsBrian Paul2013-03-211-6/+6
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* rbug: silence some MSVC signed/unsigned warningsBrian Paul2013-03-212-2/+2
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* postprocess: silence some MSVC float/int warningsBrian Paul2013-03-212-4/+4
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* meta: fix incorrect slice, r coordinate computationBrian Paul2013-03-211-4/+9
| | | | | | | | The arithmetic to convert a 3D texture slice to an R coordinate was incorrect. Found when MSVC warned of a divide by zero. Note that we don't actually ever hit this path. We don't decompress slices of 3D textures and we don't support 3D mipmap generation yet.
* vega: fix MSVC warning about missing return statementBrian Paul2013-03-211-0/+1
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* meta: minor indentation fixBrian Paul2013-03-211-1/+1
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* radeonsi: Emit pixel shader state even when only the vertex shader changedMichel Dänzer2013-03-211-0/+5
| | | | | | | | Fixes random failures with piglit glsl-max-varyings. NOTE: This is a candidate for the 9.1 branch. Reviewed-by: Christian König <[email protected]>
* android: Define PACKAGE_VERSION/BUGREPORT in CFLAGSChad Versace2013-03-201-0/+2
| | | | | | | | This fixes the Android build. Commit 439c3d4 broke it. CC: Adrian M Negreanu <[email protected]> CC: Matt Turner <[email protected]> Signed-off-by: Chad Versace <[email protected]>
* i965/vs: Add IR dumping for immediates.Kenneth Graunke2013-03-201-0/+16
| | | | | | | This makes dump_instructions more useful. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl: Add built-in functions for GLSL 1.50.Kenneth Graunke2013-03-202-0/+1145
| | | | | | | | | | | | This makes basic built-in functions work in GLSL 1.50. It supports everything except the new Geometry Shader functions. The new 150.glsl file is 140.glsl plus ARB_texture_multisample.glsl; 150.frag is identical to 140.frag except for the #version bump. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* glsl: Add sampler2DMS/sampler2DMSArray types to GLSL 1.50.Kenneth Graunke2013-03-202-1/+12
| | | | | | | | | GLSL 1.50 includes support for the new sampler types introduced by the ARB_texture_multisample extension. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* glsl: Bump standalone compiler versions to 1.50.Kenneth Graunke2013-03-202-3/+3
| | | | | | | | The version bumps are necessary in order to compile built-ins for 1.50. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* i965: Don't use texture swizzling to force alpha to 1.0 if unnecessary.Kenneth Graunke2013-03-201-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Commit 33599433c7 began setting the texture swizzle mode to XYZ1 for RED, RG, and RGB textures in order to force alpha to 1.0 in case we actually stored the texture as RGBA. This had a unforseen performance implication: the shader precompile assumes that the texture swizzle mode will be XYZW for non-shadow sampler types. By setting it to XYZ1, this means every shader used with a RED, RG, or RGB texture has to be recompiled. This is a very common case. Unfortunately, there's no way to improve the precompile, since RGBA textures still need XYZW, and there's no way to know by looking at the shader source what texture formats might be used. However, we only need to smash alpha to 1.0 if the texture's memory format actually has alpha bits. If not, the sampler already returns 1.0 for us without any special swizzling. XRGB8888, for example, is a very common case where this occurs. This partially fixes a performance regression since commit 33599433c7. More work is required to fully fix it in all cases. This at least helps Warsow. NOTE: This is a candidate for the 9.1 branch. Reviewed-by: Carl Worth <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]>
* i965: Don't print a fatal-looking message if intelCreateContext fails.Kenneth Graunke2013-03-201-1/+0
| | | | | | | | | | | | | | | | | | | | With the old context creation mechanism, an application asked the GL to give it a context. Failing to produce a context was a fatal error. Now, with GLX_ARB_create_context, the application can request a specific version. If it's higher than the maximum version we support, context creation will fail. But this is a normal error that applications recover from. In particular, the new glxinfo tries to create OpenGL 4.3, 4.2, 4.1, 4.0, 3.3, and 3.2 contexts before finally succeeding at creating a 3.1 context. This led to it printing the following message 6 times: "brwCreateContext: failed to init intel context" There's no need to alarm users (and developers) with such a message. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* i965/gen7: Align all depth miplevels to 8 in the X direction.Eric Anholt2013-03-201-1/+9
| | | | | | | | | | | | | On an INTEL_DEBUG=perf piglit run on IVB, reduces the instances of "HW workaround: blit" (the printouts from the misaligned-depth workaround blits) from 725 to 675. It doesn't totally eliminate the workaround blit, because we still have problems with Y offsets that we can't fix (since texturing can only align miplevels up to 2 or 4, not 8). No regressions on piglit/es3conform on IVB. Reviewed-by: Kenneth Graunke <[email protected]>
* nvc0: fix max varying count, move CLIPVERTEX,FOG out of the wayChristoph Bumiller2013-03-203-12/+36
| | | | | | The card spews an error if I use all 128 generic slots. Apparently the real limit isn't just dictated by the address space layout.
* gallium: add TGSI_SEMANTIC_TEXCOORD,PCOORD v3Christoph Bumiller2013-03-2028-92/+171
| | | | | | | | | | | | | | | This makes it possible to identify gl_TexCoord and gl_PointCoord for drivers where sprite coordinate replacement is restricted. The new PIPE_CAP_TGSI_TEXCOORD decides whether these varyings should be hidden behind the GENERIC semantic or not. With this patch only nvc0 and nv30 will request that they be used. v2: introduce a CAP so other drivers don't have to bother with the new semantic v3: adapt to introduction gl_varying_slot enum
* docs: import release notes for 9.1.1, add news itemIan Romanick2013-03-192-0/+241
| | | | Signed-off-by: Ian Romanick <[email protected]>