| Commit message (Collapse) | Author | Age | Files | Lines |
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brw_link_shader() unconditionally calls lower_vector_insert() with true
as the second parameter. This means that both constant and variable
indexed expressions will get lowered, so we should never see this in the
backend.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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do_vec_index_to_swizzle() should remove any vector extract operations
with a constant index. It's unconditionally called from
do_common_optimization().
do_vec_index_to_cond_assign() should remove the rest, and it is
unconditionally called from brw_link_shader(). This means that we
should never see ir_binop_vector_extract in the backend.
Silences compiler warnings.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Now that we can handle it both for sampling and as depth/stencil enable it.
Passes nearly all additional piglit tests which are now performed, with two
exceptions (one being a framebuffer blit which fails for all other formats
including stencil too as we don't support stencil blits, the other reporting
a unexpected GL error so doesn't look to be llvmpipe's fault).
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We need to split up the depth and stencil values in this case, and there's
some new logic required to handle float depth and stencil simultaneously.
Also make sure we get the 64bit zs clear values and masks propagated
correctly.
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We do rendering to linear color buffers for quite some time, and since
switching to linear depth buffers all the tiled/linear logic was unused.
So get rid of (most) of it - there's still some LAYOUT_NONE things and
late allocation of resources which probably could be simplified.
Reviewed-by: Jose Fonseca <[email protected]>
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The code avoided first_layer parameter in the sampler interface (and needing
to do another calculation at runtime) by fixing up the base texture pointer
instead. Unfortunately, this didn't actually work as we have mip-first
texture layout so fixing up the base ptr by a fixed amount is very wrong if
there are mipmaps present. The wrong offsets caused misrendering and crashes.
Fix this by just adjusting the individual mip level offsets instead.
Spotted by Jose.
Reviewed-by: Jose Fonseca <[email protected]>
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Since we can only sample either depth or stencil but not both only load
the required bits which makes things a bit easier (it requires special
handling since the format doesn't fit into 32bit).
The logic for deciding if depth or stencil should be sampled is a bit odd,
but seems to be what other drivers and statetrackers do: if it's a format with
both depth and stencil (or just with depth) then sample depth, for sampling
stencil a sampler view format with only stencil is required.
Also while here fix up stencil sampling for other formats as well, though
this isn't supported by mesa (ARB_stencil_texturing), and while blits would
use it they don't work neither since they'd also need stencil export.
Reviewed-by: Jose Fonseca <[email protected]>
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I don't know what this code was trying to do but whatever it was it couldn't
have worked since negation of integer boolean inputs while not specified as
outright illegal (not yet at least) won't do anything since it doesn't affect
the result of comparison with zero at all. In fact it looks like the whole
instruction can just be omitted.
Reviewed-by: Marek Olšák <[email protected]>
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Now that the rb has a reference to the teximage, we didn't need anything
else out of the attachment.
Reviewed-by: Kenneth Graunke <[email protected]>
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We keep having to pass the attachments around with our gl_renderbuffers
because that's the only way to find what the gl_renderbuffer actually
refers to. This is a step toward removing that (though drivers still need
the Zoffset as well).
Reviewed-by: Kenneth Graunke <[email protected]>
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I should have killed this in my previous cleanup.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is the opportunity that radeon and intel drivers rely on for flushing
render targets that may get reused as textures. Before EGL, that only
happened for GL_TEXTURE attachments.
Fixes piglits:
KHR_gl_renderbuffer_image/renderbuffer-texture
OES_EGL_image/renderbuffer-texture
NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
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This change was meant as a stepping stone to use PMADDUBSW SSSE3
instruction, but actually this refactoring by itself yields a 10%
speedup on texture intensive shaders (e.g, Google Earth's ocean water
w/o S3TC on a Ivy Bridge machine), while giving yielding exactly the
same results, whereas PMADDUBSW only gave an extra 5%, at the expense of
2bits of precision in the interpolation.
I belive that the speedup of this change comes from the reduced register
pressure (as 8.8 fixed point intermediates take twice the space of 8bit
unorm).
Also, not dealing with 8.8 simplifies lp_bld_sample_aos.c code
substantially -- it's no longer necessary to have code duplicated for
low and high register halfs.
Note about lp_build_sample_mipmap(): the path for num_quads > 1 is never
executed (as it is faster on AVX to split the 256bit wide texture
computation into two 128bit chunks, in order to leverage integer
opcodes). This path might be useful in the future, so in order to
verify this change did not break that path I had to apply this change:
@@ -1662,11 +1662,11 @@ lp_build_sample_soa(struct gallivm_state *gallivm,
/*
* we only try 8-wide sampling with soa as it appears to
* be a loss with aos with AVX (but it should work).
* (It should be faster if we'd support avx2)
*/
- if (num_quads == 1 || !use_aos) {
+ if (/* num_quads == 1 || ! */ use_aos) {
if (num_quads > 1) {
if (mip_filter == PIPE_TEX_MIPFILTER_NONE) {
LLVMValueRef index0 = lp_build_const_int32(gallivm, 0);
/*
and then run texfilt mesademo:
LP_NATIVE_VECTOR_WIDTH=256 ./texfilt
Ran whole piglit without regressions.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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The SROA and function inliner passes are espically important, because
they optimize away unsupported features: functions and indirect
private memory access.
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When an application is using PBOs, we attempt to use the BLT engine to
perform ReadPixels. If that fails due to some restrictions, it's useful
to raise a performance warning.
In the non-PBO case, we always use a CPU mapping since getting the data
into client memory requires a CPU-side copy. This is a very common case,
so raising a performance warning is annoying. In particular, apitrace's
image dumping code hits this path, causing it to print hundreds of
thousands of performance warnings via ARB_debug_output. This tends to
obscure actual errors or other important messages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When intel_finalize_mipmap_tree() calls intel_miptree_copy_teximage()
to reassemble a depth miptree that has been broken apart into pieces
(to deal with misalignment of levels/layers within the miptree), it
just copies the depth data, not the HiZ data. This is reasonable,
since the alignment restrictions of HiZ are a large part of the reason
why the miptree had to be broken apart in the first place. However,
in order for the depth copy to be sufficient, we need to do a depth
resolve first, to make sure any deferred depth writes that are in the
HiZ buffer get performed.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=64662 and
https://bugs.freedesktop.org/show_bug.cgi?id=64659.
NOTE: This is a candidate for stable release branches.
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Niels Ole Salscheider <[email protected]>
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Trivial.
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Whether HiZ is enalbed or not, separate stencil is supported and enforced on
GEN7+. Now that we support separate stencil resources, we know how to emit
3DSTATE_STENCIL_BUFFER.
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For allocations, we need to support stencil-only and separate stencil
resources. For mapping, we need to support software tiling and
packing/unpacking for separate stencil resources.
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Without knowing whether addresses are swizzled or not, we cannot manipulate a
tiled surface in CPU.
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There were 2 issues with it:
1) The texture format which should be used for texturing was only set
in gl_texture_image::TexFormat, which wasn't used for sampler views.
2) Textures are sometimes reallocated under some circumstances
in st_finalize_texture, which is unacceptable if the texture comes
from a window system.
The issues are resolved as follows:
1) If surface_based is true (texture_from_pixmap, etc.), store the format
in a new variable st_texture_object::surface_format.
2) Don't reallocate a surface-based texture in st_finalize_texture.
Also don't use st_ChooseTextureFormat is st_context_teximage, because
the format is dictated by the caller.
This fixes the glx-tfp piglit test.
Reviewed-by: Adam Jackson <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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This fixes and enables texturing with compressed MSAA colorbuffers
on Evergreen and Cayman. For the first time, multisample textures work
on Cayman.
This requires the libdrm flag RADEON_SURF_FMASK.
v2: require libdrm_radeon 2.4.45
Reviewed-by: Alex Deucher <[email protected]>
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This should have no change on driver operation, but it means that when you
wonder why some format isn't supported natively, you can just look at the
table above, instead of wondering if maybe there's an appropriate entry in
the surface formats table that is already supported.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously we would expand it to RGBA_FLOAT16. This format now comes out
as framebuffer incomplete, but it seems worth the memory savings if that's
what people are asking for (and GL3 does list it under "texture-only"
color formats)
Reviewed-by: Kenneth Graunke <[email protected]>
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The next commit introduces what is apparently our first one, which tripped
over this in glReadPixels.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This is a step on the way to removing some of our code for forcing alpha
to 1, but I want easy bisecting so I'll add groups of formats separately.
Reviewed-by: Kenneth Graunke <[email protected]>
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Doesn't make a difference ATM, but just in case.
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`ib` no longer is offseted by `istart`.
Trivial.
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All drivers now clamp this to the appropriate range for the bound
stencil buffer when emitting stencil state.
NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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V2: Drop spurious mask with 0xff.
NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Clamps the stencil reference value to the range representable in the
currently-bound draw framebuffer's stencil attachment.
V2: Add spec quote.
NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Map the bo directly, instead of calling transfer_map().
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Always check if a bo is busy in choose_transfer_method() since we always need
to map it in either map() or unmap(). Also determine how a bo is mapped in
choose_transfer_method().
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Add tex_get_box_offset() to compute transfer offet from the pipe_box. Add
tex_get_slice_stride() to compute slice stride for a transfer.
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We should not write staging data back when PIPE_TRANSFER_WRITE is not set.
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Rename some functions and reorder some code.
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Always return a tile-aligned offset. Also fix for W tiling.
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The indices are not consecutive when using the geometry shader,
which means we were extracting non existing values. Create
an array of linear indices and always use it instead of the passed
indices. Found by Jose.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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