| Commit message (Collapse) | Author | Age | Files | Lines |
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Mostly for consistency with the other decompress functions, but note that
in the non-DCC decompress case, the function can now early-out in slightly
more (albeit probably rare) cases.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This happens to "fix" a rendering bug in KotOR2, because it avoids a still
not quite understood bug with MSAA fast stencil clear decompress. For the
stencil clear bug, I have sent a piglit test (arb_texture_multisample-stencil-clear).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93767
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Avoid dirtying the db_render_state atom when possible.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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There are some undefined behavior subtleties, so having a function to match
the u_bit_scan_consecutive_range makes sense.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Turns out that this is needed after all to satisfy some strengthened
coherency tests. Depends on support in LLVM, added in r267729.
v2: updated to reflect changes to the LLVM intrinsic
Reviewed-by: Marek Olšák <[email protected]> (v1)
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Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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BackendPixelRate should be easier to read/maintain now hopefully.
Small perf bump by moving some of the pfn's to inline functions
without template params.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Lump all template args into a bundle of traits, and add some
functionality to the MSAA traits.
Reviewed-by: Bruce Cherniak <[email protected]>
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Instead of a hard-coded 512. The query typically returns 65536 now.
Fall back to 512 if the query fails as we do for vertex shaders (which
should never happen).
Note that we don't actually enforce this limit in our shaders but it gets
reported via the glGetProgramivARB(GL_MAX_PROGRAM_INSTRUCTIONS_ARB) query.
Reviewed-by: Charmaine Lee <[email protected]>
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The llvm TGSI backend uses pointers in registers and does things
like:
LOAD TEMP[0].y, MEMORY[0], TEMP[0]
Expecting the data at address TEMP[0].x to get loaded to
TEMP[0].y. But this will cause the data at TEMP[0].x + 4 to be
loaded instead.
This commit adds support for a swizzle suffix for the 1st source
operand, which allows using:
LOAD TEMP[0].y, MEMORY[0].xxxx, TEMP[0]
And actually getting the desired behavior
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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"off" later gets set to NULL when the address is immediate, so move the
fetchSrc(1) call to the non-immediate branch of the if-else. This brings
handleLOAD's offset handling inline with how it is done in handleSTORE.
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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LOAD loads upto 4 components from the specified resource starting at
the passed in x value of the 2nd source operand, the y, z and w
components of the address should not be used.
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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According to the comments in src/glx/glxcurrent.c __glXGetCurrentContext()
always returns a valid pointer. If no context is made current, it will
contain dummyContext. Thus a test for NULL will always fail.
https://lists.freedesktop.org/archives/mesa-dev/2016-April/113962.html
Signed-off-by: Stefan Dirsch <[email protected]>
Reviewed-by: Egbert Eich <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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According to the comments in src/glx/glxcurrent.c __glXGetCurrentContext()
always returns a valid pointer. If no context is made current, it will
contain dummyContext. Thus a test for NULL will always fail.
https://bugzilla.opensuse.org/show_bug.cgi?id=962609
Tested-by: Olaf Hering <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Thanks to Thomas Helland for reminding me to do this.
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Stencil texturing is required by ES 3.1. Apparently we never actually
turned it on. Do that now. Also turn on the desktop extension.
Fixes nine dEQP-GLES31.functional tests:
stencil_texturing.format.stencil_index8_2d
texture.border_clamp.formats.stencil_index8.nearest_size_pot
texture.border_clamp.formats.stencil_index8.nearest_size_npot
texture.border_clamp.formats.stencil_index8.gather_size_pot
texture.border_clamp.formats.stencil_index8.gather_size_npot
texture.border_clamp.unused_channels.stencil_index8
state_query.internal_format.renderbuffer.stencil_index8_samples
state_query.internal_format.texture_2d_multisample.stencil_index8_samples
state_query.internal_format.texture_2d_multisample_array.stencil_index8_samples
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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ES prohibits this, but GL appears to allow it. We at least need this
much, or else we'll crash as there's no source to read from.
This fixed crashes in the ES tests before I realized I needed to
prohibit stencil instead.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Fixes
- ES31-CTS.gtf.GL31Tests.texture_stencil8.texture_stencil8
- ES31-CTS.gtf.GL31Tests.texture_stencil8.texture_stencil8_multisample
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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We called intel_miptree_get_image_offset() to get the image offsets
for the current level/slice, but then proceeded to ignore the results
and clobber level/slice 0 every time.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94713
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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I want to add another condition. Moving the indirect_offset.file
check out a level should make this a little easier.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Often, we don't need a full 4 channels worth of data from the sampler.
For example, depth comparisons and red textures only return one value.
To handle this, the sampler message header contains a mask which can
be used to disable channels, and reduce the message length (in SIMD16
mode on all hardware, and SIMD8 mode on Broadwell and later).
We've never used it before, since it required setting up a message
header. This meant trading a smaller response length for a larger
message length and additional MOVs to set it up.
However, Skylake introduces a terrific new feature: for headerless
messages, you can simply reduce the response length, and it makes
the implicit header contain an appropriate mask. So to read only
RG, you would simply set the message length to 2 or 4 (SIMD8/16).
This means we can finally take advantage of this at no cost.
total instructions in shared programs: 9091831 -> 9073067 (-0.21%)
instructions in affected programs: 191370 -> 172606 (-9.81%)
helped: 2609
HURT: 0
total cycles in shared programs: 70868114 -> 68454752 (-3.41%)
cycles in affected programs: 35841154 -> 33427792 (-6.73%)
helped: 16357
HURT: 8188
total spills in shared programs: 3492 -> 1707 (-51.12%)
spills in affected programs: 2749 -> 964 (-64.93%)
helped: 74
HURT: 0
total fills in shared programs: 4266 -> 2647 (-37.95%)
fills in affected programs: 3029 -> 1410 (-53.45%)
helped: 74
HURT: 0
LOST: 1
GAINED: 143
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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The previous behavior would only allocate one register and then write
four thus potentially stomping three innocent bystanders.
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Calling textureOffset() with an offset of <0, 0, 0> is equivalent to
calliing texture(). We don't actually need to set up an offset,
which causes a message header to be created.
A fairly common pattern is to sample at a point with a bunch of
offsets, and average them. It's natural to write all the lookups
as textureOffset, but use <0, 0> for the center sample.
shader-db results on Skylake:
total instructions in shared programs: 9092095 -> 9092087 (-0.00%)
instructions in affected programs: 2826 -> 2818 (-0.28%)
helped: 12
HURT: 2
total cycles in shared programs: 70870166 -> 70870144 (-0.00%)
cycles in affected programs: 15924 -> 15902 (-0.14%)
helped: 2
HURT: 0
This also helps prevent code quality regressions in a future patch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by Jason Ekstrand <[email protected]>
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Some apps set NEG and ABS on the source param to test for zero.
Use ALU_OP3_CNDE insted of ALU_OP3_CNDGE and unset both modifiers.
It also removes the need for a MOV instruction, as ABS isn't
supported on op3.
Tested on AMD CAYMAN and AMD RV770.
Signed-off-by: Patrick Rudolph <[email protected]>
Cc: [email protected]
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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This enables ARB_compute_shader on softpipe. I've only
tested this with piglit so far, and I hopefully plan
on integrating it with my vulkan work. I'll get to
testing it with deqp more later.
The basic premise is to create up to 1024 restartable
TGSI machines, and execute workgroups of those machines.
v1.1: free machines.
v2: deqp fixes - add samplers support, finish
atomic operations, fix load/store writemasks.
Acked-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We want to use the SysSemanticToIndex to tell if we've seen
the semantics at all.
Acked-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This lets us restart the machine at a PC value, and exits
the machine when we hit a barrier.
Compute shaders will then execute all the threads up to the
barrier, then restart the machines after the barrier once
all are done.
v2: comment the code a bit, change return types.
Acked-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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compute shaders don't need input/outputs so don't bother
allocating memory for these.
Acked-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This implements basic load/store/atomic ops on MEMORY types
for compute shaders.
Acked-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is just a cleanup that will make later changes easier
to make.
Acked-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This will be used later to restart barriered execution
threads in compute, for now we just want to change the API.
Acked-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For compute support some of the system values are .xyz types,
so move to using a vector instead of a single channel.
[airlied: squash swizzle fix from compute series].
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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a) SysSemanticToIndex needs to be indexed with the semantic name
not the decl->Declaration.Semantic.
b) doing this in run is too late, as the mappings are all setup
prior to run in the execs.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Previously they (very rarely) used C++isms that prevented them from being
compiled as C. As of this commit, they can be compiled as either C or C++.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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