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* mesa: remove unneeded #includes in errors.cBrian Paul2016-11-201-6/+0
| | | | Reviewed-by: Vinson Lee <[email protected]>
* mesa: remove trailing whitespace in errors.cBrian Paul2016-11-201-6/+6
| | | | Reviewed-by: Vinson Lee <[email protected]>
* nir: Add a C wrapper for glsl_type::is_array_of_arrays().Kenneth Graunke2016-11-192-0/+7
| | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Store a clip_distance_mask field similar to cull_distance_mask.Kenneth Graunke2016-11-194-0/+7
| | | | | | | This isn't useful for legacy GL, but will be used in Vulkan. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Use shader_info for brw_vue_prog_data::cull_distance_mask.Kenneth Graunke2016-11-196-12/+12
| | | | | | | | This also allows us to move it from a GL specific location to a part of the compiler shared by both GL and Vulkan. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* compiler: Store the clip/cull distance array sizes in shader_info.Kenneth Graunke2016-11-193-5/+9
| | | | | | | We switched from a boolean to array lengths in gl_program a while back. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Fix GS push inputs with enhanced layouts.Kenneth Graunke2016-11-191-1/+1
| | | | | | | | | | | | We weren't taking first_component into account when handling GS push inputs. We hardly ever push GS inputs, so this was not caught by existing tests. When I started using component qualifiers for the gl_ClipDistance arrays, glsl-1.50-transform-feedback-type-and-size started catching this. Cc: "13.0" <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Delete unused variable.Kenneth Graunke2016-11-191-2/+0
| | | | | | I forgot to delete this in 9ef2b9277d3bead6dbfa47e95794ca61e8be4e84. Signed-off-by: Kenneth Graunke <[email protected]>
* intel: Share URB configuration code between GL and Vulkan.Kenneth Graunke2016-11-198-294/+256
| | | | | | | | | This code is far too complicated to cut and paste. v2: Update the newly added genX_gpu_memcpy.c; const a few things. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* i965: Use arrays in Gen7+ URB code.Kenneth Graunke2016-11-191-202/+134
| | | | | | | | | | | So much of this code was cut and pasted per stage. We can accomplish much of it by looping over shader stages. Improves performance of OglBatch7 (version 6) by 1.50783% +/- 0.287049% (n = 71) at 1024x768 on Cherryview. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* i965: Drop brw->urb.{nr_*_entries,*_start} assignments from gen7_urb.c.Kenneth Graunke2016-11-191-17/+8
| | | | | | | | The context fields are for Gen4-5; setting them has always been useless. There's no point in spending the cost in the hottest path in the driver. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* i965: Switch to roundf in HS/DS URB code.Kenneth Graunke2016-11-191-2/+2
| | | | | | | | | | | Matt intentionally switched the VS calculation to be float-based in commit c1da15709a0c0c2775bd9e534f67c60f7dc95ce8. Tessellation support was written before this and rebased forward, and missed the change. Now it's consistent. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* i965: Make URB code use prog_data for GS/tessellation enable checks.Kenneth Graunke2016-11-191-6/+4
| | | | | | | | If geometry/tessellation shaders are disabled, prog_data will be NULL (see brw_state_upload.c). This consolidates dirty bits a little. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel: Convert devinfo->urb.min_*_entries into an array.Kenneth Graunke2016-11-195-38/+73
| | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel: Convert devinfo->urb.max_*_entries into an array.Kenneth Graunke2016-11-195-78/+120
| | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* docs: document MESA_DEBUG=contextBrian Paul2016-11-191-0/+2
| | | | | Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* swr: mark streamout buffers as writtenIlia Mirkin2016-11-191-0/+7
| | | | | Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Bruce Cherniak <[email protected]>
* st/mesa/glsl/nir/i965: make use of new gl_shader_program_data in ↵Timothy Arceri2016-11-1932-315/+323
| | | | | | gl_shader_program Reviewed-by: Emil Velikov <[email protected]>
* mesa: create new gl_shader_program_data structTimothy Arceri2016-11-193-0/+69
| | | | | | | | This will be used to share data between gl_program and gl_shader_program allowing for greater code simplification as we can remove a number of awkward uses of gl_shader_program. Reviewed-by: Emil Velikov <[email protected]>
* glsl: add new program driver function to standalone compilerTimothy Arceri2016-11-191-18/+43
| | | | | | | | | | | This fixes a regression with the standalone compiler caused by 9d96d3803ab5dc Note that we change standalone_compiler_cleanup() to no longer explicitly free the linked shaders as the will be freed when we free the parent ctx whole_program. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98774
* i965: Disable depth writes when depth test is GL_EQUAL.Kenneth Graunke2016-11-188-8/+28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | There's no point in performing depth writes when the depth test comparison function is set to GL_EQUAL - it would just write out the same value that's already there (if it is written at all). While this is harmless from a functional perspective, it hurts performance. Obviously, writing to memory is not free, but there's another more subtle impact as well: it can prevent early depth optimizations. Depth writes aren't supposed to happen for pixels that are killed by fragment shader discard statements or the alpha test. So, with depth writes enabled and either of those, the pixel shader must be invoked to determine whether or not to perform the write. This is fairly stupid in the EQUAL case - we're running a shader to decide whether to replace the existing depth value with itself. By disabling these pointless writes, we allow early depth even with discards and alpha testing, allowing the hardware to skip the pixel shader altogether if the depth test fails. Improves performance of Unigine Valley: - Skylake GT2: +17.8% - Broadwell GT3e: +11.5% - Cherrytrail: +19.4% Huge thanks to Mark Janes for building frameretrace [1], the performance analysis tool that helped us find this issue, and to Robert Bragg for providing us performance metrics on Linux. Mark also spent the time to analyze Valley performance on Windows vs. Linux and discovered a discrepancy in early depth test metrics. Once he had isolated a draw call and drawn attention to the problem, fixing it was pretty simple. [1] https://github.com/janesma/apitrace/wiki/frameretrace-branch Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* glsl: tidy up entries temporaryTimothy Arceri2016-11-191-6/+8
| | | | | | | Here we just move initialisation of entries to where it is needed i.e. outside the loop and after the continue checks. Reviewed-by: Emil Velikov <[email protected]>
* glsl/i965: move per stage AtomicBuffers list to gl_programTimothy Arceri2016-11-1910-48/+25
| | | | Reviewed-by: Emil Velikov <[email protected]>
* glsl: create gl_program at the start of linking rather than the endTimothy Arceri2016-11-195-29/+20
| | | | | | | | | | | | | | | | | | This will allow us to directly store metadata we want to retain in gl_program this metadata is currently stored in gl_linked_shader and will be lost if relinking fails even though the program will remain in use and is still valid according to the spec. "If a program object that is active for any shader stage is re-linked unsuccessfully, the link status will be set to FALSE, but any existing executables and associated state will remain part of the current rendering state until a subsequent call to UseProgram, UseProgramStages, or BindProgramPipeline removes them from use." This change will also help avoid the double handing that happens in _mesa_copy_linked_program_data(). Reviewed-by: Emil Velikov <[email protected]>
* st/mesa/i965: simplify gl_program references and stop leakingTimothy Arceri2016-11-194-13/+11
| | | | | | | | | | | | | | In i965 we were calling _mesa_reference_program() after creating gl_program and then later calling it again with NULL as a param to get the refcount back down to 1. This changes things to not use _mesa_reference_program() at all and just have gl_linked_shader take ownership of gl_program since refcount starts at 1. The st and ir_to_mesa linkers were worse as they were both getting in a state were the refcount would never get to 0 and we would leak the program. Reviewed-by: Emil Velikov <[email protected]>
* anv/cmd_buffer: Enable stencil-only HZ clearsNanley Chery2016-11-181-13/+33
| | | | | | | | The HZ sequence modifies less state than the blorp path and requires less CPU time to generate the necessary packets. Signed-off-by: Nanley Chery <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* anv/cmd_buffer: Manage Anv state around HZ op emissionNanley Chery2016-11-181-7/+9
| | | | | | | Move the assignment to a less surprising location. Signed-off-by: Nanley Chery <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* anv/cmd_buffer: Clarify HZ rectangle behaviorNanley Chery2016-11-181-1/+2
| | | | | | | | This behavior differs from what's described in the PRMs and was observed by analyzing CTS test results. Signed-off-by: Nanley Chery <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* mesa/fbobject: Update CubeMapFace when reusing texturesNanley Chery2016-11-181-0/+1
| | | | | | | | | | | | | | | | | | | | | Framebuffer attachments can be specified through FramebufferTexture* calls. Upon specifying a depth (or stencil) framebuffer attachment that internally reuses a texture, the cube map face of the new attachment would not be updated (defaulting to TEXTURE_CUBE_MAP_POSITIVE_X). Fix this issue by actually updating the CubeMapFace field. This bug manifested itself in BindFramebuffer calls performed on framebuffers whose stencil attachments internally reused a depth texture. When binding a framebuffer, we walk through the framebuffer's attachments and update each one's corresponding gl_renderbuffer. Since the framebuffer's depth and stencil attachments may share a gl_renderbuffer and the walk visits the stencil attachment after the depth attachment, the uninitialized CubeMapFace forced rendering to TEXTURE_CUBE_MAP_POSITIVE_X. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77662 Signed-off-by: Nanley Chery <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: add NV_image_formats extension supportLionel Landwerlin2016-11-186-49/+72
| | | | | | | | | | | | | | | This extension can be enabled automatically as it is a subset of ARB_shader_image_load_store. v2: Replace helper function by qualifier struct field (Ilia) Enable NV_image_formats using ARB_shader_image_load_store (Ilia) v3: Drop extension field from gl_extensions (Ilia) Release notes (Ilia) Signed-off-by: Lionel Landwerlin <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98480 Reviewed-by: Ilia Mirkin <[email protected]>
* mesa: fix old classic drivers to use ralloc for ARB asm programsTimothy Arceri2016-11-182-6/+5
| | | | | | | | These changes were missed in 0ad69e6b5. Acked-by: Edward O'Callaghan <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98767
* st/mesa: silence warnings in optimized buildsNicolai Hähnle2016-11-181-2/+2
| | | | | | | Mark variables and static functions that only occur in assert()s as MAYBE_UNUSED. Reviewed-by: Ilia Mirkin <[email protected]>
* radeonsi: emit sample locations also when nr_samples == 1Nicolai Hähnle2016-11-181-1/+4
| | | | | | | | | | | | Since the state tracker now enables MSAA in the hardware for the case nr_samples == 1 as well, we need to set sample locations correctly for this case. The Polaris override is still needed for the non-MSAA case (when nr_samples == 0). Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* radeonsi: allow sample mask export for single-sample framebuffersNicolai Hähnle2016-11-181-4/+5
| | | | | | | This fixes GL45-CTS.sample_variables.mask.*.samples_1.*. Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* st/mesa: remove a redundant call to _mesa_is_multisample_enabledNicolai Hähnle2016-11-181-1/+1
| | | | | | | We called it immediately prior, so re-use the previously returned value. Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* mesa/main: consider multisampling enabled when number of samples == 1Nicolai Hähnle2016-11-181-1/+1
| | | | | | | | | | | | | | | There are some differences between how non-multisampled framebuffers (i.e. samples == 0) and multisampled framebuffers with a single sample should be treated. For example, alpha to coverage and writing to gl_SampleMask has an effect with single-sample multisample framebuffers, but not on non-multisample framebuffers. This fixes GL45-CTS.sample_variables.mask.*.samples_1.* at least for Gallium drivers (and possibly others, though at least radeonsi needs an additional fix). Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* i965: Delete fs_visitor::nir_setup_single_output_varying prototype.Kenneth Graunke2016-11-181-2/+0
| | | | | | I deleted this function in 59864e8e02057cc6fa0448a8af067a3cf53389da. Signed-off-by: Kenneth Graunke <[email protected]>
* mesa: fix empty program log lengthTapani Pälli2016-11-182-3/+6
| | | | | | | | | | | | | | | | | | | In case we have empty log (""), we should return 0. This fixes Khronos WebGL conformance test 'program-infolog'. From OpenGL ES 3.1 (and OpenGL 4.5 Core) spec: "If pname is INFO_LOG_LENGTH , the length of the info log, including a null terminator, is returned. If there is no info log, zero is returned." v2: apply same fix for get_shaderiv and _mesa_GetProgramPipelineiv (Ian) Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]> (v1) Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97321 Cc: "13.0" <[email protected]>
* draw: finally optimize bool clip mask generationRoland Scheidegger2016-11-183-23/+26
| | | | | | | | | | | lp_build_any_true_range is just what we need, though it will only produce optimal code with sse41 (ptest + set) - but even without it on 64bit x86 the code is still better (1 unpack, 2 movq + or + set), on 32bit x86 it's going to be roughly the same as before. While here also make it a "real" 8bit boolean - cuts one instruction but more importantly similar to ordinary booleans. Reviewed-by: Jose Fonseca <[email protected]>
* draw: use vectorized calculations for fetch (v2)Roland Scheidegger2016-11-181-131/+265
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Instead of doing all the math with scalars, use vectors. This means the overflow math needs to be done manually, albeit that's only really problematic for the stride/index mul, the rest has been pretty much moved outside the shader loop (albeit the mul could actually be optimized away too), where things are still scalar. To eliminate control flow in the main shader loop fetch, provide fake buffers (so index 0 is always valid to fetch). Still uses aos fetch though in the end - mostly because some more code would be needed to handle unaligned fetches in that path, and because for most formats it won't make a difference anyway (we generate some truly horrendous code for things like R16G16_something for instance). Instanced fetch however stays roughly the same as before, except that no longer the same element is fetched multiple times (I've seen a reduction of ~3 times in main shader loop size due to llvm not recognizing it's all the same fetch, since it would have been possible some of the fetches getting replaced with zeros in case vector size exceeds remaining fetch count - the values of such fetches don't matter at all though). Also, for elts gathering, use vectorized code as well. The generated shaders are smaller and faster to compile (not entirely sure about execution speed, but generally unless there's just single vertices to handle I would expect it to be faster - there's more opportunities for future improvements by using soa fetch). v3: skip the fake index buffer, not needed due to the jit code never seeing the real index buffer in the first place. Fix a bug with mask expansion (needs SExt, not ZExt). Also, be really really careful to keep the behavior the same, even in cases where it looks wrong, and add comments why the code is doing the seemingly wrong stuff... Fortunately it's not actually more complex in the end... Also change function order slightly just to make the diff more readable. No piglit change. Passes some internal testing with another api too... Reviewed-by: Jose Fonseca <[email protected]>
* i965/gen7: Minify blit size for stencil tree copyJordan Justen2016-11-171-2/+4
| | | | | | | | | Found by the piglit 'fbo-depth-array stencil-clear' test when implementing blorp blit splitting for gen7. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Ben Widawsky <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* mesa: Drop PATH_MAX usage.Kenneth Graunke2016-11-172-34/+15
| | | | | | | | | | | | | | | | | | | | | | | | GNU/Hurd does not define PATH_MAX since it doesn't have such arbitrary limitation, so this failed to compile. Apparently glibc does not enforce PATH_MAX restrictions anyway, so it's kind of a hoax: https://www.gnu.org/software/libc/manual/html_node/Limits-for-Files.html MSVC uses a different name (_MAX_PATH) as well, which is annoying. We don't really need it. We can simply asprintf() the filenames. If the filename exceeds an OS path limit, presumably fopen() will fail, and we already check that. (We actually use ralloc_asprintf because Mesa provides that everywhere, and it doesn't look like we've provided an implementation of GNU's asprintf() for all platforms.) Fixes the build on GNU/Hurd. Cc: "13.0" <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98632 Signed-off-by: Samuel Thibault <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Emil Velikov <[email protected]>
* i965: Fix compute shader crash.Kenneth Graunke2016-11-171-1/+1
| | | | | | | | Fixes crashes when starting Deus Ex: Mankind Divided. Cc: [email protected] Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* anv/TODO: Check off render buffer compressionJason Ekstrand2016-11-171-1/+0
| | | | | There's still a tiny bit of work to do for storage images but it's otherwise pretty much done at this point.
* anv: Enable "permanent" compression for immutable format imagesJason Ekstrand2016-11-172-1/+26
| | | | | | | | | | | This commit extends our support of color compression to surfaces without the VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT set. These images will never have an image view created with a different format then the one set at image creation time so it's safe to always use compression. We still bail if the image is used as a storage image because that sometimes ends up using a different format. Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Properly handle color compression in blorp_copyJason Ekstrand2016-11-173-4/+183
| | | | | | | | | Previously, blorp copy operations were CCS-unaware so you had to perform resolves on the source and destination before performing the copy. This commit makes blorp_copy capable of handling CCS-compressed images without any resolves. Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Always use UINT formats on SKL+Jason Ekstrand2016-11-171-22/+44
| | | | | | | | | Many of these UINT formats aren't available prior to Sky Lake so we used UNORM formats. Using UINT formats is a bit nicer because it guarantees we don't run into rounding issues. Also, we will need it in the next commit for handling copies with CCS enabled. Reviewed-by: Topi Pohjolainen <[email protected]>
* i965/blorp: Rework resolve handlingJason Ekstrand2016-11-171-92/+88
| | | | | | | | | This commit moves the handling of resolves into blorp_surf_for_miptree(). Instead of each helper doing resolves and checks itself, it simply tells blorp_surf_for_miptree which aux modes are supported by the given blorp operation and blorp_surf_for_miptree will resolve as-needed. Reviewed-by: Topi Pohjolainen <[email protected]>
* anv/image: Add an aux_usage field for "default" auxJason Ekstrand2016-11-174-19/+45
| | | | | | | Initially, the field is set to ISL_AUX_USAGE_NONE so this commit shouldn't bring any functional changes. Setting this field to something else will cause all sampled and storage image views to be created with AUX and blorp will start trying to respect it so set with care.
* anv: Add initial support for Sky Lake color compressionJason Ekstrand2016-11-174-34/+169
| | | | | | | This commit adds basic support for color compression. For the moment, color compression is only enabled within a render pass and a full resolve is done before the render pass finishes. All texturing operations still happen with CCS disabled.