| Commit message (Collapse) | Author | Age | Files | Lines |
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In commit 800610f (i965/fs: Improve accuracy of dFdy() to match
dFdx()) I unrolled the high-accuracy dFdy() computation from a single
SIMD16 instruction to two SIMD8 instructions because of text I found
in the i965 (gen4) PRM saying that instruction compression could not
be used in align16 mode. I couldn't find similar text in later
hardware docs, and I observed problems trying to use instruction
compression on align16 mode on Ivy Bridge, so I assumed that the
restriction still applied and the associated documentation had simply
been lost.
After consultation with the hardware engineers, it turns out this is
not the case. In point of fact, the restriction was dropped in gen5,
re-introduced in Ivy Bridge, and dropped again in Haswell. The reason
I didn't notice this is that in the Ivy Bridge documentation, the
restriction was in a different section, and described using different
language.
Now that we know that the restriction only applies to Gen4 and Ivy
Bridge, we can limit the unrolling to those platforms.
Tested on gen5, gen6, and gen7 (both Ivy Bridge and Haswell).
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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From the GLSL 1.50 spec, section 4.3.8.1 (Input Layout Qualifiers):
The layout qualifier identifiers for geometry shader inputs are
layout-qualifier-id
points
lines
lines_adjacency
triangles
triangles_adjacency
And from section 4.3.8.2 (Output Layout Qualifiers)
The layout qualifier identifiers for geometry shader outputs are
layout-qualifier-id
points
line_strip
triangle_strip
max_vertices = integer-constant
We were erroneously allowing line_strip and triangle_strip to be used
as input qualifiers, and we were allowing lines, lines_adjacency,
triangles, and triangles_adjacency to be used as output qualifiers.
Fixes piglit tests "glsl-1.50-gs-{input,output}-layout-qualifiers *".
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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On DOTA2, framerate on dota2-de1.dem in windowed mode on my laptop
improves by 7.69854% +/- 0.909163% (n=3). In a microbenchmark hitting
this code path (wall time of piglit vbo-subdata-many), runtime decreases
from 0.8 to 0.05 seconds.
v2: Use out of range start/end instead of separate bool for the active
flag (suggestion by Jordan), fix double-upload in the stalling path.
Reviewed-by: Jordan Justen <[email protected]>
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The brw_prepare_vertices that sets up buffers[] depends on these
parameters, so don't let brw_prepare_vertices() skip it.
Reviewed-by: Jordan Justen <[email protected]>
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Supporting this extension turns out to simplify our code a bit over not
supporting this extension, once the glBufferSubData() synchronization code
lands.
v2: Use 16 byte alignment like we do for uniform buffers, due to unaligned
access penalties.
Reviewed-by: Jordan Justen <[email protected]> (v1)
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This was mostly for the i915 system-memory VBO code, which we don't have
any more, but since that existed we've ended up producing dependencies on
it being there.
Reviewed-by: Jordan Justen <[email protected]>
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Since src_offset was always 0, it wasn't doing anything for us beyond
intel_bufferobj_buffer().
Reviewed-by: Jordan Justen <[email protected]>
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If glBufferData(), glBufferSubData(0, obj->Size), or similar happens, we
get a new drm_intel_bo for the buffer object, and thus need to re-upload
texture buffer state so we point at the new data.
Fixes the new piglit GL_ARB_texture_buffer_object/data-sync
Cc: "9.2" <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=70212
Tested-by: Aaron Watry <[email protected]>
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Fixes build breakage.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=70804
Tested-by: Vinson Lee <[email protected]>
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The new function replaces four old functions: set_fragment/vertex/
geometry/compute_sampler_views().
Note: at this time, it's expected that the 'start' parameter will
always be zero.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Emil Velikov <[email protected]>
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Writing a 64-bit register value to memory is sufficiently complicated
that it makes sense to reuse this function rather than duplicating it.
Exposing it outside of gen6_queryobj.c means it needs a more descriptive
function name. It could probably be moved to brw_util.c or somewhere
else, but this works too.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The current callers just want to write a single register, so combining
the register read with a pipeline flush made sense. However, in the
future we'll want to do multiple register reads back to back, and we'll
only want to flush once.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The unit tests added in the previous commits prove some things about the
state of some internal data structures. The most important of these is
that all built-in input and output variables have explicit_location
set. This means that link_invalidate_variable_locations doesn't need to
know the range of non-generic shader inputs or outputs. It can simply
reset location state depending on whether explicit_location is set.
There are two additional assumptions that were already implicit in the
code that comments now document.
- ir_variable::is_unmatched_generic_inout is only used by the linker
when connecting outputs from one shader stage to inputs of another
shader stage.
- Any varying that has explicit_location set must be a built-in. This
will be true until GL_ARB_separate_shader_objects is supported.
As a result, the input_base and output_base parameters to
link_invalidate_variable_locations are no longer necessary, and the code
for resetting locations and setting is_unmatched_generic_inout can be
simplified.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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link_invalidate_variable_locations
Validates:
- ir_variable::explicit_location should not be modified.
- If ir_variable::explicit_location is not set, ir_variable::location,
ir_variable::location_frac, and
ir_variable::is_unmatched_generic_inout must be reset to 0.
- If ir_variable::explicit_location is set, ir_variable::location
should not be modified. ir_variable::location_frac, and
ir_variable::is_unmatched_generic_inout must be reset to 0.
Previous unit tests have shown that all non-generic inputs / outputs
have explicit_location set.
v2: Split the link_invalidate_variable_locations interface change out to
a separate patch. Remove the vertex_in_builtin_without_explicit and
vertex_out_builtin_without_explicit tests. There was a lot of good
discussion about this on the mailing list to which I refer the
interested reader. Both changes suggested by Paul.
http://lists.freedesktop.org/archives/mesa-dev/2013-October/046652.html
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This will make it easier to unit test this function in successive
patches. Also, correct the prototype in linker.h. It was... wrong.
v2: Split the interface change from adding the unit tests. Suggested by
Paul.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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_mesa_glsl_initialize_variables
Checks that the variables generated meet certain criteria.
- Geometry shader inputs have an explicit location.
- Geometry shader outputs have an explicit location.
- Fragment shader-only varying locations are not used.
- Geometry shader uniforms and system values don't have an explicit
location.
- Geometry shader constants don't have an explicit location and are
read-only.
- No other kinds of geometry variables exist.
It does not verify that an specific variables exist.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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_mesa_glsl_initialize_variables
Checks that the variables generated meet certain criteria.
- Fragment shader inputs have an explicit location.
- Fragment shader outputs have an explicit location.
- Vertex / geometry shader-only varying locations are not used.
- Fragment shader uniforms and system values don't have an explicit
location.
- Fragment shader constants don't have an explicit location and are
read-only.
- No other kinds of fragment variables exist.
It does not verify that an specific variables exist.
v2: Use _mesa_varying_slot_in_fs in
fragment_builtin.inputs_have_explicit_location. Suggested by Paul.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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_mesa_glsl_initialize_variables
Checks that the variables generated meet certain criteria.
- Vertex shader inputs have an explicit location.
- Vertex shader outputs have an explicit location.
- Fragment shader-only varying locations are not used.
- Vertex shader uniforms and system values don't have an explicit
location.
- Vertex shader constants don't have an explicit location and are
read-only.
- No other kinds of vertex variables exist.
It does not verify that an specific variables exist.
v2: Fix memory management mistakes in
common_builtin::string_starts_with_prefix. Clean up error message
reporting in common_builtin::no_invalid_variable_modes. Both suggested
by Paul.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Ever since the addition of interface blocks with instance names, we have
had an implicit invariant:
var->type->is_interface() ==
(var->type == var->interface_type)
The odd use of == here is intentional because !var->type->is_interface()
implies var->type != var->interface_type.
Further, if var->type->is_array() is true, we have a related implicit
invariant:
var->type->fields.array->is_interface() ==
(var->type->fields.array == var->interface_type)
However, the ir_variable constructor doesn't maintain either invariant.
That seems kind of silly... and I tripped over it while writing some
other code. This patch makes the constructor do the right thing, and it
introduces some tests to verify that behavior.
v2: Add general-ir-test to .gitignore. Update the description of the
ir_variable invariant for arrays in the commit message. Both suggested
by Paul.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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After some discussions about the correct way to update
_mesa_program_state_string, I decided to make a unit test for the
function. It turns out that the function didn't work quite the way I
thought. The unit test proves that the code was already correct.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: Anuj Phogat <[email protected]>
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Cc: "9.2" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Silence a bunch of MSVC type conversion warnings.
Changed return type of S_FIXED to int32_t (signed). The result
is the same. It just seems more intuitive that a signed conversion
function should return a signed value.
Reviewed-by: Jose Fonseca <[email protected]>
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The code for this was removed from Mesa some time ago.
Reviewed-by: Ian Romanick <[email protected]>
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This extension never saw any real use so remove it.
v2: also update tests/num_strings.cpp for 'make check'
Reviewed-by: Ian Romanick <[email protected]>
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Dead code elimination would get rid of the extra instructions, but
skipping this saves iterations through the optimization loop.
From shader-db:
N Min Max Median Avg Stddev
x 14672 3 16 3 3.1334515 0.59904168
+ 14672 1 16 3 2.8955153 0.77732963
Difference at 95.0% confidence
-0.237936 +/- 0.0158798
-7.59342% +/- 0.506783%
(Student's t, pooled s = 0.693935)
Embarassingly, the classic shadow mapping shader:
void main() { }
used to require three iterations through the optimization loop.
With this patch, it only requires one (which makes no progress).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Previously one side could be UD while the other was float.
V2: Prefer float; apparently IVB can dispatch float ops faster. (Thanks
Eric)
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Gather unconditionally uses a header, but in some cases the
texture_offset value will be zero.
V2: Don't introduce a bogus conversion.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Rico Schüller <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This passes Piglit's texwrap tests.
v2: Remove _EXT suffix.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Rico Schüller <[email protected]>
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These don't appear to be necessary. Everything compiles just fine.
Signed-off-by: Kenneth Graunke <[email protected]>
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Previously, Mesa followed the linkage rules outlined in the GLSL
1.20-1.40 specs, which (collectively) said that GLSL versions 1.10 and
1.20 could be linked together, but no other versions could be linked.
In GLSL 4.30, the linkage rules were relaxed so that any two desktop
GLSL versions can be linked together. This change was made because it
reflected the behaviour of nearly all existing implementations (see
Khronos bug 8463). Mesa was one of the few (perhaps the only)
exceptions to prohibit cross-linking of some GLSL versions.
Since the GLSL linkage rules were deliberately relaxed in order to
match the behaviour of existing implementations, it seems appropriate
to relax the rules in Mesa too (even though Mesa doesn't support GLSL
4.30 yet).
Note that linking ES and desktop shaders is still prohibited, as is
linking ES shaders having different GLSL versions.
Fixes piglit tests "shaders/version-mixing {interstage,intrastage}".
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Signed-off-by: Francisco Jerez <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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Tested-by: Tom Stellard <[email protected]>
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