| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Michael Varga <[email protected]>
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This patch cleans the function handleVASliceDataBufferType() for better
readability.
Signed-off-by: Michael Varga <[email protected]>
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It appears to be completely unused since f9be8543 (February 2012).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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On x86-64 this saves 8 bytes of padding in the structure, and this
reduces the size of the structure to 32 bytes.
v2: Fix constructor so that GCC won't warn about the order of
initialization.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Due to the total number of bits used in the bitfield, this does not
increase the size of the structure.
It does, however, reduce the number of instructions required each time
one of these fields is accessed. To access ::matrix_columns with the
bitfield, three instructions were required:
movzbl 0x9(%rdx),%eax
shr %al
and $0x7,%eax
As a uint8_t, only one instruction is required.
movzbl 0xa(%rdx),%eax
These fields are accessed *a lot*.
Valgrind callgrind results for a trace of Tesseract:
_mesa_Uniform4fv _mesa_Uniform4f _mesa_Uniform1i
Before (64-bit): 48,103,497 16,556,096 676,447
After (64-bit): 45,722,616 15,737,964 670,607
_mesa_Uniform4fv _mesa_Uniform4f _mesa_Uniform1i
Before (32-bit): 61,472,611 21,051,222 821,361
After (32-bit): 57,987,421 19,872,226 811,609
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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There are no uniforms in OpenGL ES 1.x, so we can't even get to this
code in that API.
Also, reorder the checks. First check that transpose is true, then
check whether or not that is legal in the current API. transpose should
never be true in an ES2 context, so this gets one check (the more
expensive one) out of the main path.
Valgrind callgrind results for a trace of Tesseract:
_mesa_UniformMatrix4fv _mesa_UniformMatrix3fv
Before (64-bit): 96,119,025 24,240,510
After (64-bit): 90,726,569 22,926,662
_mesa_UniformMatrix4fv _mesa_UniformMatrix3fv
Before (32-bit): 132,434,452 29,051,808
After (32-bit): 126,658,112 27,989,316
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Before ARB_explicit_uniform_location, Mesa's location encoding allowed
locations for non-array types that had non-zero array indices.
Basically, part of the location was the uniform and part was the array
index. This meant that some checks had to occur for arrays and
non-arrays. This is no longer possible, we the checks can be split up.
Valgrind callgrind results for a trace of Tesseract:
_mesa_Uniform4fv _mesa_Uniform4f _mesa_Uniform1i
Before (64-bit): 50,499,557 17,487,316 686,227
After (64-bit): 50,023,791 17,274,432 684,293
_mesa_Uniform4fv _mesa_Uniform4f _mesa_Uniform1i
Before (32-bit): 62,968,039 21,732,380 828,147
After (32-bit): 62,373,967 21,490,756 826,223
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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I really wanted to remove 'shProg != NULL' as well, but that would have
required adding a dummy program as the default program. That seemed
like more churn than removing one test was worth.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Only one caller wanted to generate an error when location == -1, so move
the error generation to that caller. There will be more callers in the
future that do not want to generate errors.
Move the location == -1 check later in validate_uniform_parameters. As
currently implemented, glUniform1iv(-1, -1, data) would not generate an
error, but it should due to count being < 0.
The location that I have moved it to will make more sense with the next
commit.
Valgrind callgrind results for a trace of Tesseract:
_mesa_Uniform4fv _mesa_Uniform4f _mesa_Uniform1i
Before (64-bit): 51,241,217 17,740,162 689,181
After (64-bit): 50,499,557 17,487,316 686,227
_mesa_Uniform4fv _mesa_Uniform4f _mesa_Uniform1i
Before (32-bit): 63,940,605 21,987,918 831,065
After (32-bit): 62,968,039 21,732,380 828,147
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Noting the assertion just a few lines earlier, returnType cannot be
GLSL_TYPE_SAMPLER.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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The GL_ enums were previously used because glsl_types.h couldn't be used
in C code. That was fixed some time ago (and uniforms.c already
includes glsl_types.h), so this is no longer necessary.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Derive whether a RT supports blending, logicop, and the like when
set_framebuffer_state() is called. This enables us to simplify
gen6_BLEND_STATE().
Signed-off-by: Chia-I Wu <[email protected]>
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We had some inlined state functions for dispatching. They were not needed
with the new top/bottom split.
Signed-off-by: Chia-I Wu <[email protected]>
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Follow the builder and split state functions into top (vertex processing) and
bottom (pixel processing).
Signed-off-by: Chia-I Wu <[email protected]>
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According to the documentation, line widths higher than 40.0 may have
quality problems. That's already 20 times larger than we've been
exposing, so it seems totally sufficient.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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We've artificially been limiting this to 5 for no particular reason.
On Gen4-5, the limit is [0, 7.5] with a granularity of 0.5 (U3.1).
On Gen6+, the limit is [0, 7.9921875]. Since it's a U3.7, the
granularity should be 0.125 (1/8).
This patch conservatively advertises one granularity smaller than the
hardware's maximum value, just in case there's a problem using the
largest possible value. On Gen4-5, this is 7.5 - 0.5 = 7.0. On Gen6+,
this is 8.0 - 0.125 = 7.875.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Rather than hardcoding platform values in every code path, just use the
maximum value we set.
Currently, ctx->Const.LineWidth == 5, which is smaller than the hardware
limit. But applications shouldn't be using a value larger than we
support anyway.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Line Width moved to DW1 bits 29:12. It's actually now a U11.7.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 9cc26056ee13f25c5785fef81b31487f1429baa4)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 1a9cc5f50db5d27530a3449743b43aac389d781f)
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Use clamping constants that guarantee no integer overflows.
As spotted by Chris Forbes.
This causes the code to change as:
- value |= (uint32_t)CLAMP(src[0], 0.0f, 4294967295.0f);
+ value |= (uint32_t)CLAMP(src[0], 0.0f, 4294967040.0f);
- value |= (uint32_t)((int32_t)CLAMP(src[0], -2147483648.0f, 2147483647.0f));
+ value |= (uint32_t)((int32_t)CLAMP(src[0], -2147483648.0f, 2147483520.0f));
Reviewed-by: Roland Scheidegger <[email protected]>
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This commit causes the generated C code to change as
union util_format_r32g32b32a32_sscaled pixel;
- pixel.chan.r = (int32_t)CLAMP(src[0], -2147483648, 2147483647);
- pixel.chan.g = (int32_t)CLAMP(src[1], -2147483648, 2147483647);
- pixel.chan.b = (int32_t)CLAMP(src[2], -2147483648, 2147483647);
- pixel.chan.a = (int32_t)CLAMP(src[3], -2147483648, 2147483647);
+ pixel.chan.r = (int32_t)CLAMP(src[0], -2147483648.0f, 2147483647.0f);
+ pixel.chan.g = (int32_t)CLAMP(src[1], -2147483648.0f, 2147483647.0f);
+ pixel.chan.b = (int32_t)CLAMP(src[2], -2147483648.0f, 2147483647.0f);
+ pixel.chan.a = (int32_t)CLAMP(src[3], -2147483648.0f, 2147483647.0f);
memcpy(dst, &pixel, sizeof pixel);
which surprisingly makes a difference for MSVC.
Thanks to Juraj Svec for diagnosing this and drafting a fix.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=29661
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Signed-off-by: Vinson Lee <[email protected]>
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Fixes MSVC build error.
shaderapi.c
src\glsl\list.h(535) : error C2143: syntax error : missing ';' before 'type'
src\glsl\list.h(535) : error C2143: syntax error : missing ')' before 'type'
src\glsl\list.h(536) : error C2065: 'node' : undeclared identifier
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86025
Signed-off-by: Vinson Lee <[email protected]>
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This can be very useful for trying to debug list corruptions.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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On Windows, DllMain calls and thread creation/destruction are
serialized, so when llvmpipe is destroyed from DllMain waiting for the
rasterizer threads to finish will deadlock.
So, instead of waiting for rasterizer threads to have finished, simply wait for the
rasterizer threads to notify they are just about to finish.
Verified with this very simple program:
#include <windows.h>
int main() {
HMODULE hModule = LoadLibraryA("opengl32.dll");
FreeLibrary(hModule);
}
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=76252
Reviewed-by: Roland Scheidegger <[email protected]>
Cc: 10.2 10.3 <[email protected]>
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No longer needed as the file was removed with
commit 8c229d306b3f312adbdfbaf79967ee43fbfc839e
Author: Kenneth Graunke <[email protected]>
Date: Mon Aug 11 10:07:07 2014 -0700
i965: Delete the Gen8 code generators.
We now use the brw_eu_emit.c code instead.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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During teardown we free the driver_configs list pointer, but we forget
to deallocate each config in that list.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
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The function is not called by platform_drm. As such one needs to
pay special attention at teardown.
v2: Fix the comment block. Spotted by Ken.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-and-tested-by: Kenneth Graunke <[email protected]> (v1)
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Earlier commit failed to attribure that for drm platforms one does not
call dri2_create_screen, thus it does not create the screen and
driver_configs but inherits them from the "display" - gbm.
As such wrap cleanup in Platform != _EGL_PLATFORM_DRM to prevent
the issue and still cleanup correctly for non-drm platforms.
v2:
- Drop the ifdef HAVE_DRM_PLATFORM, reindent the code and fix the
comment block. Suggested by Ken.
Reported-by: Kenneth Graunke <[email protected]>
Reported-by: Mark Janes <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-and-tested-by: Kenneth Graunke <[email protected]> (v1)
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Move opcode to string mappings to functions of their own. Have for consistent
outputs for similar opcodes.
Signed-off-by: Chia-I Wu <[email protected]>
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This is at least much better than decoding as blobs.
Signed-off-by: Chia-I Wu <[email protected]>
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When the earlier block ended with control flow, we'd mistakenly remove
some of its links to its children. The same happened with the later
block.
Acked-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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A pattern in certain shaders is:
uniform vec4 colors[NUM_LIGHTS];
for (int i = 0; i < NUM_LIGHTS; i++) {
...use colors[i]...
}
In this case, the application author expects the shader compiler to
unroll the loop. By doing so, it replaces variable indexing of the
array with constant indexing, which is more efficient.
This patch extends the heuristic to see if arrays accessed within the
loop are indexed by an induction variable, and if the array size exactly
matches the number of loop iterations. If so, the application author
probably intended us to unroll it. If not, we rely on the existing
loop-too-large heuristic.
Improves performance in a phong shading microbenchmark by 2.88x, and a
shadow mapping microbenchmark by 1.63x. Without variable indexing, we
can upload the small uniform arrays as push constants instead of pull
constants, avoiding shader memory access. Affects several games, but
doesn't appear to impact their performance.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Kristian Høgsberg <[email protected]>
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Consider GLSL code such as:
const ivec2 offsets[] =
ivec2[](ivec2(-1, -1), ivec2(-1, 0), ivec2(-1, 1),
ivec2(0, -1), ivec2(0, 0), ivec2(0, 1),
ivec2(1, -1), ivec2(1, 0), ivec2(1, 1));
ivec2 offset = offsets[<non-constant expression>];
Both i965 and nv50 currently handle this very poorly. On i965, this
becomes a pile of MOVs to load the immediate constants into registers,
a pile of scratch writes to move the whole array to memory, and one
scratch read to actually access the value - effectively the same as if
it were a non-constant array.
We'd much rather upload large blocks of constant data as uniform data,
so drivers can simply upload the data via constbufs, and not have to
populate it via shader instructions.
This is currently non-optional because both i965 and nouveau benefit
from it, and according to Marek radeonsi would benefit today as well.
(According to Tom, radeonsi may want to handle this itself in the long
term, but we can always add a flag when it becomes useful.)
Improves performance in a terrain rendering microbenchmark by about 2x,
and cuts the number of instructions in about half. Helps a lot of
"Natural Selection 2" shaders, as well as one "HOARD" shader.
total instructions in shared programs: 5473459 -> 5471765 (-0.03%)
instructions in affected programs: 5880 -> 4186 (-28.81%)
v2: Use ir_var_hidden to avoid exposing the new uniform via the GL
uniform introspection API.
v3: Alphabetize Makefile.sources properly.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77957
Signed-off-by: Kenneth Graunke <[email protected]>
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In the compiler, we'd like to generate implicit uniforms for internal
use. These should not be visible via the GL uniform introspection API.
To support that, we add a new ir_variable::how_declared value of
ir_var_hidden, and plumb that through to gl_uniform_storage.
v2 (idr): Fix some memory management issues in
move_hidden_uniforms_to_end. The comment block on the function has more
details.
Signed-off-by: Kenneth Graunke <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
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Makes use of SSE 4.1 to speed up compute of min and max elements.
Callgrind cpu usage results from pts benchmarks:
Openarena 0.8.8: 3.67% -> 1.03%
UrbanTerror: 2.36% -> 0.81%
V5:
- actually make use of the optimisation in android (Emil Velikov)
- set a better array size limit for using SSE and added TODO
V4:
- fixed bugs with incrementing pointer and updating counters
V3:
- Removed sse_minmax.c from Makefile.sources
- handle the first few values without SSE until the pointer is aligned
and use _mm_load_si128 rather than _mm_loadu_si128
- guard the call to the SSE code better at build time
V2:
- removed GL* types
- use _mm_store_si128() rather than _mm_store_ps()
- add runtime check for SSE
- use aligned attribute for local mix/max
- bunch of tidyups
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Timothy Arceri <[email protected]>
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These never existed, as far as I can tell.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Last use was in shader_time.
Reviewed-by: Jason Ekstrand <[email protected]>
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The ADDs depended on dispatch_width, which really isn't what we wanted.
Reviewed-by: Jason Ekstrand <[email protected]>
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We only want fields 0-2.
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Reviewed-by: Tom Stellard <[email protected]>
Signed-off-by: Jan Vesely <[email protected]>
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Walk through the list and free each config, and finally free the list
itself. Freeing approx 20KiB of memory, according to valgrind.
Inspired by a similar patch by enpeng xu.
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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