| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Vadim Girlin <[email protected]>
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This effectively enables uniform buffer object support.
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Unlike other register files, CONST is read with a message and indirect access
is easier to implement.
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This hunk was missing in the last commit.
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For pure integer formats, no filtering nor blending is needed.
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Take care of sampler views that have buffers as the underlying resources.
Update caps related to TBOs.
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TGSI_TEXTURE_BUFFER is one-dimensional. Assert that exec_tex() is never
called with TGSI_TEXTURE_BUFFER.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This patch improves handling of unconditional KILL instructions inside
the conditional blocks, uncovering more opportunities for if-conversion.
Signed-off-by: Vadim Girlin <[email protected]>
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Fixes incorrect condition that prevented optimization for
PRED_SETE/PRED_SETE_INT.
Signed-off-by: Vadim Girlin <[email protected]>
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PRED_SET instructions that update exec mask should be scheduled immediately
prior to the "if-then-else" block, because any instruction that is
inserted after alu clause with PRED_SET and before conditional block is
also conditionally executed by hw (exec mask is already updated at that
moment).
Propbably it's better to make PRED_SET a part of conditional
"if-then-else" block in the IR to handle this more cleanly,
but for now this temporary solution should prevent the problem.
Signed-off-by: Vadim Girlin <[email protected]>
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For compute shaders we need to let the backend know that
GPRs 0 and 1 are preloaded with some compute-specific input
values, otherwise any use of these regs without previous
definition is considered as undefined value and usually
is simply replaced with 0.
Signed-off-by: Vadim Girlin <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64934
NOTE: This is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64934
NOTE: This is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Vadim Girlin <[email protected]>
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This allows GVN rewrite pass to propagate non-const (register)
values to FETCH source operands, helping to eliminate unnecessary
copies in some cases.
Signed-off-by: Vadim Girlin <[email protected]>
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We have to assume that all GPRs in compute shader can be indirectly
addressed because LLVM backend doesn't provide any indirect array info.
That's why for compute shaders GPR array is created that covers all used
GPRs (0..r600_bytecode::ngpr-1), but this seriously restricts register
allocation in sb.
This patch checks for actual use of indirect access in the shader and
if it's not used then GPR array is not created, so that regalloc is not
unnecessarily restricted.
Signed-off-by: Vadim Girlin <[email protected]>
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Fixes segfault with bfgminer and R600_DEBUG=sbcl.
Signed-off-by: Vadim Girlin <[email protected]>
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Fixes segfault during bytecode dump with bfgminer kernel
Signed-off-by: Vadim Girlin <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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It turns out the MI_LOAD_REGISTER_IMM approach doesn't work on Haswell,
and regressed essentially all the transform feedback Piglit tests.
This morally reverts eaa6fbe6d54dc99efac4ab8e800edef65ce8220d. However,
the code is still simpler than it was. On BeginTransformFeedback, we
simply flush the batch and set the SOL reset flag so that the next batch
will start with zeroed offsets. There's still no software counting.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64887
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Don't assume the state-tracker will set the scissor after the
framebuffer state is changed.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Verify that interface blocks match when linking separate shader
stages into a program.
Fixes piglit glsl-1.50 tests:
* linker/interface-blocks-vs-fs-member-count-mismatch.shader_test
* linker/interface-blocks-vs-fs-member-order-mismatch.shader_test
Signed-off-by: Kenneth Graunke <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Verify that interface blocks match when combining compilation
units at the same stage. (For example, when merging all vertex
shaders.)
Fixes piglit glsl-1.50 test:
* linker/interface-blocks-multiple-vs-member-count-mismatch.shader_test
v5 (Ken): Rename to link_interface_blocks.cpp and drop the separate .h
file for consistency with other linker code. Remove "ok" variable.
Fold cross_validate_interface_blocks into its caller.
Signed-off-by: Jordan Justen <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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With this change we now support interface block arrays.
For example, cases like this:
out block_name {
float f;
} block_instance[2];
This allows Mesa to pass the piglit glsl-1.50 test:
* execution/interface-blocks-complex-vs-fs.shader_test
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Convert interface blocks with instance names into flat
interface blocks without an instance name.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Uniform/interface blocks are a separate namespace from types.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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For interface blocks, there are three separate namespaces for
uniform, input and output blocks.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously uniform blocks allowed for the 'uniform' keyword
to be used with members of a uniform blocks. With interface
blocks 'in' can be used on 'in' interface block members and
'out' can be used on 'out' interface block members.
The basic_interface_block rule will verify that the same
qualifier type is used with the block and each member.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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An interface block member may specify the type:
in {
in vec4 in_var_with_qualifier;
};
When specified with the member, it must match the same
type as interface block type.
It can also omit the qualifier:
uniform {
vec4 uniform_var_without_qualifier;
};
When the type is not specified with the member,
it will adopt the same type as the interface block.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Interface blocks in GLSL 150 allow an instance name to be used.
v2:
* use state->check_version
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously only 'uniform' was allowed for uniform blocks.
Now, in/out can be parsed, but it will only be allowed for
GLSL >= 150.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Enables guardband clipping when the viewport covers the entire render
target.
No piglit regressions on Ironlake.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Relaxes the validation of
OPTION ARB_precision_hint_{nicest,fastest};
to allow duplicate options. The spec says that both /nicest/ and
/fastest/ cannot be specified together, but could be interpreted
either way for respecification of the same option.
Other drivers (NVIDIA etc) accept this, and at least one Unity3D game
expects it to succeed (Kerbal Space Program).
V2: Add spec quote.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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need_flush was uninitialized if hw3d->new_batch was true.
Fixes "Uninitialized scalar variable" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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'type' was not fully initialized when calling lp_build_context_init.
Fixes "Uninitialized scalar variable" defect reported by Coverity.
NOTE: This is a candidate for the stable branches.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=59440
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Initially we had NUM_TEX_TILE_ENTRIES of 50, however this was using too much
memory (mostly because the tile cache is operating on fixed max current
sampler views which could be fixed but that's another topic). So it was
decreased to 4. However this is a ridiculously low number which can't
actually really work (the number of tiles needed for as little as
a single quad with linear_mipmap_linear is 2 to 8 for a 2d texture, and
4 to 16 for a 3d texture), as it just about guarantees there will be
cache thrashing sometimes (just about always for 3d textures in fact, since
while there are 4 entries the cache is direct mapped).
So increase that number to 16 (which is still on the low side for direct
mapped cache though I guess using something like 4-way associativity would
be more effective than increasing this further) which has at least some good
chance to avoid thrashing. Since we don't want to increase memory requirements
however in turn decrease the tile size accordingly from 64 to 32 (as a bonus
point this also decreases the cost of texture thrashing which might still
happen sometimes).
I've seen performance improvement in the order of factor ~200 (specifically,
drawing the first frame from the replay from bug 41787 needs "only" ~10s
instead of ~30min, meaning I can actually compare the output with other
drivers...) with this.
Reviewed-by: Jose Fonseca <[email protected]>
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These can be different (just like NUM_TEX_TILE_ENTRIES / NUM_ENTRIES),
though currently they aren't.
Reviewed-by: Jose Fonseca <[email protected]>
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