| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
Acked-by: Jakob Bornecrantz <[email protected]>
Acked-by: Stéphane Marchesin <[email protected]>
|
|
|
|
|
|
| |
...and update relnotes.
Signed-off-by: Ian Romanick <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
v2: Add comments on the purpose of the auxiliary data structures.
Check for atomic counter overlaps. Use the contains_atomic()
convenience method. Add static assert with the number of expected
shader stages.
v3: Don't resize atomic arrays.
v4: Add comment on the reason why we don't resize atomic counter
arrays. Use 'strcmp(...) == 0' instead of '!strcmp(...)'.
v5 (idr): Don't use STL in the linker.
Signed-off-by: Francisco Jerez <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
v2: Mark atomic counters as read-only variables. Move offset overlap
code to the linker. Use the contains_atomic() convenience method.
v3: Use pointer to integer instead of non-const reference. Add
comment so we remember to add a spec quotation from the next GLSL
release once the issue of atomic counter aggregation within
structures is clarified.
v4 (idr): Don't use std::map because it's overkill. Add an assertion
that ctx->Const.MaxAtomicBufferBindings <= MAX_COMBINED_ATOMIC_BUFFERS.
Signed-off-by: Francisco Jerez <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This reverts most of commit 0f2da773070c06b6d20ad264d3abb19c4dfd9761.
(I chose to leave the additions to brw_defines.h.)
My previous Ironlake implementation was somewhat broken: counter data
was global, rather than per-context. This meant that performance
monitors captured data from your compositor, 2D driver, and other 3D
programs.
Originally, I believed that Sandybridge and later had an easy way to
avoid this problem (setting per-context flags in OACONTROL), while
Ironlake did not. So I'd intended to leave it as a known limitation of
performance monitoring support on Ironlake. However, this turned out
not to be true.
Unfortunately, our hardware only has one set of aggregating performance
counters shared between all 3D programs, and their values are not saved
or restored by hardware contexts. Also, at least on Sandybridge and
Ivybridge, the counters lose their values if the GPU goes to sleep.
To work around both of these problems, we have to snapshot the
performance counters at the beginning and end of each batch, similar to
how we handle query objects on platforms that don't support hardware
contexts.
For occlusion queries, this batch bookending approach is fairly simple:
only one occlusion query can be active at a time, and the result is a
single integer. Performance monitors are more complex: an arbitrary
number of monitors can be active at a time, each monitoring some subset
of our ~30 observability counters. Individual monitors can be started
and stopped at any point during the batch. Tracking where each monitor
started/ended relative to batch flushes ends up being a pain. And you
can run out of space in the buffer.
Properly supporting this required some serious rearchitecting of the
code. Rather than writing patches to try and morph a broken system into
a working one (which operates quite differently), I decided it would be
simplest to revert the old code and start fresh. Parts will look
familiar, but other parts are new.
I also decided it would be best to include Sandybridge and Ivybridge
support from the start, since the newer platforms have added complexity
that I wanted to make sure worked. They're also what most people care
about these days.
Signed-off-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, we only exposed them in desktop GL or with:
#extension GL_OES_standard_derivatives : enable
GLSL ES 3.00 includes these without an extension, so we need to expose
them by default.
Note that the above #extension line results in an error or desktop GL,
so we don't need to worry about this.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
| |
...and update relnotes.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
|
|
|
|
|
|
| |
Return false, not GL_FALSE. Add missing return value.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=71359
|
|
|
|
|
|
| |
Even if the query returns 8, only 4 really work.
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This just tells the state tracker to turn on the GL_ARB_shader_texture_lod
extension. This simply allows the GLSL compiler to emit TXL and TXD
instructions for both vertex and fragment shaders. We already support
these opcodes in the svga driver. Though, the shadow2DGrad() Piglit
tests are failing.
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Improves performance of RoboHornet's 2D Canvas toDataURL benchmark
[http://www.robohornet.org/#e=canvastodataurl] by approximately 5x
on Baytrail on ChromiumOS.
Elapsed time drops by -81.4861% +/- 1.22619% (n=3 s=14.9105, confidence=95%).
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
| |
Uses SSE 4.1's MOVNTDQA instruction (streaming load) to read from
uncached memory without polluting the cache.
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
| |
These have been supported on i965/Gen7+ for a while, and are listed
in the 10.0 release notes.
Signed-off-by: Chris Forbes <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This patch make changes to correctly set up the Dispatch GRF Start
Register in case of 'SIMD16 only' FS dispatch.
This fixes an issue of incorrect rendering on dolphin emulator with
GL_SAMPLE_SHADING enabled.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
| |
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
| |
This theoretically works on earlier hardware as well, but the extension
requires at least GL3.0.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
| |
V2: fix interaction with VertexAttribFormat, since that landed after
this was originally written
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
With this patch, the llvmpipe and draw modules will calculate the depth bias
according to floating point depth buffer semantics described in the
arb_depth_buffer_float specification, when the driver has a z buffer bound
with a format type of UTIL_FORMAT_TYPE_FLOAT.
By default, the driver will use the existing UNORM calculation for depth bias.
A new function, draw_set_zs_format, was added to calculate the Minimum
Resolvable Depth value and floating point depth sense for the draw module.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This brings over the batch-wrap-prevention and aperture space checking
code from the normal brw_draw.c path, so that we don't need to flush the
batch every time.
There's a risk here if the intel_emit_post_sync_nonzero_flush() call isn't
high enough up in the state emit sequences -- before, we implicitly had
one at the batch flush before any state was emitted, so Mesa's workaround
emits didn't really matter. Since the SNB fixes by Ken, I didn't see any
regressions after 3 piglit runs.
Improves cairo-gl performance by 13.7733% +/- 1.74876% (n=30/32)
Improves minecraft apitrace performance by 1.03183% +/- 0.482297% (n=90).
Reduces low-resolution GLB 2.7 performance by 1.17553% +/- 0.432263% (n=88)
Reduces Lightsmark performance by 3.70246% +/- 0.322432% (n=126)
No statistically significant performance difference on unigine tropics
(n=10)
No statistically significant performance difference on openarena (n=755)
The two apps that are hurt happen to include stalls on busy buffer
objects, so I think this is an effect of missing out on an opportune
flush.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
I want a conditional that says generally "we have x86 assembly" in the
next patch.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
Check if the new buffer object has the same name as the current
buffer object before looking it up.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
update_array() and update_array_format() are changed to update the new
attrib and binding states, and the client arrays become derived state.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
...and rename it to _mesa_bind_buffer_gen().
This is so the function can be called from _mesa_BindVertexBuffer().
This patch also adds a caller parameter so we can report the right
entry point in error messages.
Based on a patch by Eric Anholt.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
This will become derived state as part of the ARB_vertex_attrib_binding
support.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Split out the code for updating the array format into a new function
called update_array_format(). This function will be called by both
update_array() and the new glVertexAttrib*Format() entry points in
ARB_vertex_attrib_binding.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
This will be used by the ARB_vertex_attrib_binding implementation.
This reverts commit db38e9a0e179441f59274f6f2a751912c29872e2.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Currently, has_surface_tile_offset is equivalent to gen == 4 && !is_g4x.
We already use it for related checks in brw_wm_surface_state.c, so it
makes sense to use it here too. It's simpler and more future-proof.
Broadwell also lacks surface tile offsets. With this patch, I won't
need to update any generation checking; I can simply not set the flag.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
Patch from Debian package
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
|
|
|
|
|
|
|
|
| |
Based on existing patch from Debian package.
Debian bug: http://bugs.debian.org/524690
Reviewed-by: Andreas Boll <[email protected]>
|
|
|
|
|
|
|
| |
Patch from Ubuntu package
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
Hardware docs say we can only use SIMD8 dispatch in this condition.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
|
|
|
|
|
|
| |
We do support out of tree builds now.
Tested-by: Colin Walters <[email protected]>
|
| |
|
| |
|