| Commit message (Collapse) | Author | Age | Files | Lines |
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swrast uses MapRenderbuffer, which leads to intel_miptree_map, which does the
depth resolve.
Reviewed-by: Chad Versace <[email protected]>
Acked-by: Ian Romanick <[email protected]>
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Fixes piglit fp-kil and glBitmap() with radeonsi.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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It should be initialized by the kernel as necessary.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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They should be treated like RV670.
Tested-by: Michel Dänzer <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
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the help string is used by ./configure --help
Signed-off-by: Michel Dänzer <[email protected]>
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But cap the size in bytes, to avoid depleting the whole system memory,
with humongus textures.
Tested with max-texture-size piglit test.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Vadim Girlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We want to check whether there are bits set outside of the valid flags.
Fixes piglit test egl-create-context-invalid-flag-gl
Reviewed-by: Ian Romanick <[email protected]>
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Now that it's on by default, we may as well make it obey the flag,
for consistency's sake if nothing else.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Precompiling the shader at link time often allows us to avoid compiling
it at the first use. This moves the expensive compilation and
optimization process to game or level load time, rather than at draw
time, where we really can't avoid any cycles and don't want to risk
stalling the GPU.
The downside is that we have to guess the non-orthagonal state the
program will have set when it draws with the shader. Previously, we
guessed wrong for nearly every shader, so it wasn't useful. With the
recent SamplerUnits rework and this series, we've either eliminated
state or made smarter guesses, and usually get it right now.
In the L4D2 time demo, I now have 39 fragment shader recompiles and no
vertex shader recompiles. Before this series and the SamplerUnits
rework, I had 206 fragment shader recompiles and 192 vertex shader
recompiles.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This fixes a regression since 76d1301e8e8e50dc962601a9977bc52148798349:
I began setting SWIZZLE_XYZW for unused sampler units in the actual
program keys, since this matched the FS precompile behavior. However,
the VS precompile was expecting zero, so that commit made essentially
every vertex shader (even those not using texturing) mismatch and need
to be recompiled.
Setting them in the VS precompile key solves the issue. It also is an
improvement over our old behavior: previously we guessed that vertex
shaders didn't use any textures at all. Now we actually look to see if
the VS had any sampler uniforms and guess based on that.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Eric added support for WM key debugging. This adds it for the VS.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Our previous assumption, SWIZZLE_XYZW, was completely bogus for depth
textures. There are no Y, Z, or W components.
DEPTH_TEXTURE_MODE has three options:
- GL_LUMINANCE: <X, X, X, 1>
- GL_INTENSITY: <X, X, X, X>
- GL_ALPHA: <0, 0, 0, X>
The default value is GL_LUMINANCE, and most applications don't seem to
alter DEPTH_TEXTURE_MODE. Make that our precompile guess.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Now that most things are based on the linker-assigned index, it makes
sense to convert the arrays in the VS/WM program key as well. It seems
silly to leave them indexed by texture unit.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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brw_wm_prog_key's proj_attrib_mask field is designed to enable an
optimization for fixed-function programs, letting us avoid projecting
attributes where the divisor is 1.0.
However, for shaders, this is not useful, and is pretty much impossible
to guess when building the FS precompile key. Turning it off for
shaders should allow the precompile to work and not lose much.
Signed-off-by: Kenneth Graunke <[email protected]>
Suggested-by: Eric Anholt <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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It's only needed for Gen4/5 IZ lookup workarounds.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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It's only used by on pre-Sandybridge hardware.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We probably want to do something more sophisticated here, but this at
least makes it through L4D2 without dumping the program cache.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We were stomping on the caller's buffer by ignoring their alignment
requests and other pixel store modes. This patch makes the USE_XCB path match
the older one more closely.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=52059
Signed-off-by: Julien Cristau <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Fixes many failing cases in piglit copyteximage test.
Reviewed-by: José Fonseca <[email protected]>
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Do all pre-draw hiz resolves *after* the renderbuffers are resized by
intel_prepare_render. Otherwise, we may resolve buffers that are
immediately discarded afterwards.
Fixes the assertion failure below when resizing windows in KDE and under
some unknown circumstance in Chrome OS:
intel_resolve_map.c:46: intel_resolve_map_set: Assertion
`(*tail)->need == need' failed.
Also, remove the comment that "resolves must occur [...] before setting up
any hardware state". That was true when resolves were implemented with
meta-ops, but no longer with blorp.
v2:
- Keep brw_predraw_resolve_buffers in its current position, which is
before any brw_context bits are modified. Instead, move the call to
intel_prepare_render.
Note: This is a candiate for the 8.0 branch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=52252
Reported-by: Lu Hua <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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intel_renderbuffer_resolve_hiz checks if rb->mt is null, so there is no
need for the caller to do so.
Reviewed-by: Paul Berry <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This fixes some integer division tests.
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Fixes piglit fbo-blending-formats.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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In preparation for extending this code, which would make it rather unwieldy in
its current place.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Mostly inspired by r600g commit 4acf71f01ea1edb253cd38cc059d4af1a2a40bf4
('r600g: cache shader variants instead of rebuilding v3').
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Could cause build failures if trying to use the macros in certain constructs.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This adds the FMASK and CMASK buffers. They share the same resource
with color data.
COMPRESSION and FAST_CLEAR are always enabled if both FMASK and CMASK are
allocated. We initialize the CMASK to a "compressed" state (not "fast cleared"),
so that we can keep FAST_CLEAR enabled all the time.
Both FMASK and CMASK must be present at the moment. If either one is missing,
the other one is not used.
v2: add cayman regs in the list
Reviewed-by: Jerome Glisse <[email protected]>
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for consistency with the upcoming color decompression naming
Reviewed-by: Jerome Glisse <[email protected]>
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The original samples positions took samples outside of the pixel boundary,
leading to dark pixels on the edge of the colorbuffer, among other things.
Reviewed-by: Jerome Glisse <[email protected]>
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independent_blend_enable must be true, so that the colormask isn't replicated
in all colorbuffers.
Reviewed-by: Jerome Glisse <[email protected]>
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Reviewed-by: Jerome Glisse <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Needs updated libdrm.
Reviewed-by: Kenneth Graunke <[email protected]>
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This extension is just a bit of core code on top of the GL_ARB_occlusion_query
support.
Reviewed-by: Kenneth Graunke <[email protected]>
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Drivers need to be able to communicate their actual number of bits populated
in the field in order for applications to be able to properly handle rollover.
There's a small behavior change here: Instead of reporting the
GL_SAMPLES_PASSED bits for GL_ANY_SAMPLES_PASSED (which would also be valid),
just return 1, because more bits don't make any sense.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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When faced with this sequence:
MOV R1, c[1];
MAD R0, R2, R1.x, R1.y;
we were concluding that the MOV of R1 set up our accumulator and so we could
just use the previous result. Only, it's got R1.xyzw in it instead of the
r1.y we're looking for.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=46784
NOTE: This is a candidate for the 8.0 branch.
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Tested-by: Scott Moreau <[email protected]>
Signed-off-by: Jakob Bornecrantz <[email protected]>
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Support version 3 as well as 2, since that is only the new format query,
which Jesse added support for to st/dri when he added it to dri_inteface.h.
Tested-by: Scott Moreau <[email protected]>
Signed-off-by: Jakob Bornecrantz <[email protected]>
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Tested-by: Scott Moreau <[email protected]>
Signed-off-by: Jakob Bornecrantz <[email protected]>
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Since its not used by anything anymore and no release has gone out
where it was being used.
Tested-by: Scott Moreau <[email protected]>
Signed-off-by: Jakob Bornecrantz <[email protected]>
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Uses libkms instead of dri image cursor. Since this is the only user of the
DRI cursor and write interface we can remove cursor surfaces entirely from
the DRI interface and as a consequence also from the Gallium interface as
well. Tho to make everybody happy with this it would probably should add a
kms_bo_write function, but that is probably wise in anyways.
The only downside is that it adds a dependancy on libkms, this could how ever
be replaced with the dumb_bo drm ioctl interface.
Tested-by: Scott Moreau <[email protected]>
Signed-off-by: Jakob Bornecrantz <[email protected]>
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We already changed the actual program key builder to only set these bits
on gen < 6; this patch just brings the precompile state back in line so
it doesn't mismatch every time.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When dumping differences in program keys, it printed messages of the
format:
[Name of thing that changed] [new]->[old]
This was terribly confusing: the right arrow implies "the value changed
from this to that", when in fact the message conveyed the opposite.
Except that some of the time, it didn't, since we accidentally swapped
the arguments to brw_debug_recompile_sampler_key. With two swaps, it
would often come out in the expected format.
This patch fixes it to properly print:
[Name of thing that changed] [old]->[new]
Signed-off-by: Kenneth Graunke <[email protected]>
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Gallium drivers and i965 don't require special notification when
sampler uniforms change. They simply see the _NEW_TEXTURE and adjust
their indirection tables. These drivers don't want ProgramStringNotify:
it simply causes pointless recompiles.
Unfortunately, i915 still requires shader recompiles and needs
ProgramStringNotify. Rather than trying to fix that, simply change the
hook to a new, more specific one: ShaderUniformChange. On i915, this
translates to ProgramStringNotify; others simply ignore it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When assigning uniform locations, the linker assigns each sampler
uniform a sequential numerical ID. gl_shader_program::SamplerUnits maps
these sampler variable IDs to the actual texture units they reference
(specified via glUniform1i).
Previously, we encoded this mapping in the SEND instruction encoding:
the "sampler" was the texture unit number, and the binding table index
was SURF_INDEX_TEXTURE(the texture unit number). This unfortunately
meant that whenever the application changed the value of a sampler
uniform, we had to recompile the shader to change the SEND instructions.
This was horrible for the game Cogs, which repeatedly switches between
using texture unit 0 and 1. It also made fragment shader precompiles
useless: we'd do the precompile at glLinkShader() time, before the
application called glUniform1i to set the sampler values. As soon as
it did that, we'd have to recompile, wasting time and space in the
program cache.
This patch encodes the SamplerUnits indirection in the binding table,
sampler state, and sampler default color tables. Instead of baking the
texture unit number into the shader, we bake in the sampler variable ID
assigned by the linker. Since those never change, we don't need to
recompile programs on uniform changes.
This does mean that the tables now depend on the linked shader program
being used for rendering, rather than simply representing all available
texture units. This could cause an increase in state emission.
Another plus is that the sampler state and sampler default color tables
are now compact: we only emit as many entries as there are sampler
uniforms, with no holes in the table since the new sampler IDs are
sequential. Previously we had to emit a full 16 entries every time,
since the tables tracked the state of all active texture units.
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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