| Commit message (Collapse) | Author | Age | Files | Lines |
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Unigine Heaven (at least) has a bug where it incorrectly uses the
GL_ARB_blend_func_extended extension.
Dual source blending allows two color outputs per render target;
individual shader outputs can be assigned to be either the first or
second blending input by setting the 'index' via one of two methods:
- An API call: glBindFragDataLocationIndexed()
- The GLSL 'layout' qualifier provided by GL_ARB_explicit_attrib_location
Both of these only work on user defined fragment shader outputs; it's an
error to use either on built-in outputs like gl_FragData.
Unigine uses gl_FragData and gl_FragColor exclusively, and doesn't even
attempt to use either method to set index == 1. However, it does set
the blending function to SRC1 enums, which requires a fragment shader
output with index == 1 or else rendering is undefined.
In other words, enabling ARB_blend_func_extended causes Unigine to
render incorrectly, resulting in an apparent regression, even though our
driver code (as far as I can tell) is perfectly fine.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=50291
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In a few cases, remove unneeded casts.
And fix a few other const-correctness issues.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This fixes CS checker errors due to registers not being initialized, because
the flush occured after dirty state was emitted but before drawing.
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Previously, if we were spilling the result of a texture call, we would store
all 4 regs, then for each use of one of those regs as the source of an
instruction, we would unspill all 4 regs even though only one was needed.
In both lightsmark and l4d2 with my current graphics config, the shaders that
produce spilling do so on split GRFs, so this doesn't help them out. However,
in a capture of the l4d2 shaders with a different snapshot and playing the
game instead of using a demo, it reduced one shader from 2817 instructions to
2179, due to choosing a now-cheaper texture result to spill instead of piles
of texcoords.
v2: Fix comment noted by Ken, and fix the if condition associated with it for
the current state of what constitutes a partial write of the destination.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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There's one instance of a potential behavior change: propagate_constants may
now propagate into a part of a vgrf after a different part of it was
overwritten by a send that returns multiple registers. I don't think we ever
generate IR that meets that condition, but it's something to note if we bisect
behavior change to this.
Reviewed-by: Kenneth Graunke <[email protected]>
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In these places, we care about any sort of send that hits more than one reg,
not just textures. We don't yet have anything else returning more than one
reg, so there's no change.
v2: Use mlen instead of is_tex() for the is-it-a-send check.
Reviewed-by: Kenneth Graunke <[email protected]>
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"count" is a more useful name, since most of the time we're using it for
looping over the variables.
Reviewed-by: Kenneth Graunke <[email protected]>
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This was accidentally copy-and-pasted inside.
Reviewed-by: Kenneth Graunke <[email protected]>
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integer format
OpenGL specification 3.3 (page 196), section 4.1.3 says:
If drawbuffer zero is not NONE and the buffer it references has an
integer format, the SAMPLE_ALPHA_TO_COVERAGE and SAMPLE_ALPHA_TO_ONE
operations are skipped."
This should work properly even if there are other draw buffers that
are not in integer format.
This patch makes following piglit tests pass on mesa:
int-draw-buffers-alpha-to-coverage
int-draw-buffers-alpha-to-one
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
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Allows tools like GNOME's monitor configuration to show meaningful names.
v2: fix resource leak
Signed-off-by: Lucas Stach <[email protected]>
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exaDriverAlloc() uses calloc, which already initialises pExa to zero.
Signed-off-by: Lucas Stach <[email protected]>
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Gives the x-server a more accurate description of the exa hardware
capabilities.
v2: drop NPOT check
Signed-off-by: Lucas Stach <[email protected]>
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This patch churns a lot because it needs to change 4-wide filters into
single pixel filters, since each fragment may use a different filter.
The only case not entirely supported is the anisotropic filtering.
Not sure what we want to do there, since a full quad is required by
that filter.
Signed-off-by: Olivier Galibert <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This will be useful for efficient handling of the DISCARD transfer flags.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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The piglit test is failing, but visually it looks almost correct.
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Make it only copy the portion of a depth texture being uploaded and
not the whole 2D layer.
There is also a little code cleanup.
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From the GL 3.0 spec, section 4.3.3, in the documentation for
CopyPixels():
"An INVALID_OPERATION error will be generated if the object bound
to READ_FRAMEBUFFER_BINDING is framebuffer complete and the value
of SAMPLE_BUFFERS is greater than zero."
The same applies to CopyTexImage...() and CopyTexSubImage...()
functions, since they are defined in terms of CopyPixels().
Previously we were generating an INVALID_FRAMEBUFFER_OPERATION error
in these cases.
Fixes piglit tests
"EXT_framebuffer_multisample/negative-{copypixels,copyteximage}".
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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GL_ARB_blend_func_extended is now enabled on all chipsets.
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Vertex and constant buffers are emitted in the same way.
This is mainly a simplification of the code. The cleanup is in another patch.
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This fixes the issue with have_depth_texture never being set to false.
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Only set sampler states which changed.
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Changing sampler states doesn't change resource bindings.
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Issues fixed:
- set_vs_sampler_views for evergreen is now properly implemented.
- Added the missing inval_texture_cache call for evergreen.
- have_depth_texture was sometimes incorrectly set to false on evergreen even
if there were depth textures in other shader stages. To fix this, set it
to true once and never set it to false again. It's stupid, but it matches
the r600 code. The proper fix is left to another patch.
- Optimizaton: The sampler views which aren't changed aren't updated.
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This is a leftover from:
commit fe1fd675565231b49d3ac53d0b4bec39d8bc6781
Author: Marek Olšák <[email protected]>
Date: Sun Jul 8 03:10:37 2012 +0200
r600g: don't flush depth textures set as colorbuffers
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If only some buffers are changed, the other ones don't have to re-emitted.
This uses bitmasks of enabled and dirty buffers just like
emit_constant_buffers does.
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It's already called in r600_constant_buffers_dirty.
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* Also add mcjit in the non-OpenCL case.
* Replace hardcoded llvm-config with $LLVM_CONFIG everywhere.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellad <[email protected]>
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Helps spotting and removing the obsolete generated files, which otherwise break
the build.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This is neccessary for linking the llvmpipe tests. It appears this
dependency was introduced by the "wider native register" changes.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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