| Commit message (Collapse) | Author | Age | Files | Lines |
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So that we don't have partial writes to a large VGRF. Will be cleaned up
by register coalescing.
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Clean up with with register_coalesce()/dead_code_eliminate().
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Will be used to simplify the handling of large virtual GRFs in SSA form.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Patch adds a type check between switch init-expression and case label
and performs a implicit signed->unsigned type conversion when possible.
v2: add GLSL spec reference, do implicit conversion if possible (Matt)
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=79724
Reviewed-by: Matt Turner <[email protected]>
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Use TGSI_SEMANTIC_VIEWPORT_INDEX for the last consumer.
Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Tobias Klausmann <[email protected]>
[imirkin: mark things dirty on ctx switch, 3d blit]
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.2" <[email protected]>
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Like on Haswell, we need to use 8x4 aligned rectangle primitives for
hierarchical depth buffer resolves and depth clears. See the comments
in brw_blorp.cpp's brw_hiz_op_params() constructor. (The Broadwell
documentation confirms that this is still necessary.)
This patch makes the Broadwell code follow the same behavior as Chad and
Jordan's Gen7 BLORP code. Based on a patch by Topi Pohjolainen.
This fixes es3conform's framebuffer_blit_functionality_scissor_blit
test, with no Piglit regressions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Cc: "10.2" <[email protected]>
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We only enable HiZ for miplevels which are aligned on 8x4 blocks. When
debugging HiZ failures, it's useful to know whether a particular
miplevel is using HiZ or not.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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flags.q.local_size has 3 bits. One each for x, y and z.
Fixes piglit's:
* spec/ARB_compute_shader/linker/mismatched_local_work_sizes
* spec/ARB_compute_shader/compiler/default_local_size.comp
* spec/ARB_compute_shader/compiler/work_group_size_too_large
* spec/ARB_compute_shader/compiler/gl_WorkGroupSize_matches_layout.comp
This was regressed in 738c9c3c.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Previously, we would parse MESA_EXTENSION_OVERRIDE each time a context
was created. Now we will save the results of that parsing and use it
during context initialization.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This will allow us to utilize the early MESA_EXTENSION_OVERRIDE
parsing at the later extension string initialization step.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This will allow us to utilize the early MESA_EXTENSION_OVERRIDE
parsing at the later extension string initialization step.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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In 25268b93, we added a new environment variable
(INTEL_COMPUTE_SHADER) to allow some constant values to be upgraded
for the ARB_compute_shader extension.
Now, we can look to see if the extension was enabled via the
MESA_EXTENSION_OVERRIDE environment variable.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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During the early one_time_init phase of context creation, we
initialize two global gl_extensions structures.
We read the MESA_EXTENSION_OVERRIDE environment variable, and store
positive and negative overrides in two structures:
* struct gl_extensions _mesa_extension_override_enables
* struct gl_extensions _mesa_extension_override_disables
These are filled before the driver initializes extensions and
constants, therefore the driver can make adjustments based on the
desired overrides.
This can be useful during development of a new extension where the
extension is only partially ready. The driver can't actually advertise
support for the extension, but if it sees that the override is set for
the extension, then it can expose more supported parts of the
extension, such as upgrading context constants.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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We will add new gl_extensions structures that capture the environment
variable extension overrides and are available early in context
creation.
This will allow a driver to take actions during its initialization
based on the extension overrides.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Previously setting:
MESA_EXTENSION_OVERRIDE=-GL_MESA_ham_sandwich
Would cause Mesa to advertise support for the GL_MESA_ham_sandwich
extension, even though the override specifically asked for it to be
disabled.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This was wrong for a very long time. I wonder if the array size has any
effect on anything.
Reviewed-by: Christian König <[email protected]>
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Fixing undefined xcb_dri2_* symbols.
Trivial.
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This way, the compiler warns about unhandled caps.
Reviewed-by: Marek Olšák <[email protected]>
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+ modify release notes for 10.3
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Petri Latvala <[email protected]>
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v2: enable also for i915 (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Petri Latvala <[email protected]>
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Patch adds a preprocessor define for the extension and stores explicit
location data for uniforms during AST->HIR conversion. It also sets
layout token to be available when having the extension in place.
v2: change parser check to require GLSL 330 or enabling
GL_ARB_explicit_attrib_location (Ian)
v3: fix the check and comment in AST->HIR (Petri)
Signed-off-by: Tapani Pälli <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Support inactive uniforms that have explicit location set in
glUniform* functions.
v2: remove unnecessary extension check, use new define (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Patch refactors the existing uniform processing so explicit locations
are taken in to account during variable processing. These locations
are temporarily stored in gl_uniform_storage before actual locations
are set.
UNMAPPED_UNIFORM_LOC marks unset location so that we can use 0 as a
valid explicit location.
When locations are set, UniformRemapTable is first populated with
uniforms that have explicit location set (inactive and active ones),
rest are put after explicit location slots.
v2: introduce define for locations that have not been set yet (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Patch initializes the UniformRemapTable for explicit locations. This
needs to happen before optimizations to make sure all inactive uniforms
get their explicit locations correctly.
v2: fix initialization bug, introduce define for inactive uniforms (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This function calculates the number of unique values from
glGetUniformLocation for the elements of the type.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Patch adds new implementation dependent value required by the
GL_ARB_explicit_uniform_location extension. Default value for user
assignable locations is calculated as sum of MaxUniformComponents
for each stage.
v2: fix descriptor in get_hash_params.py (Petri)
v3: simpler formula for calculating initial value (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We've used the LD sampler message for pull constant loads on earlier
hardware for some time, and also were already using it for the FS on
Broadwell. This patch makes us use it for Broadwell VS/GS as well.
I believe that when I wrote this code in 2012, we still used the data
port in some cases, and I somehow neglected to convert it while
rebasing.
Improves performance in GLBenchmark 2.7 Egypt by 416.978% +/- 2.25821%
(n = 17). Many other applications should benefit similarly: this speeds
up uniform array access in the VS, which is commonly used for skinning
shaders, among other things.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Tested-by: Ben Widawsky <[email protected]>
Cc: "10.2" <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.2" <[email protected]>
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I actually added MOCS support for these things, but forgot to delete the
corresponding perf_debug() warnings.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.2" <[email protected]>
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Somehow I missed this when adding all of the other MOCS values.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.2" <[email protected]>
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When faced with code such as:
mov vgrf31.0:UD, 960D
mov vgrf31.1:UD, vgrf30.xxxx:UD
The dead code eliminator didn't consider reg_offsets, so it decided that
the second instruction was writing was writing to the same register as
the first one, and eliminated the first one. But they're actually
different registers.
This fixes INTEL_DEBUG=shader_time for vertex shaders. In the above
code, vgrf31.0 represents the offset into the shader_time buffer where
the data should be written, and vgrf31.1 represents the actual time
data. With a completely undefined offset, results were...unexpected.
I think this is probably one of the few cases (maybe only case) where we
generate multiple MOVs to a large VGRF. Normally, we just use them as
texturing results; the other SEND-from-GRF uses a size 1 VGRF.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=79029
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: [email protected]
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"shader_time_add" is a lot more informative than "op152".
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Fix clang mismatched-tags warnings introduced with commit
4f5445a45d3ed02e00a061b10c943c0b079c6020.
./glsl_symbol_table.h:37:1: warning: class 'glsl_type' was previously declared as a struct [-Wmismatched-tags]
class glsl_type;
^
./glsl_types.h:86:8: note: previous use is here
struct glsl_type {
^
./glsl_symbol_table.h:37:1: note: did you mean struct here?
class glsl_type;
^~~~~
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This patch fixes several clang constant-logical-operand warnings such as
the following.
../../../../../src/mesa/tnl_dd/t_dd_tritmp.h:130:32: warning: use of logical '||' with constant operand [-Wconstant-logical-operand]
if (DO_TWOSIDE || DO_OFFSET || DO_UNFILLED || DO_TWOSTENCIL)
^ ~~~~~~~~~~~
../../../../../src/mesa/tnl_dd/t_dd_tritmp.h:130:32: note: use '|' for a bitwise operation
if (DO_TWOSIDE || DO_OFFSET || DO_UNFILLED || DO_TWOSTENCIL)
^~
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Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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Some apps will abort if they detect 0 compute units. This fixes
crashes in some OpenCV tests.
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Cc: "10.2" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Add support for more vertex buffer formats.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Worth about ~0.5fps in xonotic, for example.
Signed-off-by: Rob Clark <[email protected]>
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Some apps seem to give us a null sampler/view for texture slots which
come before the last used texture slot. In particular 0ad triggers
this.
Signed-off-by: Rob Clark <[email protected]>
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Gallium (but not OpenGL) does allow nesting of queries, but there's no
limit specified (d3d10 has no limit neither). Nevertheless, for practical
purposes we need some limit in llvmpipe, otherwise we'd need more complex
handling of queries as we need to keep track of all binned queries (this
only affects queries which gather data past setup). A limit of 16 is too
small though, while 64 would suffice.
Reviewed-by: Jose Fonseca <[email protected]>
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