| Commit message (Collapse) | Author | Age | Files | Lines |
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This is similar to ir_print_visitor.cpp.
v2: Jason Ekstrand <[email protected]>:
whitespace fixes
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Reviewed-by: Eric Anholt <[email protected]>
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These include functions for adding and removing various bits of IR and
helpers for iterating over all the sources and destinations of an
instruction. This is similar to ir.cpp.
v2: Jason Ekstrand <[email protected]>:
whitespace and automake fixes
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This includes all the instructions, ifs, loops, functions, etc. This is
similar to the information in ir.h.
v2: Jason Ekstrand <[email protected]>:
Include ralloc and hash_table from the util directory
whitespace fixes
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-By glenn.kennard <[email protected]>
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v2: Jason Ekstrand <[email protected]>:
whitespace and automake fixes
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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I wanted to read it, so I wrote parsing.
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Execution will end at the cl->next, because that's what ct0ea/ct1ea get
programmed to.
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Everything from ETC1 to RGBA64 was getting its top bit dropped, but we
didn't use any of those formats.
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Theoretically it should apply after dithering as well, but ditehring for
565 happens in fixed function in the TLB store.
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Since unpack only happens on things read from the A register file, we have
to leave them as something that can be allocated to A (temp or uniform).
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I want it from another location.
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It would mean different unpacking behavior, since only the A file does
unpack (with PM==0).
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No difference on shader-db, but prevents definite regressions in the
blending changes.
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No difference on shader-db, but will become more important as I introduce
more use of pack flags with the blending changes.
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It turns out the simulator was not treating this bit the same as the RPi,
and I'd forgotten to remove it when turning on early Z. The result was
that you'd get big chunks of your rendering missing.
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This reverts commit 0543630d0b0d9d9f6eefbc14fbd3385d4de37ba0.
It caused flickering artifacts in Steam games such as Team Fortress 2 or
Left 4 Dead 2.
We could probably only enable this optimization by also making sure the
shader code only uses either SI_PARAM_LINEAR_CENTROID or
SI_PARAM_LINEAR_CENTER, not both. This would probably require a shader
variant.
Sorry I didn't remember this when reviewing the reverted change.
Reviewed-by: Marek Olšák <[email protected]>
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Trivial.
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You would not believe the mess GCC 4.8.3 generated for the old
switch-statement.
On Bay Trail-D using Fedora 20 compile flags (-m64 -O2 -mtune=generic
for 64-bit and -m32 -march=i686 -mtune=atom for 32-bit), affects
Gl32Batch7:
32-bit: Difference at 95.0% confidence -0.37374% +/- 0.184057% (n=40)
64-bit: Difference at 95.0% confidence 0.966722% +/- 0.338442% (n=40)
The regression on 32-bit is odd. Callgrind says the caller,
_mesa_is_valid_prim_mode is faster. Before it says 2,293,760
cycles, and after it says 917,504.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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On Bay Trail-D using Fedora 20 compile flags (-m64 -O2 -mtune=generic
for 64-bit and -m32 -march=i686 -mtune=atom for 32-bit), affects
Gl32Multithread:
32-bit: Difference at 95.0% confidence 0.416027% +/- 0.163529% (n=40)
64-bit: Difference at 95.0% confidence 0.494771% +/- 0.259985% (n=40)
Gl32Batch7 had no difference proven at 95.0% confidence (n=120) on
32-bit or 64-bit.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The previous check was insufficient (as it did not take 'indices' into
consideration), and DX10 hardware does not need this check anyway.
Since index_bytes is no longer used, remove it.
On Bay Trail-D using Fedora 20 compile flags (-m64 -O2 -mtune=generic
for 64-bit and -m32 -march=i686 -mtune=atom for 32-bit), affects
Gl32Batch7:
32-bit: Difference at 95.0% confidence 1.66929% +/- 0.230107% (n=40)
64-bit: Difference at 95.0% confidence -1.40848% +/- 0.288038% (n=40)
The regression on 64-bit is odd. Callgrind says the caller,
validate_DrawElements_common is faster. Before it says 10,321,920
cycles, and after it says 8,945,664.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This doesn't affect performance, but it feels more correct.
On Bay Trail-D using Fedora 20 compile flags (-m64 -O2 -mtune=generic
for 64-bit and -m32 -march=i686 -mtune=atom for 32-bit), affects
Gl32Batch7:
32-bit: No difference proven at 95.0% confidence (n=120)
64-bit: No difference proven at 95.0% confidence (n=120)
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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On Bay Trail-D using Fedora 20 compile flags (-m64 -O2 -mtune=generic
for 64-bit and -m32 -march=i686 -mtune=atom for 32-bit), affects
Gl32Batch7:
32-bit: Difference at 95.0% confidence 0.495267% +/- 0.202063% (n=40)
64-bit: Difference at 95.0% confidence 3.57576% +/- 0.288175% (n=40)
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Instead of having an extra pointer indirection in one of the hottest
loops in the driver.
On Bay Trail-D using Fedora 20 compile flags (-m64 -O2 -mtune=generic
for 64-bit and -m32 -march=i686 -mtune=atom for 32-bit), affects
Gl32Batch7:
32-bit: Difference at 95.0% confidence 1.98515% +/- 0.20814% (n=40)
64-bit: Difference at 95.0% confidence 1.5163% +/- 0.811016% (n=60)
v2 (Ken): Cut size of array from 64 to 57 to save memory.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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With the switch-statement, GCC 4.8.3 produces a small pile of code with
a branch.
00000000 <brw_get_index_type>:
000000: 8b 54 24 04 mov 0x4(%esp),%edx
000004: b8 01 00 00 00 mov $0x1,%eax
000009: 81 fa 03 14 00 00 cmp $0x1403,%edx
00000f: 74 0d je 00001e <brw_get_index_type+0x1e>
000011: 31 c0 xor %eax,%eax
000013: 81 fa 05 14 00 00 cmp $0x1405,%edx
000019: 0f 94 c0 sete %al
00001c: 01 c0 add %eax,%eax
00001e: c3 ret
However, this could be two instructions.
00000000 <brw_get_index_type>:
000000: 2d 01 14 00 00 sub $0x1401,%eax
000005: d1 e8 shr %eax
000007: 90 nop
000008: 90 nop
000009: 90 nop
00000a: 90 nop
00000b: c3 ret
The function was also moved to the header so that it could be inlined at
the two call sites. Without this, 32-bit also needs to pull the
parameter from the stack. This means there is a push, a call, a move,
and a ret added to a two instruction function. The above code shows the
function with __attribute__((regparm=1)), but even this adds several
extra instructions. There is also an extra instruction on 64-bit to
move the parameter to %eax for the subtract.
On Bay Trail-D using Fedora 20 compile flags (-m64 -O2 -mtune=generic
for 64-bit and -m32 -march=i686 -mtune=atom for 32-bit), affects
Gl32Batch7:
32-bit: Difference at 95.0% confidence 0.818589% +/- 0.234661% (n=40)
64-bit: Difference at 95.0% confidence 0.54554% +/- 0.354092% (n=40)
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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...so that it can be inlined in the two places that call it.
On Bay Trail-D using Fedora 20 compile flags (-m64 -O2 -mtune=generic
for 64-bit and -m32 -march=i686 -mtune=atom for 32-bit), affects
Gl32Batch7:
32-bit: No difference proven at 95.0% confidence (n=120)
64-bit: Difference at 95.0% confidence 1.24042% +/- 0.382277% (n=40)
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We were happily printing "Native code for unnamed vertex shader" and
"VS vec4" program for geometry shaders in our INTEL_DEBUG=gs output,
as well as the KHR_debug output used by shader-db.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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A lot of messages hardcoded the string "FS", which is confusing on
Broadwell, where we use this code for VS support as well.
shader-db particularly got confused, as it reported two "FS SIMD8"
shaders, and no vertex shaders at all. Craziness ensued.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Only GNU indent is supported when indenting autogenerated format_pack.c
and format_unpack.c files. Some non-GNU indent (Mac OS X and FreeBSD)
add extra whitespaces than break the build of those files.
Fallback to 'cat' if a non-GNU indent is found.
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=88335
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Tested-by: Vinson Lee <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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The 8888 suggests 8-bit components which is not correct, so
replace that with the actual size of the components in each
format.
Reviewed-by: Jason Ekstrand <[email protected]>
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Before we were always coping from the buffer being mapped into the
temporary buffer. However, if INVALIDATE_RANGE is set, then we know that
the data is going to be junk after we unmap so there's no point in doing
the blit. This is important because doing the blit will cause a stall 3
lines later when we map the buffer.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Patch enables ES2 extension that utilizes existing ES3 functionality.
Changes make all the subtests to run and pass in WebGL conformance
test 'webgl-draw-buffers' when running Chrome on OpenGL ES, also
Piglit test 'draw_buffers_gles2' passes.
v2: remove unused boolean (Ilia Mirkin)
v3: proper error checking for invalid values (Chad Versace)
v4: run error check explicitly for ES2 and ES3 (Kenneth Graunke)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This will be needed for NIR because it is typeless and treats all constants
as uint32 values and reinterprets them when they are used later. This
commit allows those values to be properly propagated.
Also, this helps some synmark shaders because it allows us to copy
propagate a 0x00000000UD into a 0.0F in a load_payload, which then lets us
combine 4 load_payloads.
instructions in affected programs: 2288 -> 2144 (-6.29%)
Reviewed-by: Matt Turner <[email protected]>
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Remove ctx variables unused as of 70e8ccc459.
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Removes commit 7894278 changes and moves fix to _mesa_GetInternalformativ().
The original commit enabled the GL_RGB and GL_RGBA unsized internal formats
as valid for render buffers in GLES3, but this is incorrect. They should
have only been enabled for GetInternalformativ()
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88079
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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If, for example, only the x/y/w components of in.xyzw are actually used,
we still need to have a group of four registers and assign all four
components. The hardware can't write in.xy and in.w to discontiguous
registers. To handle this, pad with a dummy NOP instruction, to keep
the neighbor chain contiguous.
This fixes a problem noticed with firefox OMTC.
Signed-off-by: Rob Clark <[email protected]>
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According to the OpenGL and OpenGL ES specs (sections
"FRAMEBUFFER COMPLETENESS" and "Whole Framebuffer Completeness"),
the image for color, depth or stencil attachments must be renderable,
otherwise the attachment is considered incomplete and we should report
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT. Currently, we detect this
situation properly but report a different error.
This fixes the following 3 piglit tests:
dEQP-GLES3.functional.fbo.completeness.renderable.texture.color0.rgb_unsigned_int_2_10_10_10_rev
dEQP-GLES3.functional.fbo.completeness.renderable.texture.color0.rgba_unsigned_int_2_10_10_10_rev
dEQP-GLES3.functional.fbo.completeness.renderable.texture.color0.rgb16f
Reviewed-by: Ian Romanick <[email protected]>
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negative
Per GLES3 manual for glDeleteTextures
<https://www.khronos.org/opengles/sdk/docs/man3/html/glDeleteTextures.xhtml>,
GL_INVALID_VALUE is generated if n is negative.
Fixes 1 dEQP test:
* dEQP-GLES3.functional.negative_api.texture.deletetextures
Reviewed-by: Ian Romanick <[email protected]>
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glDeleteRenderbuffers is negative
Per GLES3 manual for glDeleteRenderbuffers
<https://www.khronos.org/opengles/sdk/docs/man3/html/glDeleteRenderbuffers.xhtml>,
GL_INVALID_VALUE is generated if n is negative.
Fixes 1 dEQP test:
* dEQP-GLES3.functional.negative_api.buffer.delete_renderbuffers
Reviewed-by: Ian Romanick <[email protected]>
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glDeleteFramebuffers is negative
Per GLES3 manual for glDeleteFramebuffers
<https://www.khronos.org/opengles/sdk/docs/man3/html/glDeleteFramebuffers.xhtml>,
GL_INVALID_VALUE is generated if n is negative.
Fixes 1 dEQP test:
* dEQP-GLES3.functional.negative_api.buffer.delete_framebuffers
Reviewed-by: Ian Romanick <[email protected]>
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From GLES3 specification (page 123), "The currently bound sampler may be
queried by calling GetIntegerv with pname set to
SAMPLER_BINDINGGL_SAMPLER_BINDING".
Fixes 4 dEQP tests:
* dEQP-GLES3.functional.state_query.integers.sampler_binding_getboolean
* dEQP-GLES3.functional.state_query.integers.sampler_binding_getinteger
* dEQP-GLES3.functional.state_query.integers.sampler_binding_getinteger64
* dEQP-GLES3.functional.state_query.integers.sampler_binding_getfloat
Reviewed-by: Ian Romanick <[email protected]>
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Previously, a cast was done to convert from float to int but there
were rounding errors.
The spec specificies in Data Conversion chapter that Floating-point values are
rounded to the nearest integer.
This patch fixes the following 2 dEQP tests:
dEQP-GLES3.functional.state_query.sampler.sampler_texture_min_lod_getsamplerparameteri
dEQP-GLES3.functional.state_query.sampler.sampler_texture_max_lod_getsamplerparameteri
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously, a cast was done to convert from float to int but there
were rounding errors.
The spec specificies in Data Conversion chapter that Floating-point values are
rounded to the nearest integer.
This patch fixes the following 8 dEQP tests:
dEQP-GLES3.functional.state_query.texture.texture_2d_texture_min_lod_gettexparameteri
dEQP-GLES3.functional.state_query.texture.texture_2d_texture_max_lod_gettexparameteri
dEQP-GLES3.functional.state_query.texture.texture_3d_texture_min_lod_gettexparameteri
dEQP-GLES3.functional.state_query.texture.texture_3d_texture_max_lod_gettexparameteri
dEQP-GLES3.functional.state_query.texture.texture_2d_array_texture_min_lod_gettexparameteri
dEQP-GLES3.functional.state_query.texture.texture_2d_array_texture_max_lod_gettexparameteri
dEQP-GLES3.functional.state_query.texture.texture_cube_map_texture_min_lod_gettexparameteri
dEQP-GLES3.functional.state_query.texture.texture_cube_map_texture_max_lod_gettexparameteri
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Return the proper value for two-dimensional array texture and three-dimensional
textures.
From OpenGL ES 3.0 spec, chapter 6.1.13 "Framebuffer Object Queries",
page 234:
"If pname is FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER and the texture
object named FRAMEBUFFER_ATTACHMENT_OBJECT_NAME is a layer of a
three-dimensional texture or a two-dimensional array texture, then params
will contain the number of the texture layer which contains the attached im-
age. Otherwise params will contain the value zero."
Furthermore, FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER is an alias of
FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT.
This patch fixes dEQP test:
dEQP-GLES3.functional.state_query.fbo.framebuffer_attachment_texture_layer
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Commit 0ae9ca12a8 put source modifiers out of the bitcast operations
by adding a MOV operation that would handle them separately. It missed
the case of ceil though: the implementation negates both its source and
destination operands. The source operand will be used for RNDD, which
we can handle normally, but we need to fix the modifier for the
negated result.
v2:
- RNDD can handle the source modifier so no need to put that one
in a separate MOV.
Fixes the following 42 dEQP tests:
dEQP-GLES3.functional.shaders.builtin_functions.common.ceil.*_vertex
dEQP-GLES3.functional.shaders.builtin_functions.common.ceil.*_fragment
dEQP-GLES3.functional.shaders.builtin_functions.precision.ceil._*vertex.*
dEQP-GLES3.functional.shaders.builtin_functions.precision.ceil._*fragment.*
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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