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Reviewed-by: Chad Versace <[email protected]>
Cc: "12.0" <[email protected]>
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This is purely cosmetic, but it makes things look a bit more readable.
Reviewed-by: Chad Versace <[email protected]>
Cc: "12.0" <[email protected]>
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This is purely cosmetic, but it makes things look a bit more readable.
Reviewed-by: Chad Versace <[email protected]>
Cc: "12.0" <[email protected]>
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This is purely cosmetic, but it makes things look a bit more readable.
Reviewed-by: Chad Versace <[email protected]>
Cc: "12.0" <[email protected]>
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They're already zero-initialized and we have no plans of doing anything
more interesting with them.
Reviewed-by: Chad Versace <[email protected]>
Cc: "12.0" <[email protected]>
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While designated initializers are nice, they also force us to put some
things in the initializer and some things later. Surface state setup is
complicated enough that this really hurts readability in the long run.
Reviewed-by: Chad Versace <[email protected]>
Cc: "12.0" <[email protected]>
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This is what gen7 does and it's nice to have a prefix
Reviewed-by: Chad Versace <[email protected]>
Cc: "12.0" <[email protected]>
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Otherwise, we end up with a bogus value in the third component. On gen6-7
where we always use 2D textures, this can cause problems if the
SurfaceArray bit is set in the SURFACE_STATE.
Acked-by: Chad Versace <[email protected]>
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There's no real reason why we shouldn't set this bit. It does affect how
the sampler operates a bit but since you can have a 2D non-array view of a
2D_ARRAY texture that distinction is very weak. Also, this is what ISL
will do and we would like this change to be isolated from using ISL.
Reviewed-by: Chad Versace <[email protected]>
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The PRM states that the values put in Width, Height, and Depth should be
various bits from the value size - 1. We seem to have done this wrong
more-or-less from the start.
Reviewed-by: Chad Versace <[email protected]>
Cc: "11.1 11.2 12.0" <[email protected]>
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This hasn't been used since 1cfb4bc890b8 where we deleted the meta stencil
blit path.
Reviewed-by: Chad Versace <[email protected]>
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Previously, we were incrementing length but not actually putting anything
in the Y coordinate. This meant that 1-D TXF operations had a garbage
array index. If the surface is emitted as 1-D non-array, the coordinate
gets discarded and it works fine. If it happens to be bound as an array
surface, it may count as an out-of-bounds array access and you get zero.
Reviewed-by: Ian Romanick <[email protected]>
Cc: "11.1 11.2 12.0" <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: "11.1 11.2 12.0" <[email protected]>
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We were adding in the base which is wrong because the values given in the
miptree are relative to zero and not the base layer/level.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Cc: "11.1 11.2 12.0" <[email protected]>
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The RenderTargetViewExtent field of RENDER_SURFACE_STATE is supposed to be
set to the depth of a 3-D texture when rendering. Unfortunatley, that
field is only 9 bits on Sandy Bridge and prior so we can't actually bind
a 3-D texturing for rendering if it has depth > 512. On Ivy Bridge, this
field was bumpped to 11 bits so we can go all the way up to 2048. On Iron
Lake and prior, we don't support layered rendering and we use OffsetX/Y
hacks to render to particular layers so 2048 is ok there too.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Cc: "11.1 11.2 12.0" <[email protected]>
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This is basically a direct translation of what we do for gen7.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83036
Cc: "11.1 11.2 12.0" <[email protected]>
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This makes texture views sort-of work. It doesn't add full texture view
support for gen4-5 but it is enough to fix the GL_ARB_copy_image formats
piglit test on Iron Lake.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83036
Cc: "11.1 11.2 12.0" <[email protected]>
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Our previous code worked for desktop GL, and ES without geometry or
tessellation shaders. But those features require fancier point size
handling. Fortunately, we can use one rule for all APIs.
Fixes a number of dEQP tests with EXT_tessellation_shader enabled:
dEQP-GLES31.functional.tessellation_geometry_interaction.point_size.*
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We will reuse this for fs key generation for the on disk shader
cache.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This avoids costly address recomputations, function overhead, and may trigger
large copy optimizations.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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There's special logic around finding gl_FragData. It latches onto any
array with FRAG_RESULT_DATA0. However gl_SecondaryFragDataEXT[], added
by GL_EXT_blend_func_extended, fits those parameters as well. The real
frag data array should have index 0 though, so we can use that to
distinguish them.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96617
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.1 11.2 12.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The start instance is applied as an offset into the buffer directly,
ignoring the divisor, not as an instance id offset that respects the
divisor.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.2 12.0" <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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The generic version gets this right already, but this was using an
incorrect formula in SSE.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.2 12.0" <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Ever since c2581a9375ea, the binding table layout has depended on the
pipeline. This means that whenever we change pipelines we also need to
re-emit binding tables for the new layout.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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It's tiny and fully generic so there's really no reason for it to be in a
gen7-specific file.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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There's no good reason for recompiling it
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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SPIR-V treats it as an input but NIR wants the system value. This
shouldn't have been too much of a surprise given that we have to do the
same conversion in the GLSL IR to NIR pass.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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Cc: "12.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This reduces time spend in glGenerateMipmap by a half.
v2: don't decompress the levels to be overwritten
Reviewed-by: Nicolai Hähnle <[email protected]>
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for pipe_context::generate_mipmap
first move some of the blit code from util_blitter_blit_generic
to a separate function, then use it from util_blitter_generate_mipmap
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: add ST_DEBUG flag for disabling (suggested by Ilia)
Reviewed-by: Marek Olšák <[email protected]> (v1)
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Whenever a draw happens or some other function call might change the result
of future glReadPixels calls, we must invalidate the cache.
Reviewed-by: Marek Olšák <[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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Found by inspection.
Cc: 11.2 12.0 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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As far as I can tell, a sequence of glBitmap followed by texture functions
that refer to a texture bound as the framebuffer is well within what should
be allowed.
Found by inspection.
Cc: 11.2 12.0 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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In the unlikely case that a program uses glBitmap to render to a framebuffer
whose texture is bound in a compute shader.
Found by inspection.
Cc: 11.2 12.0 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is more consistent with what we do elsewhere and will allow
us to only cache one of the values in the shader cache.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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setLangDefaults() now requires PreprocessorOptions as an argument.
Reviewed-and-Tested-by: Michel Dänzer <[email protected]>
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Cherryview and Broxton don't support DW x DW multiplication. We have
piles of code to handle this, but apparently weren't retyping in the
immediate case.
For example,
tests/spec/arb_tessellation_shader/execution/dvec3-vs-tcs-tes
makes the simulator angry about instructions such as:
mul(8) r18<1>:D r10.0<8;8,1>:D 0x00000003:D
Just retype to W or UW. It should be safe on all platforms.
Cc: "12.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95462
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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It used to be based on the framebuffer which isn't quite right.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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Just setting builder->exact isn't sufficient because that only applies to
instructions that are built with the builder but instructions created
manually and only inserted using the builder are left alone.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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This pass is similar to propagate_invariance in the GLSL compiler. The
real "output" of this pass is that any algebraic operations which are
eventually consumed by an invariant variable get marked as "exact".
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
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While mathematically correct, these two optimizations result in an
expression with substantially lower precision than the original. For any
positive finite floating-point value, log2(x) is well-defined and finite.
More precisely, it is in the range [-150, 150] so any sum of logarithms
log2(a) + log2(b) is also well-defined and finite as long as a and b are
both positive and finite. However, if a and b are either very small or
very large, their product may get flushed to infinity or zero causing
log2(a * b) to be nowhere close to log2(a) + log2(b).
This imprecision was causing incorrect rendering in Talos Principal because
part of its HDR rendering process involves doing 8 texture operations,
clamping the result to [0, 65000], taking a dot-product with a constant,
and then taking the log2. This is done 6 or 8 times and summed to produce
the final result which is written to a red texture. In cases where you
have a region of the screen that is very dark, it can end up getting a
result value of -inf which is not what is intended.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96425
Cc: "11.1 11.2 12.0" <[email protected]>
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