| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This is basic MSAA support which should work with most apps.
Some features are missing, those will be implemented by other commits.
Reviewed-by: Michel Dänzer <[email protected]>
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It moves all sampler view descriptors to a buffer.
It supports partial resource updates and it can also unbind resources
(required for FMASK texturing).
The buffer contains all sampler view descriptors for one shader stage,
represented as an array. On top of that, there are N arrays in the buffer,
which are used to emulate context registers as implemented by the previous
ASICs (each array is a context).
This uses the RCU synchronization approach to avoid read-after-write hazards
as discussed in the thread:
"radeonsi: add FMASK texture binding slots and resource setup"
CP DMA is used to clear the descriptors at context initialization and to copy
the descriptors from one context to the next.
v2: - use PKT3_DMA_DATA on CIK (I'll test CIK later)
- turn the bool CP DMA parameters into self-explanatory flags
- add a nice simple API for packet emission to radeon_winsys.h
- use 256 contexts, 128 causes texture corruption in openarena
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It shouldn't be necessary to call radeon_winsys::cs_flush() from
radeonsi_launch_grid(), because the state tracker is responsible for
flushing the pipeline at the appropriate time. The current behavior is
also wrong, because radeonsi_launch_grid() submits packets to the
compute ring, but when the state tracker calls pipe->flush() everything
is submitted to the graphics ring. This has the potential to create a
race condition.
The downside of removing this flush is that the compute dispatch packets
will be sent to the graphics ring rather than the compute ring.
In the future we will need to come up with a way to detect 'compute'
command streams and submit them to the appropriate ring.
Signed-off-by: Marek Olšák <[email protected]>
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Previously, INTEL_DEBUG=bat would dump messages like:
intel_mipmap_tree.c:1643: Batchbuffer flush with 456b used
This only reported the space used for command packets, and didn't
report any information on the space used for indirect state.
Now it dumps:
intel_context.c:366: Batchbuffer flush with 6128b (pkt) + 4288b (state)
= 10416b (31.8%)
This conveniently shows the breakdown of space used for packets vs.
state, as well as the percentage of batchbuffer space.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We emit these before configuring depth in the normal path, or actually
using the depth buffer in BLORP - we just failed to emit them when
disabling depth altogether.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We emit these before configuring depth in the normal path, or actually
using the depth buffer in BLORP - we just failed to emit them when
disabling depth altogether.
On Sandybridge, this also requires the post_sync_nonzero flush.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously, copy propagation would cause bitcast_f2u(abs(float)) to
be performed in a single step, but the application of source modifiers
(abs, neg) happens after type conversion, leading to incorrect results.
That is, for bitcast_f2u(abs(float)) we would in fact generate code to
do abs(bitcast_f2u(float)).
For example, whereas bitcast_f2u(abs(float)) might result in a register
argument such as
(abs)g2.2<0,1,0>UD
v2: Set interfered = true and break in register_coalesce instead of
returning false.
Reviewed-by: Paul Berry <[email protected]>
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Necessary to avoid combining a bitcast and a modifier into a single
operation. Otherwise if safe, the MOV should be removed by
copy-propagation or register coalescing.
With this and the next patch, there are only four changes in shader-db:
all a single extra instruction. The code does something like
mov a.w, -b.x
and copy propagation doesn't work because it only handles no-op
swizzles. Seems acceptable, given the known limitation of our copy
propagation.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Currently single sample scaled blits with GL_LINEAR filter falls
back to meta path. Patch removes this limitation in BLORP engine
and implements single sample scaled blit with bilinear filter.
No piglit, gles3 regressions are observed with this patch on Ivybridge.
V2: Use "sample" message to utilize the linear filtering functionality
built in to hardware.
V3: Define a bool variable (bilinear_filter) to handle the conditions
for GL_LINEAR blits.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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New function clamp_tex_coords() clamps the texture coordinates
to texture boundaries. This function will also be utilized later
for the BLORP implementation of single-sample scaled blit with
bilinear filter.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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When we talk about both multi-sample and single-sample scaled blits,
rect_grid_{x1, y1} are more appropriate variable names as compared
to sample_grid_{x1, y1}. There are no functional changes in this patch.
It just prepares for the BLORP implementation of single-sample scaled
blit with bilinear filter.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This patch fixes a case of framebuffer blitting with renderbuffer
as color attachment and GL_LINEAR filter. Meta implementation of
glBlitFrambuffer() converts source color buffer to a texture and
uses it to do the scaled blitting in to destination buffer. Using
the exact source rectangle to create the texture does incorrect
linear filtering along the edges. This patch makes the changes to
extend the texture edges by one pixel in x, y directions. This
ensures correct linear filtering.
It fixes failing piglit fbo-attachments-blit-scaled-linear test.
Signed-off-by: Anuj Phogat <[email protected]>
CC: "9.2" <[email protected]>
CC: "9.1" <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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h264/mpeg4 remain disabled for pre-nvc0, there's some minor
bug/difference which causes the decoding to hang after some frames.
Signed-off-by: Ilia Mirkin <[email protected]>
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The upcoming vp3 logic will want the video layout, but allocated by the
miptree.
Signed-off-by: Ilia Mirkin <[email protected]>
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Commit 14ee790df77 removed the formats from the vtxfmt_table but forgot
to also update the info_table.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "9.2 and 9.1" <[email protected]>
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The error code was changed from INVALID_VALUE to INVALID_OPERATION
in OpenGL 3.3. We should also generate an error when size is BGRA
and normalized is FALSE.
Reviewed-by: Kenneth Graunke <[email protected]>
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Sandybridge is the only platform that supports an IF instruction
with an embedded comparison. In this case, we need to emit a CMP
to go along with the SEL.
Fixes regressions in Piglit's glsl-fs-atan-3, fs-unpackHalf2x16,
fs-faceforward-float-float-float, isinf-and-isnan fs_basic, and
isinf-and-isnan fs_fbo.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68086
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: lu hua <[email protected]>
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128 bpp formats are not allowed to be Y-tiled on any architectures
except Gen7.
+11 Piglits on Sandybridge (mostly regression fixes since the
switch to Y-tiling).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=63867
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64261
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Cc: "9.2" <[email protected]>
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It is only in OpenGL compatibility-style contexts where generic
attribute 0 and GL_VERTEX_ARRAY have a bizzare, aliasing relationship.
Moreover, it is only in OpenGL compatibility-style contexts and OpenGL
ES 1.x where one of these attributes provokes the vertex. In all other
APIs each implicit call to glArrayElement provokes a vertex regardless
of which attributes are enabled.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Robert Bragg <[email protected]>
Cc: "9.0 9.1 9.2" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=55503
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=66292
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=67548
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If clipdistance for one of the vertices is nan (or inf) then the
entire primitive should be discarded.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Fixes "Resource leak" defect reported by Coverity.
Tested on Haswell, no Piglit regressions.
v2: Apply to i965, not just i915. (chadv)
CC: "9.2, 9.1" <[email protected]>
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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That magic wasn't meant to be commited, need to work on some proper fix.
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Doing the comparisons pre-filter is highly recommended by OpenGL (and d3d9)
and definitely required by d3d10.
This actually doesn't do it pre-filter but more "in-filter" as otherwise
need to push the comparisons even further down into fetch code and this
also trivially allows using a somewhat cheaper lerp.
Doing it pre-filter would actually have some performance advantage for UNORM
formats (because the comparisons should be done in texture format, we'd only
need to convert the shadow ref coord to texture format once, but in turn would
save converting the per-sample texture values to floats) but this gets a bit
messy as this has implications for border color handling as well (which needs
to be done prior to depth comparisons, hence would also need to convert border
color to texture format too or use some other tricks like doing separate border
color / shadow ref comparison and simply using that result directly when doing
border replacement).
Should make no difference for nearest filtering, and performance for linear
filtering should be mostly the same too (essentially have one more comparison
instruction per sample, and replace the sub/mul/add lerp with a sub/and/and/add
special "lerp" which all in all shouldn't be much of a difference).
v2: get rid of old code completely
Reviewed-by: Zack Rusin <[email protected]>
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Acked-by: Marek Olšák <[email protected]>
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E.g. the Source engine seems to always write to gl_ClipVertex, but normally
doesn't enable any GL_CLIP_DISTANCEn states. This change removes some
irrelevant parts from the generated vertex shader code in such cases.
Reviewed-by: Tom Stellard <[email protected]>
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If the vertex shader exports clip distances but not point size, use
position exports 1/2 instead of 2/3 for the clip distances. Fixes
geometry corruption in that case.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=66974
Cc: [email protected]
Reviewed-by: Tom Stellard <[email protected]>
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This is a very well hidden bug found by accident (only the fixed glean
tstencil2 test so far seems to hit it).
We must use new mask with combined s_pass values and orig_mask values
for zpass/zfail stencil ops, otherwise both the sfail op and one of
zpass/zfail op are applied (probably not hit in most tests because
some of the ops tend to be KEEP usually).
Note: this is a candidate for the 9.2 branch.
Reviewed-by: Zack Rusin <[email protected]>
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Should get rid of some float-to-int conversions (with negation).
No piglit regressions (with llvmpipe).
v2: fix bogus formatting spotted by Brian.
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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This also allows people who don't want to install the binary blobs
required for VP2 to still get MPEG decoding.
Signed-off-by: Ilia Mirkin <[email protected]>
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Force the format to be the reasonable format that doesn't require an
inverse z-scan.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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See https://bugs.freedesktop.org/show_bug.cgi?id=61635 for a sample
program. Changing it to use a vec4 makes it work. Remove the unsupported
formats.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "9.2 and 9.1" <[email protected]>
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There's no need to use a clip flag for NEGW on these gens, so
no reason we can't just enable 8 planes.
V2: - Bump (and document!) MAX_VERTS in the clip code.
- Fix clip flag masks in the clip unit state and in the shader
prolog
- Move this to the end of the series for less breakage.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This does the same thing as we do for triangle clipping -- select the
appropriate source (either dot(hpos,fixed plane) or a clipdistance
slot).
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Nothing in the clipper uses gl_ClipVertex any more, so we don't care
where it is.
V2: Don't bother fishing out the clipvertex offset either.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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V2: Adjust explanation of load_clip_distance()
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Soon the dp4 is only going to be used for fixed clip planes.
V2: Remove old inaccurate comment about the behavior of this function;
add a better explanation above.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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