| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Rob Clark <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
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Allow ES 3.1 contexts to access the texture buffer functionality.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Expose the samplerBuffer/imageBuffer types, and allow the various
functions to operate on them.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We need to add a new bit since the GL ES exts require functionality from
a combination of texture buffer extensions as well as images (for
imageBuffer) support. Additionally, not all GPUs support all the texture
buffer functionality (e.g. rgb32 isn't supported by nv50).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This fixes all failures with dEQP tests in this area. While
ARB_texture_buffer_object explicitly says that GetTexLevelParameter & co
should not be supported, GL 3.1 reverses this decision and allows all of
these queries there.
Conversely, there is no text that forbids the buffer-specific queries
from being used with non-buffer images.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Timothy deleted this field. Fixes "make check".
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The only place this was used was in a gallium debug function that
had to be manually enabled.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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To not overwrite buffers and surfaces information, we need to use
a different offset in the driver constant buffer. Currently, OP_SUQ
is only supported for buffers but this will be slightly updated for
images support.
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Yuanhan Liu decided these were useful for linear filtering in
commit 76669381 (circa 2011). Prior to that, we never set them;
it seems he tried to preserve that behavior for nearest filtering.
It turns out they're useful for nearest filtering, too: setting
these fixes the following dEQP-GLES3 tests:
functional.fbo.blit.rect.nearest_consistency_mag
functional.fbo.blit.rect.nearest_consistency_mag_reverse_src_x
functional.fbo.blit.rect.nearest_consistency_mag_reverse_src_y
functional.fbo.blit.rect.nearest_consistency_mag_reverse_dst_x
functional.fbo.blit.rect.nearest_consistency_mag_reverse_dst_y
functional.fbo.blit.rect.nearest_consistency_mag_reverse_src_dst_x
functional.fbo.blit.rect.nearest_consistency_mag_reverse_src_dst_y
functional.fbo.blit.rect.nearest_consistency_min
functional.fbo.blit.rect.nearest_consistency_min_reverse_src_x
functional.fbo.blit.rect.nearest_consistency_min_reverse_src_y
functional.fbo.blit.rect.nearest_consistency_min_reverse_dst_x
functional.fbo.blit.rect.nearest_consistency_min_reverse_dst_y
functional.fbo.blit.rect.nearest_consistency_min_reverse_src_dst_x
functional.fbo.blit.rect.nearest_consistency_min_reverse_src_dst_y
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_mag
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_mag_reverse_src_x
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_mag_reverse_src_y
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_mag_reverse_dst_x
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_mag_reverse_dst_y
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_mag_reverse_src_dst_x
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_mag_reverse_src_dst_y
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_min
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_min_reverse_src_x
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_min_reverse_src_y
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_min_reverse_dst_x
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_min_reverse_dst_y
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_min_reverse_src_dst_x
functional.fbo.blit.rect.nearest_consistency_out_of_bounds_min_reverse_src_dst_y
Apparently, BLORP has always set these bits unconditionally.
However, setting them unconditionally appears to regress tests using
texture projection, 3D samplers, integer formats, and vertex shaders,
all in combination, such as:
functional.shaders.texture_functions.textureprojlod.isampler3d_vertex
Setting them on Gen4-5 appears to regress Piglit's
tests/spec/arb_sampler_objects/framebufferblit.
Honestly, it looks like the real problem here is a lack of precision.
I'm just hacking around problems here (as embarassing as it is).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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When using seamless cube map mode and NEAREST filtering, we explicitly
overrode the wrap modes to CLAMP_TO_EDGE. This was to implement the
following spec text:
"If NEAREST filtering is done within a miplevel, always apply apply
wrap mode CLAMP_TO_EDGE."
However, textureGather() ignores the sampler's filtering mode, and
instead returns the four pixels that would be blended by LINEAR
filtering. This implies that we should do proper seamless filtering,
and include pixels from adjacent cube faces.
It turns out that we can simply delete the NEAREST -> CLAMP_TO_EDGE
overrides. Normal cube map sampling works by first selecting the
face, and then nearest filtering fetches the closest texel. If the
nearest texel was on a different face, then that face would have been
chosen. So it should always be within the face anyway, which
effectively performs CLAMP_TO_EDGE.
Fixes 86 dEQP-GLES31.texture.gather.basic.cube.* tests.
Signed-off-by: Kenneth Graunke <[email protected]>
Suggested-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Our driver uses the brw_render_cache mechanism to track buffers we've
rendered to and are about to sample from.
Previously, we did a single PIPE_CONTROL with the following bits set:
- Render Target Flush
- Depth Cache Flush
- Texture Cache Invalidate
- VF Cache Invalidate
- Instruction Cache Invalidate
- CS Stall
This combined both "top of pipe" invalidations and "bottom of pipe"
flushes, which isn't how the hardware is intended to be programmed.
The "top of pipe" invalidations may happen right away, without any
guarantees that rendering using those caches has completed. That
rendering may continue altering the caches. The "bottom of pipe"
flushes do wait for the rendering to complete. The CS stall also
prevents further work from happening until data is flushed out.
What we wanted to do was wait for rendering complete, flush the new
data out of the render and depth caches, wait, then invalidate any
stale data in read-only caches. We can accomplish this by doing the
"bottom of pipe" flushes with a CS stall, then the "top of pipe"
flushes as a second PIPE_CONTROL. The flushes will wait until the
rendering is complete, and the CS stall will prevent the second
PIPE_CONTROL with the invalidations from executing until the first
is done.
Fixes dEQP-GLES3.functional.texture.specification.teximage2d_pbo
subtests on Braswell and Skylake. These tests hit the meta PBO
texture upload path, which binds the PBO as a texture and samples
from it, while rendering to the destination texture. The tests
then sample from the texture.
For now, we leave Gen4-5 alone. It probably needs work too, but
apparently it hasn't even been setting the (G45+) TC invalidation
bit at all...
v2: Add Sandybridge post-sync non-zero workaround, for safety.
Cc: [email protected]
Suggested-by: Francisco Jerez <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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dEQP-GLES31.functional.fbo.no_attachments.* draws a quad with no
framebuffer attachments, using a shader that discards based on
gl_FragCoord. It uses occlusion queries to inspect whether pixels
are rendered or not.
Unfortunately, the hardware is not dispatching any pixel shaders,
so discards never happen, and the full quad of pixels increments
PS_DEPTH_COUNT, making the occlusion query results bogus.
To understand why, we have to delve into the WM_INT internal
signalling mechanism's formulas.
The "WM_INT::Pixel Shader Kill Pixel" signal is defined as:
3DSTATE_WM::ForceKillPixel == ON ||
(3DSTATE_WM::ForceKillPixel != Off &&
!WM_INT::WM_HZ_OP &&
3DSTATE_WM::EDSC_Mode != PREPS &&
(WM_INT::Depth Write Enable || WM_INT::Stencil Write Enable) &&
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
(3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
3DSTATE_PS_EXTRA:: oMask Present to RenderTarget ||
3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
3DSTATE_PS_BLEND::AlphaTestEnable ||
3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable))
Because there is no depth or stencil buffer, writes to those buffers
are disabled. So the highlighted condition is false, making the whole
"Kill Pixel" condition false. This then feeds into the following
"WM_INT::ThreadDispatchEnable" condition:
3DSTATE_WM::ForceThreadDispatch != OFF &&
!WM_INT::WM_HZ_OP &&
3DSTATE_PS_EXTRA::PixelShaderValid &&
(3DSTATE_PS_EXTRA::PixelShaderHasUAV ||
WM_INT::Pixel Shader Kill Pixel ||
WM_INT::RTIndependentRasterizationEnable ||
(!3DSTATE_PS_EXTRA::PixelShaderDoesNotWriteRT &&
3DSTATE_PS_BLEND::HasWriteableRT) ||
(WM_INT::Pixel Shader Computed Depth Mode != PSCDEPTH_OFF &&
(WM_INT::Depth Test Enable || WM_INT::Depth Write Enable)) ||
(3DSTATE_PS_EXTRA::Computed Stencil && WM_INT::Stencil Test Enable) ||
(3DSTATE_WM::EDSC_Mode == 1 && (WM_INT::Depth Test Enable ||
WM_INT::Depth Write Enable ||
WM_INT::Stencil Test Enable)))
Given that there's no depth/stencil testing, no writeable render target,
and the hardware thinks kill pixel doesn't happen, all of these
conditions are false. We have to whack some bit to make PS invocations
happen. There are many options.
Curro suggested using the UAV bit. There's some precedence in doing
that - we set it for fragment shaders that do SSBO/image/atomic writes
when no color buffer writes are enabled. We can simply include discard
here too.
Fixes 64 dEQP-GLES31.functional.fbo.no_attachments.* tests.
v2: Add a comment suggested and written by Jason Ekstrand.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Found with grep and inspection. Test compiled on RPi hw.
Assists any future effort to remove TGSI as an intermediate stage.
Signed-off-by: Rhys Kidd <[email protected]>
Signed-off-by: Eric Anholt <[email protected]>
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Meaning, always rebuild them when asked instead of bothering to look at
timestamps (and then wondering why nothing happened when you said make).
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Broken by:
commit 9ace0b542241c77ae82a0835ac8a09e2a7510eaf
Author: Dylan Baker <[email protected]>
Date: Wed May 20 15:49:11 2015 -0700
glapi: glX_proto_size.py: use argparse instead of getopt
Which changed most, but not all, callers to use --header-tag instead of
-h.
Reviewed-by: Dylan Baker <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Seems like trying to widen in the same instruction as the add.s does a
non-sign-extending widen.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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We disable the vertex attributes, but also disable the VBO fetch details
as well, just in case. Not known to fix anything.
Signed-off-by: Ilia Mirkin <[email protected]>
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Back in the dawn of time, we used to do immediate uploads for the vertex
data, and all was well. However Maxwell dropped support for immediate
vertex data, so we started feeding in a VBO (in all cases). But we
forgot to disable some things that apply in such cases, specifically
primitive restart and index bias. The latter was causing WoW and other
Blizzard games trouble as they use a pattern where they draw with a base
vertex (aka index bias), followed by texture uploads (aka blits,
internally).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91526
Cc: "11.1 11.2" <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Karol Herbst <[email protected]>
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On Fermi, there's an argument in front of the coords that combines array
and indirect handle, while on Kepler the array and the indirect handle
are separate (and in front of the coords). We were previously only
accounting for the array bit of it, if there were an indirect access it
wouldn't be counted in the formula.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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Apparently there's no post-FS clamping logic, so we have to do this by
hand. The depth will never be outside of the 0..1 range, even on
floating point zeta buffers, so this should be safe.
Fixes dEQP-GLES3.functional.fbo.depth.*clamp.* which tests writing
invalid values on various zeta buffer formats.
Signed-off-by: Ilia Mirkin <[email protected]>
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v2: move the nr_cbufs check above the loop
Reviewed-by: Ilia Mirkin <[email protected]> (v1)
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The st_texture_object documentation says:
"the number of 1D array layers will be in height0"
We can't minify that.
Spotted by luck. No app is known to hit this issue.
Reviewed-by: Ilia Mirkin <[email protected]>
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v2: comment about the purpose of the code
v3: also compare texFormat,
add a perf debug message,
formatting fixes
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This fixes crash when post-processing is enabled in SW:KotOR.
v2: fix const-ness
v3: move assignment into the if() block
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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v2: fix arithmetic for special opcodes,
fix fog state, cleanup
v3: simplify handling of special opcodes,
fix rebinding with different textargets or fog equation,
lots of formatting fixes
v4: adapt to the compile early, fix later architecture,
formatting fixes
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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the state tracker will use it
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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While here, remove itermediate glsl_feature_level variable.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Commit `d4e847ea` introduced a warning about making an
integer from a pointer without a cast, fix it here.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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This reduces some of the craziness required for handling buffer
blocks. The problem is each shader stage holds its own information
about a block in memory, we were copying that information to a
program wide list but the per stage information remained meaning
when a binding was updated we needed to update all versions of it.
This changes the per stage blocks to instead point to a single
version of the block information in the program list.
Acked-by: Kenneth Graunke <[email protected]>
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Fixes recent regressions with the VMware gallium driver.
Reviewed-by: Charmaine Lee <[email protected]>
Tested-by: Charmaine Lee <[email protected]>
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- Affinitize hot-tile memory to specific NUMA nodes.
- Only do BE work for macrotiles assoicated with the numa node
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references it completes
Rather than waiting for the API thread to re-use it.
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With global allocator this doesn't seem to affect performance at all.
Overall memory consumption drops by up to 85%.
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