| Commit message (Collapse) | Author | Age | Files | Lines |
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Introduce ilo_surface_cso and initialize it in create_surface(). With the
change, we can emit SURFACE_STATE directly from the CSO and remove
emit_surf_SURFACE_STATE(). We do not deal with depth/stencil surfaces yet.
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Introduce ilo_cbuf_cso and initialize it in set_constant_buffer(). As
ilo_view_surface is embedded in ilo_cbuf_cso, switch to emit_SURFACE_STATE()
for constant buffers and remove emit_cbuf_SURFACE_STATE().
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Introduce ilo_view_cso and initialize it in create_sampler_view(). Add
emit_SURFACE_STATE() to GPE, which can emit SURFACE_STATE from
ilo_view_surface.
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Define struct ilo_view_surface for SURFACE_STATE construction and emission.
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Moving the work to create time reduces the work at emit time.
Saves time overall as create work is only done once.
Fix compiler warning in gen7_pipeline_sol.
[olv: remember pipe_alpha_state instead of pipe_depth_stencil_alpha_state in
ilo_dsa_state]
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Introduce ilo_ve_cso and initialize it in create_vertex_elements_state().
This commit goes a step further by setting up mappings from HW VB to PIPE VB,
which we failed to do previously. That allows us to support instanced
rendering.
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Remove hiz and dsa from the parameters. We would know whether HiZ buffer
exists from ilo_texture once it is supported. DSA state should not affect
3DSTATE_DEPTH_BUFFER.
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Introduce ilo_blend_cso and initialize it in create_blend_state(). This saves
us from having to construct hardware blend states in draw_vbo().
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Introduce ilo_sampler_cso and initialize it in create_sampler_state(). This
saves us from having to perform CPU-intensive calculations to construct
hardware sampler states in draw_vbo().
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This allows us to memcpy() the state in draw_vbo(). Add ilo_init_states() and
ilo_cleanup_states() that are called when contexts are created and destroyed
respectively, and properly set the initial scissor state in ilo_init_states().
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Introduce ilo_viewport_cso and initialize it in set_viewport_states(). This
saves us from having to perform CPU-intensive calculations to construct
hardware viewport states in draw_vbo().
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Define and use
struct ilo_sampler_state;
struct ilo_view_state;
struct ilo_cbuf_state;
struct ilo_resource_state;
struct ilo_global_binding;
in ilo_context.
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Define and use
struct ilo_dsa_state;
struct ilo_blend_state;
struct ilo_fb_state;
in ilo_context.
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Define and use
struct ilo_rasterizer_state;
in ilo_context.
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Define and use
struct ilo_viewport_state;
struct ilo_scissor_state;
in ilo_context.
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Define and use
struct ilo_so_state;
in ilo_context.
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Define and use
struct ilo_vb_state;
struct ilo_ve_state;
struct ilo_ib_state;
in ilo_context.
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Also report if a shader writes the layer semantic
Reviewed-by: Brian Paul <[email protected]>
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These should just work, required by d3d10. Too large resources will
get thrown out separately anyway.
Reviewed-by: Brian Paul <[email protected]>
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We were counting uniforms located in UBOs against the default uniform
block limit, while not doing any counting against the specific combined
limit.
Note that I couldn't quite find justification for the way I did this, but
I think it's the only sensible thing: The spec talks about components, so
each "float" in a std140 block would count as 1 component and a "vec4"
would count as 4, though they occupy the same amount of space. Since GPU
limits on uniform buffer loads are surely going to be about the size of
the blocks, I just counted them that way.
Fixes link failures in piglit
arb_uniform_buffer_object/maxuniformblocksize when ported to geometry
shaders on Paul's GS branch, since in that case the max block size is
bigger than the default uniform block component limit.
Reviewed-by: Ian Romanick <[email protected]>
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v2: Convert another instance of the array lookup. (caught by Tapani)
Reviewed-by: Ian Romanick <[email protected]>
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Putting the human readable device names directly in the PCI ID list
consolidates things in one place. It also makes it easy to customize
the name on a per-PCI ID basis without a huge code explosion.
Based on a patch by Kristian Høgsberg.
v2: Fix 830M/845G names and #undef CHIPSET (caught by Emit Velikov).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This has never actually been used for anything.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Both variables had the same value.
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch unifies mesa's PACKAGE_VERSION on autotools, scons and
Android build systems.
Current behaviour is:
- Autotools uses 9.2.0 as PACKAGE_VERSION
- Scons and Android use 9.2-devel as PACKAGE_VERSION
With this patch all three build systems use 9.2.0-devel as
PACKAGE_VERSION.
Reviewed-by: Brian Paul <[email protected]>
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RADEON_GEM_WAIT_IDLE is declared DRM_IOW but mesa
uses it with drmCommandWriteRead instead of drmCommandWrite
which leads to the ioctl being unmatched and returning an
error on at least OpenBSD.
Problem originally noticed in libdrm by Mark Kettenis.
Dave Airlie pointed out that mesa has the same issue.
Signed-off-by: Jonathan Gray <[email protected]>
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When building dri-swrast, use gallium_check_st to set HAVE_COMMON_DRI.
Commit 07f2dee7 added setting of HAVE_COMMON_DRI in gallium_check_st.
But the dri-swrast case did not use gallium_check_st.
So dri/common was still not built.
v2: set HAVE_COMMON_DRI=yes instead of using gallium_check_st
NOTE: This is a candidate for the 9.1 branch.
(Depends on 7de78ce5 and 07f2dee)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=61821
Signed-off-by: Andreas Boll <[email protected]>
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At DDX commit Chris mentioned the tendency we have of finding out more
PCI IDs only when users report. So Let's add all new reserved Haswell IDs.
NOTE: This is a candidate for stable branches.
Bugzilla: http://bugs.freedesktop.org/show_bug.cgi?id=63701
Signed-off-by: Rodrigo Vivi <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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The main change is to use MCJIT rather than the old JIT, which will never
be supported for System z. The endianness part is by example since the
patch was tested on a glibc system.
Signed-off-by: Richard Sandiford <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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This was always doing per-pixel alignment which isn't necessary, except
for the buffer case (due to the per-element offset). The disabled code
for calculating it was incorrect because it assumed that always the full
block would be fetched, which may not be the case, so fix this up.
The original code failed for instance for r10g10b10a2 the alignment would
have been calculated as 4 (block_width) * 4 (bytes) so 16, but the actual
fetch may have only fetched 2 values at a time, hence only alignment 8 -
it is unclear what exactly would happen in this case (alignment larger
than size to fetch).
So just use the (already calculated) fetch size instead and get alignment
from that which should always work, no matter if fetching 1,2 or 4 pixels.
Reviewed-by: Jose Fonseca <[email protected]>
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For rendering to buffers, we cannot have any y alignment.
So make sure that tile clear commands only clear up to the fb width/height,
not more (do this for all resources actually as clearing more seems
pointless for other resources too). For the jit fs function, skip execution
of the lower half of the fragment shader for the 4x4 stamp completely,
for depth/stencil only load/store the values from the first row
(replace other row with undef).
For the blend function, also only load half the values from fs output,
replace the rest with undefs so that everything still operates on the
full 4x4 block to keep code the same between 4x1 and 4x4 (except for
load/store of course which also needs to skip (store) or replace these
values with undefs (load))., at the cost of slightly less optimal code
being produced in some cases.
Also reduce 1d and 1d array alignment too, because they can be handled the
same as buffers so don't need to waste memory.
v2: don't try to run special blend code for 4x1, (very) slightly less
complexity if we just use the same code as for 4x4 which may or may not
make it easier to optimize in the future (as we care a lot more about 4x4
performance than 1d).
v2: don't use undef values for unused fs src outputs with llvm 3.1 as it
apparently can trigger a bug in llvm.
Reviewed-by: Jose Fonseca <[email protected]>
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Some parameters were used inconsistently, for instance not using
block_width/block_height/block_size for deferring number of pixels
but rather relying on guesses from the number of fragment shaders etc,
so fix this up (no actual change in behavior since the block size stays
fixed). (Though most of the code would work with different block_height,
with three exceptions, one being the hacked r11g11b10 conversions and
twiddle code which only work with block_height 2 not 1, and the last
one being blend vector type not being 128bit wide.)
Reviewed-by: Jose Fonseca <[email protected]>
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There's no good reason why it can't handle 2x4f->1x8ub, 1x4f->1x4ub and
1x8f->1x8ub cases, there might be legitimate reasons why we don't have
enough input vectors for a full destination vector, and using pack
intrinsics should still be much better than using generic conversion
(it looks like convert_alpha from the blend code might hit this though
I suspect it could be avoided).
v2: add another test vector format to lp_test_conv so this gets tested.
Reviewed-by: Jose Fonseca <[email protected]>
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The code was designed to handle no-op concat but failed (unless the
caller was using same pointer for src and dst).
Reviewed-by: Jose Fonseca <[email protected]>
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We've never properly supported more than one address register. There
isn't even a field in prog_src_register or prog_dst_register to indicate
which address register to use if RelAddr!=0.
In the state tracker, clamp MaxAddressRegs against MAX_PROGRAM_ADDRESS_REGS
since many gallium drivers do support more.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=65226
Reviewed-by: Jose Fonseca <[email protected]>
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Blorp and the hardware blitter can't be used to implement
CopyTexSubImage when the image type is 1D_ARRAY, because of a
coordinate system mismatch (the Y coordinate in the source image is
supposed to be matched up to the Z coordinate in the destination
texture).
The hardware blitter path (intel_copy_texsubimage) contained a perf
debug warning for this case, but it failed to actually fall back. The
blorp path didn't even check.
Fixes piglit test "copyteximage 1D_ARRAY".
Reviewed-by: Eric Anholt <[email protected]>
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Commit 045612c (intel: Add an assert for glCopyTexSubImage() being
called on MSAA buffers) added an assertion to intel_copy_texsubimage()
to make sure that multisampling was not in use, based on the
assumption that glCopyTexSubImage() can't legally be used with
multisampling.
However, there is one case where glCopyTexSubImage() can legally be
used with multisampling: when the source buffer is a multisampled
window system buffer. If the source and destination color formats
don't match, the blorp path will fail, so intel_copy_texsubimage()
will be called. In this case, we need intel_copy_texsubimage() to
return false so that we fall back to meta to do the copy. (The
multisampled source buffer won't cause a problem for the meta path,
because it uses glReadPixels, which forces a multisample resolve).
It's still safe to assert that the destination image is
single-sampled, because it's not legal to call glCopyTexSubImage() on
multisampled textures.
Fixes some failures with piglit tests "copyteximage
{1D,2D,CUBE,RECT,2D_ARRAY}" (with "samples=..." argument).
Reviewed-by: Eric Anholt <[email protected]>
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Fixes "Out-of-bounds access" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Okay I now understand why Frank would want to run away, this is
my attempt at fixing the CVE out of bounds access to constants
outside the range. This attempt converts any illegal constants
to constant 0 as per the GL spec, and is undefined behaviour.
A future patch should add some debug for users to find this out,
but this needs to be backported to stable branches.
CVE-2013-1872
v2: drop the last hunk which was a separate fix (now in master).
hopefully fix the indentations.
v3: don't fail piglit, the whole 8/16 dispatch stuff was over
my head, and I spent a while figuring it out, but this one is
definitely safe, one piglit pass extra on my Ironlake.
NOTE: This is a candidate for stable branches.
Signed-off-by: Dave Airlie <[email protected]>
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We were copying the source stencil data onto the destination depth data.
Fixes piglit copyteximage other than 1D_ARRAY.
v2: Fix unintentional dropping of the "don't double-copy for packed
depth/stencil" check. While blorp is only supported on separate
stencil hardware at the moment, hopefully that will change soon.
Review by Jordan.
Reviewed-by: Jordan Justen <[email protected]>
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Fixes assertion failure in piglit copyteximage.
Reviewed-by: Chad Versace <[email protected]>
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When making v2 of da2880bea05bfc87109477ab026a7f5401fc8f0c, I carefully
checked all of the calls in that commit to see that I'd updated them, but
forgot to update the new calls in the later commits such as
.e845c5cf7abce55759501a473459aff3bf25c9ca. As a result, we were getting Y
tiled temporaries even though the whole point of the temporary was to
untile!
The steady state of the intro scene of lightsmark goes from 13 to 17 fps.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=65154
Reviewed-by: Chad Versace <[email protected]>
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To trigger the bug, it suffices to have a line-continuation followed by
a newline and then a non-line-continuation backslash.
Reviewed-by: Kenneth Graunke <[email protected]>
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This loop-control condition with a post-decrement operator would lead to
an underflow of collapsed_newlines. This in turn would cause a subsequent
execution of the loop to labor inordinately trying to return the loop-control
variable to a value of 0 again.
Fix this by dis-intertwining the test and the decrement.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=65112
Reviewed-by: Kenneth Graunke <[email protected]>
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When a gl_client_array is created with glColorPointer,
gl_client_array::Normalized is true. This caused the translation from the
gl_client_array's type to a BRW_SURFACEFORMAT to assertion fail.
Fixes the spinning cube's color in Android 4.2's ApiDemos.apk,
"Graphics > OpenGL ES".
Fixes assertion failure in mesa-demos/src/egl/opengles1/tri_x11 on Haswell
and Ivybridge:
brw_draw_upload.c:287: get_surface_type: Assertion `0' failed.
No Piglit regressions on Haswell.
Note: This is a candidate for the 9.1 branch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42182
Issue: AXIA-2954
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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It was changed from 0 to allow shader outputs at 0 that are
different from position.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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