| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Now that everything goes through ImageSlices[], we can rely on the
driver's existing texture mapping function.
A big block of code goes away on Radeon that looks like it was to deal with
the validate that happened at SpanRenderStart, which no longer occurs since we
don't need validation for the MapTextureImage hook.
v2: Rewrite comment about ImageSlices, fix duplicated swImages, touch up
unmap loop.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
| |
This code is trying to deal with providing a map in the case that
AllocTexImageBuffer was called, which is hooked up to the swrast variant.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
| |
MapTextureImage has the exact same logic, except it can also handle
swrast-allocated buffers.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
For hardware drivers with pitch alignment requirements, a
non-power-of-two-sized texture format won't end up being an integer number
of pixels per row. Also, avoids having to change our units between
MapTextureImage's rowStride and swrast's RowStride.
This doesn't fully convert the compressed texel fetch path, but does make
sure we don't drop any bits (not that we'd expect to).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
| |
This gets us ready for the Map field to die.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is a step toward allowing drivers to use their normal mapping paths,
instead of requiring that all slice mappings come from an aligned offset
from the first slice's map.
This incidentally fixes missing slice handling in FXT1 swrast.
v2: Use slice height helper function.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
| |
v2: Move slice height calculation to a helper function (recommeded by Brian).
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
| |
This function going to get used a lot more in upcoming patches.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
| |
This is the equivalent of intel's
80513ec8b4c812b9c6249cc5824337a5f04ab34c.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
| |
|
|
|
|
| |
* Haiku now has DEP enabled by default.
|
|
|
|
| |
* Haiku now has DEP enabled by default.
|
|
|
|
| |
* Haiku now has DEP enabled by default.
|
| |
|
|
|
|
|
|
|
| |
This could be used by shader-db for hopefully more accurate regression
testing.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Improves GLB2.7 performance on my HSW by 0.671455% +/- 0.225037% (n=62).
v2: Make is_valid_3src() a method of the fs_reg. (recommended by Ken)
Reviewed-by: Matt Turner <[email protected]> (v1)
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
|
|
|
|
|
|
|
|
| |
Improves GLB2.7 trex performance 1.01985% +/- 0.721366% on my IVB (n=10)
and by 3.38771% +/- 0.584241% (n=15) on my HSW, due to a 32x32 ARGB8888
cubemap going from untiled to tiled.
Reviewed-by: Daniel Vetter <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It appears that Z16 on Intel hardware is in fact slower than Z24, so
people are getting surprisingly hurt when trying to use Z16 as a
performance-versus-precision tradeoff, or when they're targeting GLES2 and
that's all you get.
GL 3.0+ have Z16 on the list of required exact format sizes, but GLES
doesn't, so choose the better-performing layout in that case. Improves
GLB 2.7 trex performance at 1920x1080 by 10.7% +/- 1.1% (n=3) on my IVB
system.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
| |
These are supposed to be present if both things are available, but we were
enabling them if either one was.
|
| |
|
|
|
|
|
|
| |
For this multi-page single statement, my thought the end was to that the
next block was mis-indented, rather than that the dropped indentation
actually indicated the end of the loop.
|
|
|
|
|
|
|
|
|
| |
In almost all of our cases, getters that are turned on for only some API
variants will have an extension listed as one of the things that can
enable it, and thus api_check gets set. For extra_gl30_es3 (used for
NUM_EXTENSIONS, MAJOR_VERSION, MINOR_VERSION) on a GL 2.1 context, though,
we would check twice, not find either one, but never actually throw the
error.
|
|
|
|
|
| |
There's no reason to actually count these things, so the integer ++
behavior was just confusing.
|
|
|
|
| |
This brings the driver up to GL 2.1.
|
|
|
|
| |
There's no point in shipping a non-GL2 driver today.
|
|
|
|
|
|
|
|
|
|
|
|
| |
While we may provide the extension, we need to tell applications that they
can't actually use it:
An implementation can either set QUERY_COUNTER_BITS_ARB to the
value 0, or to some number greater than or equal to n. If an
implementation returns 0 for QUERY_COUNTER_BITS_ARB, then the
occlusion queries will always return that zero samples passed the
occlusion test, and so an application should not use occlusion
queries on that implementation.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
These are entirely based on the opcode, which is available in
backend_instruction. It makes sense to only implement them in one
place.
This changes the VS implementation of is_tex() slightly, which now
accepts FS_OPCODE_TXB and SHADER_OPCODE_LOD. However, since those
aren't generated in the VS anyway, it should be fine.
This also makes is_control_flow() available in the VS.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
only report overflow for missing targets if they're actually being
used. if the targets are missing but are not being used by any
slot in the stream output declaration we should correctly just
ignore them.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
That is, when llvmpipe is run in single-threaded mode.
Trivial.
Tested with
LP_NUM_THREADS=0 glean --run results --overwrite --quick --tests occluQry
|
|
|
|
|
|
|
|
| |
contents"
This reverts commit 5649f886f76023532538b8792605a3578cec1ed1.
It causes segfaults when size is zero.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Seems that in some case allowing half cache usage confuse the gpu
and trigger lockup. Force full cache use.
Should fix :
https://bugs.freedesktop.org/show_bug.cgi?id=59592
https://bugs.freedesktop.org/show_bug.cgi?id=60848
https://bugs.freedesktop.org/show_bug.cgi?id=60969
https://bugs.freedesktop.org/show_bug.cgi?id=61747
https://bugs.freedesktop.org/show_bug.cgi?id=62466
https://bugs.freedesktop.org/show_bug.cgi?id=62669
https://bugs.freedesktop.org/show_bug.cgi?id=62721
https://bugs.freedesktop.org/show_bug.cgi?id=63124
Signed-off-by: Jerome Glisse <[email protected]>
|
|
|
|
|
|
| |
Add back 2nd arg to emit_vertexbufs() which got lost in rebase.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Interpolation modes other than perspective-barycentric-pixel-center (and
their associated coefficients in the WM payload) only exist in Gen6 and
later.
Unfortunately, if a varying was declared as `centroid`, we would blindly
read the nonexistant values, and so produce all manner of bad behavior
-- texture swimming, snow, etc.
Fixes rendering in Counter-Strike Source and Team Fortress 2 on
Ironlake.
NOTE: This is a candidate for the 9.1 branch.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Tested-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
| |
The order or arguments matches DirectX, and is backwards from GLSL's
mix() built-in.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=63983
|
|
|
|
|
|
|
| |
Fixes a crash when one of the so targets is null.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
We were crashing if one of the buffers wasn't set, we should
just treat it as an overflow. It's useful when using so
statistics because it allows one to figure out how much data
would be generated by so without actually writing any of it.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
we weren't adding the soa offsets when constructing the indices
for the gather functions. That meant that we were always returning
the data in the first vertex/primitive/pixel in the SoA structure
and not correctly fetching from all structures.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
| |
We already hold the variable, just weren't providing access
to it.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
We weren't taking the buffer offset, destination offset or the
stride into consideration so we were frequently writing into
an overflown buffer.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This was a very serious bug. We were always doing the viewport
transformations on the first output of the vertex shader. That means
that every application that was storing position in anything but
OUT[0] was outputing untransformed vertices and had broken output
for whatever it was storing at OUT[0]. Correctly take into
consideration where the vertex position is actually stored.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
There can be more stream output decls than shader outputs because
individual components from them can be split and distributed
among different so buffers.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Before, we'd incorrectly generate an error if we we tried to
replace a non-4x4 block near the edge of a NPOT compressed texture.
For example, if the dest image was 15 texels wide and xoffset=12
and width=3 we'd incorrectly generate GL_INVALID_OPERATION.
Verified with new tests added to piglit s3tc-errors test.
Note: This is a candidate for the stable branches.
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
| |
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
|
| |
On the mesa-users list, Burlen Loring reported a speed-up with 16 cores
and his test/app.
Reviewed-by: Roland Scheidegger <[email protected]>
|