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* glsl: Implement type inferencing of matrix types.Matt Turner2015-03-311-4/+6
| | | | Reviewed-by: Chris Forbes <[email protected]>
* glsl: Factor out a get_mul_type() function.Matt Turner2015-03-313-57/+78
| | | | Reviewed-by: Chris Forbes <[email protected]>
* nouveau: synchronize "scratch runout" destruction with the command streamMarcin Ślusarz2015-03-312-19/+37
| | | | | | | | | | | | | | | | | | | | | When nvc0_push_vbo calls nouveau_scratch_done it does not mean scratch buffers can be freed immediately. It means "when hardware advances to this place in the command stream the scratch buffers can be freed". To fix it, just postpone scratch runout destruction after current fence is signalled. The bug existed for a very long time. Nobody noticed, because "scratch runout" code path is rarely executed. Fixes hang at the very beginning of first mission in "Serious Sam 3" on nve7/gk107. It manifested as: nouveau E[ PFIFO][0000:01:00.0] read fault at 0x000a9e0000 [PTE] from GR/GPC0/PE_2 on channel 0x007f853000 [Sam3[17056]] Cc: "10.4 10.5" <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* docs: document Viewperf 12 issuesBrian Paul2015-03-311-9/+85
| | | | Signed-off-by: Brian Paul <[email protected]>
* i965/skl: Avoid using the 1D stencil layout for stencil-only imagesNeil Roberts2015-03-311-1/+2
| | | | | | | | | | | | | Commit cf67ca9ffa9 made the layouting code pick a special layout for 1D images on Skylake. This should not be used for depth and stencil buffers because these need to be treated as 2D tiled images. However the patch was missing a check for images with a base format of GL_STENCIL_INDEX. In practice I don't think it's currently possible to hit this because Mesa doesn't support GL_ARB_texture_stencil8 and it's not possible to create a 1D renderbuffer, but it'll be good to be ready for when the extension is supported. Reviewed-by: Anuj Phogat <[email protected]>
* clover: Return CL_BUILD_ERROR for CL_PROGRAM_BUILD_STATUS when compilation ↵Tom Stellard2015-03-311-0/+2
| | | | | | | | | | | fails v2 v2: - Don't use _errs map Cc: 10.5 10.4 <[email protected]> Reviewed-by: Francisco Jerez <[email protected]>
* radeonsi/compute: Default to the same PIPE_SHADER_CAP values as other shader ↵Tom Stellard2015-03-311-1/+5
| | | | | | | | | types v2 v2: - Fix typo Reviewed-by: Marek Olšák <[email protected]>
* radeon/vce: implement video usability information supportLeo Liu2015-03-313-0/+59
| | | | | | | | | This will help encoding VUI into the bitstream v2: make backward compatible Signed-off-by: Leo Liu <[email protected]> Reviewed-by: Christian König <[email protected]>
* st/omx/enc: export framerate to vce driverLeo Liu2015-03-311-4/+4
| | | | | | | The framerate will be used for video usability info support by VCE driver Signed-off-by: Leo Liu <[email protected]> Reviewed-by: Christian König <[email protected]>
* llvmpipe: enable ARB_texture_gatherRoland Scheidegger2015-03-312-3/+4
| | | | | | | | | | | | Just announce support for 4 components. While here also increase the max/min texel offsets (the limit is completely artificial, was chosen because that's what other hardware did, however there's other drivers using larger limits). Over a thousand little piglits skip->pass. v2: update docs/GL3.txt Reviewed-by: Jose Fonseca <[email protected]>
* gallivm: implement TG4 for ARB_texture_gatherRoland Scheidegger2015-03-312-40/+133
| | | | | | | | | | | | | | | | This is quite trivial, essentially just follow all the same code you'd use with linear min/mag (and no mip) filter, then just skip the filtering after looking up the texels in favor of direct assignment of the right channel to the result. (This is though not true for the multi-offset version if we'd want to support it - for this would probably need to do something along the lines of 4x nearest sampling due to the necessity of doing coord wrapping individually per texel.) Supports multi-channel formats. From the SM5 gather cap bit, should support non-constant offsets, plus shadow comparisons (the former untested), but not component selection (should be easy to implement but all this stuff is not really exposable anyway for now). Reviewed-by: Jose Fonseca <[email protected]>
* gallivm: add gather support to sampler interfaceRoland Scheidegger2015-03-313-21/+34
| | | | | | Luckily thanks to the revamped interface this is a lot less work now... Reviewed-by: Jose Fonseca <[email protected]>
* gallivm: simplify sampler interfaceRoland Scheidegger2015-03-316-271/+218
| | | | | | | | | | | | | | | | | | This has got a bit out of control with more and more parameters added. Worse, whenever something in there changes all callees have to be updated for that, even though they don't really do much with any parameter in there except pass it on to the actual sampling function. Hence simply put almost everything into a struct. Also instead of relying on some arguments being NULL, be explicit and set this in a key (which is just reused for function generation for simplicity). (The code still relies on them being NULL in the end for now.) Technically there is a minimal functional change here for shadow sampling: if shadow sampling is done is now determined explicitly by the texture function (either sample_c or the gl-style tex func inherit this from target) instead of the static texture state. These two should always match, however. Otherwise, it should generate all the same code. Reviewed-by: Jose Fonseca <[email protected]>
* util/debug: Update MgwHelp link, drop BfdHelp link.Jose Fonseca2015-03-311-10/+2
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* gallivm: Fix build against LLVM 3.7 SVN r233648Michel Dänzer2015-03-311-0/+5
| | | | Reviewed-by: Jose Fonseca <[email protected]>
* vc4: Drop integer multiplies with 0 to moves of 0.Eric Anholt2015-03-301-0/+8
| | | | | | | | This cleans up more instructions generated by uniform array indexing multiplies. total instructions in shared programs: 39989 -> 39961 (-0.07%) instructions in affected programs: 896 -> 868 (-3.12%)
* vc4: Add a constant folding pass.Eric Anholt2015-03-304-0/+113
| | | | | | | | | | | | This cleans up some pointless operations generated by the in-driver mul24 lowering (commonly generated by making a vec4 index for a matrix in a uniform array). I could fill in other operations, but pretty much anything else ought to be getting handled at the NIR level, I think. total uniforms in shared programs: 13423 -> 13421 (-0.01%) uniforms in affected programs: 346 -> 344 (-0.58%)
* glsl: allow ForceGLSLVersion to override #version directivesBrian Paul2015-03-303-6/+10
| | | | | | | | | | | | Previously, the ctx->Const.ForceGLSLVersion setting only worked if the shader lacked a #version directive. Now, the ForceGLSLVersion setting will override the #version directive too. This change should be safe since it should be rare to have an app that has a mix of shader versions and we only wanted to override the #version for shaders which lacked the #version directive. Reviewed-by: Ilia Mirkin <[email protected]>
* vc4: Don't bother masking out the low 24 bits for integer multipliesEric Anholt2015-03-301-12/+8
| | | | | | | | | | The hardware just uses the low 24 lines, saving us an AND to drop the high bits. total uniforms in shared programs: 13433 -> 13423 (-0.07%) uniforms in affected programs: 356 -> 346 (-2.81%) total instructions in shared programs: 40003 -> 39989 (-0.03%) instructions in affected programs: 910 -> 896 (-1.54%)
* vc4: Make integer multiply use 24 bits for the low parts.Eric Anholt2015-03-301-5/+5
| | | | | The hardware uses the low 24 bits in integer multiplies, so we can have fewer high bits (and so probably drop them more frequently).
* glsl: fail when a shader's input var has not an equivalent out var in previousSamuel Iglesias Gonsalvez2015-03-301-0/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | GLSL ES 3.00 spec, 4.3.10 (Linking of Vertex Outputs and Fragment Inputs), page 45 says the following: "The type of vertex outputs and fragment input with the same name must match, otherwise the link command will fail. The precision does not need to match. Only those fragment inputs statically used (i.e. read) in the fragment shader must be declared as outputs in the vertex shader; declaring superfluous vertex shader outputs is permissible." [...] "The term static use means that after preprocessing the shader includes at least one statement that accesses the input or output, even if that statement is never actually executed." And it includes a table with all the possibilities. Similar table or content is present in other GLSL specs: GLSL 4.40, GLSL 1.50, etc but for more stages (vertex and geometry shaders, etc). This patch detects that case and returns a link error. It fixes the following dEQP test: dEQP-GLES3.functional.shaders.linkage.varying.rules.illegal_usage_1 However, it adds a new regression in piglit because the test hasn't a vertex shader and it checks the link status. bin/glslparsertest \ tests/spec/glsl-1.50/compiler/gs-also-uses-smooth-flat-noperspective.geom pass \ 1.50 --check-link This piglit test is wrong according to the spec wording above, so if this patch is merged it should be updated. Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Ben Widawsky <[email protected]>
* radeonsi: Cache LLVMTargetMachineRef in context instead of in screenMichel Dänzer2015-03-306-30/+41
| | | | | | | | | | Fixes a crash in genymotion with several threads compiling shaders concurrently. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89746 Cc: 10.5 <[email protected]> Reviewed-by: Tom Stellard <[email protected]>
* glsl: fix unreachable(!"") to unreachable("")Tapani Pälli2015-03-301-1/+1
| | | | | | | | Correct error with commit 151fb1e where assert was renamed to unreachable without removing ! from string argument. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* docs: add news item and link release notes for mesa 10.5.2Emil Velikov2015-03-282-0/+7
| | | | Signed-off-by: Emil Velikov <[email protected]>
* docs: Add sha256 sums for the 10.5.2 releaseEmil Velikov2015-03-281-1/+2
| | | | | Signed-off-by: Emil Velikov <[email protected]> (cherry picked from commit ff87ae1e003be7104d3550250af3343c01cea882)
* Add release notes for the 10.5.2 releaseEmil Velikov2015-03-281-0/+129
| | | | | Signed-off-by: Emil Velikov <[email protected]> (cherry picked from commit 5e59f895c468c1ac497ad925b8bddd7f227c89a2)
* freedreno/a3xx: add support for point sprite coordinate replacementIlia Mirkin2015-03-284-30/+28
| | | | | | | This does not (yet) support different coordinate origins, so the tests still fail due to fbo flipping. Signed-off-by: Ilia Mirkin <[email protected]>
* freedreno/a3xx: make vs-set point size workIlia Mirkin2015-03-283-2/+10
| | | | | | | | | | This appears to need the A2XX version of the point list, so select it at draw time if necessary. Experimentally, always using the A2XX version causes hangs when PSIZE isn't actually emitted. Signed-off-by: Ilia Mirkin <[email protected]>
* freedreno/a3xx: point size should not be divided by 2Ilia Mirkin2015-03-282-5/+5
| | | | | | | | | | | The division is probably a holdover from the days when the fixed point inline functions generated by headergen were broken. Also reduce the maximum point size to 4092 (vs 4096), which is what the blob does. Cc: "10.4 10.5" <[email protected]> Signed-off-by: Ilia Mirkin <[email protected]>
* freedreno/a3xx: fix 3d texture layoutIlia Mirkin2015-03-282-7/+16
| | | | | | | | | | | | | The SZ2 field contains the layer size of a lower miplevel. It only contains 4 bits, which limits the maximum layer size it can describe. In situations where the next miplevel would be too big, the hardware appears to keep minifying the size until it hits one of that size. Unfortunately the hardware's ideas about sizes can differ from freedreno's which can still lead to issues. Minimize those by stopping to minify as soon as possible. Signed-off-by: Ilia Mirkin <[email protected]> Cc: "10.4 10.5" <[email protected]>
* freedreno/a3xx: LAYERSZ2 appears to have no effect on arraysIlia Mirkin2015-03-281-2/+1
| | | | Signed-off-by: Ilia Mirkin <[email protected]>
* nir: Fix copy and pasted error message in nir_validate.Kenneth Graunke2015-03-281-2/+1
| | | | | | | | | | These are nir_cf_nodes, not ALU instructions. Also, use unreachable() to preempt said review feedback. v2: Do it right (thanks Ilia). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/nir: Use NIR for ARB_vertex_program support on Gen8+.Kenneth Graunke2015-03-271-4/+10
| | | | | | | | | | | Everything is already in place; we simply have to take the scalar code generation path. This gives us SIMD8 VS programs, instead of SIMD4x2. v2: Rebase on the patch that drops brw->gen >= 8. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Connor Abbott <[email protected]>
* i965: Move env_var_as_boolean to intel_debug.c.Kenneth Graunke2015-03-273-22/+29
| | | | | | | I need to use this in brw_vec4.cpp, so it can't be static anymore. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965/fs: Add ARB_fragment_program support to the NIR backend.Kenneth Graunke2015-03-272-26/+51
| | | | | | | | | | | | | | | | | | | | | Use prog_to_nir where we would normally call glsl_to_nir, handle program parameter lists, and skip a few things that don't exist. Using NIR generates much better shader code than Mesa IR, since we get real optimizations, as opposed to prog_optimize: total instructions in shared programs: 314007 -> 279892 (-10.86%) instructions in affected programs: 285173 -> 251058 (-11.96%) helped: 2001 HURT: 67 GAINED: 4 LOST: 7 v2: Change early return in nir_setup_uniforms to if/else (Jordan). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Connor Abbott <[email protected]>
* nir: Lower subtraction to add with negation when !lower_negate.Kenneth Graunke2015-03-271-0/+2
| | | | | | | | | | | prog->nir will generate fsub opcodes, but i965 doesn't implement them. We may as well lower them at the NIR level, since it's trivial to do. Suggested by Connor Abbott. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Connor Abbott <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* nir: Implement a Mesa IR -> NIR translator.Kenneth Graunke2015-03-275-0/+1143
| | | | | | | | | | | | | | | | | | | Shamelessly ripped off from Eric Anholt's tgsi_to_nir pass. This is not built on SCons, like the rest of NIR. v2: - Delete redundant c->s, c->impl, and c->cf_node_list pointers (Ken) - Use nir_builder directly instead of ptn_compile in more places (Ken) - Drop 'struct' keyword in front of nir_builder (ken) - Add a file level Doxygen comment (Ken) - Use scalar constants instead of splatting (Eric) - Use nir_builder helpers for constants, moves, and swizzles (Connor) v3: Minor indentation improvements. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* nir: Add builder helpers for MOVs with ALU sources and swizzling MOVs.Kenneth Graunke2015-03-271-0/+44
| | | | | | | | | | These will be useful for prog->nir and tgsi->nir. v2: Don't forget to mark nir_swizzle as inline (Eric). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Connor Abbott <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* nir: Add nir_builder helpers for creating load_const intrinsics.Kenneth Graunke2015-03-271-0/+35
| | | | | | | | Both prog->nir and tgsi->nir will want to use these. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Connor Abbott <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* i965/skl: Don't use the PMA depth stall workaroundBen Widawsky2015-03-271-1/+6
| | | | | | | | | | | | | | The PMA depth stall must be enabled (optimization turned off) under certain circumstances on gen8. This was supposedly fixed for Gen9, which means we do not need to check, or toggle the state. The hardware is supposed to enable the hardware optimization by default, unlike BDW, so we also don't need to set it at init. For whatever reason this improves stability on ETQW with the bug mentioned below. References: https://bugs.freedesktop.org/show_bug.cgi?id=89039 (doesn't fix) Signed-off-by: Ben Widawsky <[email protected]> Tested-by: Anuj Phogat <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/skl: Disable partial resolve in VCBen Widawsky2015-03-272-0/+11
| | | | | | | | | | | | | | | | | | | | | Recomendation [sic] is to set this field to 1 always. Programming it to default value of 0, may have -ve impact on performance for MSAA WLs. Another don't suck bit which needs to get set. The patch wasn't as well tested as I would have liked, primarily I don't have perf numbers for it, but it's getting to a point where it is in danger of being lost. v2: v1 was a mix of two patches. Since 0x7004 is masked, we only need to set it once at initialization and make sure the pma workaround doesn't set the mask bit (which it doesn't). Move LRI to init gpu state (Ken) Add a comment. Signed-off-by: Ben Widawsky <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* llvmpipe: simplify address calculation for 4x4 blocksRoland Scheidegger2015-03-284-76/+35
| | | | | | | | | | | | | | These functions looked quite complicated, even though what they actually did was trivial (ever since we dropped swizzled rendering). Also drop lookup of format block per bytes done for each block, and do it once per scene instead. This improves everybody's favorite "benchmark" by 3% or so, though lp_rast_shade_quads_all() which calls this shows up still quite high for a function which does little more than call the jit function. (This would most likely be much better handled by the jit function itself, the strides are passed through anyway already, though for being able to handle layers it would definitely add some complexity.) Reviewed-by: Jose Fonseca <[email protected]>
* gallivm: fix texture function name (key) when using txf/ldRoland Scheidegger2015-03-281-2/+5
| | | | | | | | | | When using the texel fetch functions rather than ordinary texturing, the arguments are all int vecs instead of float vecs, not to mention the actual function would look completely different. Hence this must be included in the texture function name (which serves as the key) otherwise things crash badly when a shader accesses the same texture and sampler unit with both txf/ld and ordinary texturing instructions with otherwise matching keys.
* glsl: mark uniform and input interface blocks as read onlyTimothy Arceri2015-03-281-0/+6
| | | | | Reviewed-by: Mark Janes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* nv50/ir/gk110: fix offset flag position for TXD opcodeIlia Mirkin2015-03-271-0/+1
| | | | | Cc: "10.4 10.5" <[email protected]> Signed-off-by: Ilia Mirkin <[email protected]>
* nv50/ir: take postFactor into account when doing peephole optimizationsIlia Mirkin2015-03-271-4/+8
| | | | | | | | | | Multiply operations can have a post-factor on them, which other ops don't support. Only perform the peephole optimizations when there is no post-factor involved. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89758 Cc: "10.4 10.5" <[email protected]> Signed-off-by: Ilia Mirkin <[email protected]>
* gallivm: Fix build since llvm r233411Jan Vesely2015-03-271-0/+4
| | | | | Signed-off-by: Jan Vesely <[email protected]> Reviewed-by: Tom Stellard <[email protected]>
* nir: Add optional lowering of flrp.Eric Anholt2015-03-272-0/+2
| | | | | Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Connor Abbott <[email protected]>
* gallivm: use llvm function calls for texturing instead of inliningRoland Scheidegger2015-03-272-26/+438
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | There are issues with inlining everything, most notably llvm will use much more memory (and be slower) when compiling. Ideally we'd probably use functions for shader functions too but texture sampling usually is responsible for quite some IR (it can easily reach 80% of total IR instructions) so this seems like a good start. This still generates a different function for all different combinations just like before, however it is possible llvm is missing some optimization opportunities - it is believed though such opportunities should be somewhat rare, but at least for now it can still be switched off (at compile time only). It should probably make compiled code also smaller because the same function should be used for different variants in the same module (so for the opaque/partial or linear/elts variants). No piglit change (though it does indeed speed up unrealistic tests like fp-indirections2 by a factor of 30 or so). Has a small negative performance impact in openarena - I suspect this could be fixed by running some IPO passes (despite the private linkage, llvm right now does NO optimization at all wrt anything going past the call, even if there's just one caller - so things like values stored before the call and then always written by the function etc. will not be optimized away, nor will dead arguments (which we mostly shouldn't have) be eliminated, always constant arguments promoted etc.). v2: use proper return values instead of pointer function arguments. llvm supports aggregate return values, which do wonders here eliminating unnecessary stack variables - everything in fact will be returned in registers even without any IPO optimizations. It makes the code simpler too. With this I could not measure a peformance impact in openarena any longer (though since there's still no constant value propagation etc. into the tex functions this does not mean it couldn't have a negative impact elsewhere). v3: fix some minor issues suggested by Jose, and do disassembly (and the profiling) without hacks. Reviewed-by: Jose Fonseca <[email protected]>
* gallivm: pass jit_context pointer through to samplingRoland Scheidegger2015-03-2711-112/+171
| | | | | | | | | | | | | | The callbacks used for getting the dynamic texture/sampler state were using the jit_context from the generated jit function. This works just fine, however that way it's impossible to generate separate functions for texture sampling, as will be done in the next commit. Hence, pass this pointer through all interfaces so it can be passed to a separate function (technically, it would probably be possible to extract this pointer from the current function instead, but this feels hacky and would probably require some more hacks if we'd use real functions instead of inlining all shader functions at some point). There should be no difference in the generated code for now. Reviewed-by: Jose Fonseca <[email protected]>