| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Alex Deucher <[email protected]>
CC: "9.2" "10.0" <[email protected]>
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Based on comments by Benjamin Morris <[email protected]> in
http://lists.freedesktop.org/archives/nouveau/2013-December/015328.html
This adds setting of is_long_term, and updates a few field names we were
unclear about.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.0" <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.0" <[email protected]>
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Create the ref_bo without any storage type flags set for now. The issue
probably arises from our use of the additional buffer space at the end
of the ref_bo. It should probably be split up in the future.
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Martin Peres <[email protected]>
Cc: "10.0" <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Fixes the texelFetch piglit tests
Signed-off-by: Ilia Mirkin <[email protected]>
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With this patch, generate_fs_loop will clamp any fragment shader depth writes
to the viewport's min and max depth values. Viewport selection is determined
by the geometry shader output for the viewport array index. If no index is
specified, then the default viewport index is zero. Semantics for this path
can be found in draw_clamp_viewport_idx and lp_clamp_viewport_idx.
lp_jit_viewport was created to store viewport information visible to JIT code,
and is validated when the LP_NEW_VIEWPORT dirty flag is set.
lp_rast_shader_inputs is responsible for passing the viewport_index through
the rasterizer stage to fragment stage (via lp_jit_thread_data).
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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The Wayland EGL platform now respects the eglSwapInterval value. The value is
clamped to either 0 or 1 because it is difficult (and probably not useful) to
sync to more than 1 redraw.
The main change is that if the swap interval is 0 then Mesa won't install a
frame callback so that eglSwapBuffers can be executed as often as necessary.
Instead it will do a sync request after the swap buffers. It will block for
sync complete event in get_back_bo instead of the frame callback. The
compositor is likely to send a release event while processing the new buffer
attach and this makes sure we will receive that before deciding whether to
allocate a new buffer.
If there are no buffers available then instead of returning with an error,
get_back_bo will now poll the compositor by repeatedly sending sync requests
every 10ms. This is a last resort and in theory this shouldn't happen because
there should be no reason for the compositor to hold on to more than three
buffers. That means whenever we attach the fourth buffer we should always get
an immediate release event which should come in with the notification for the
first sync request that we are throttled to.
When the compositor is directly scanning out from the application's buffer it
may end up holding on to three buffers. These are the one that is is currently
scanning out from, one that has been given to DRM as the next buffer to flip
to, and one that has been attached and will be given to DRM as soon as the
previous flip completes. When we attach a fourth buffer to the compositor it
should replace that third buffer so we should get a release event immediately
after that. This patch therefore also changes the number of buffer slots to 4
so that we can accomodate that situation.
If DRM eventually gets a way to cancel a pending page flip then the compositors
can be changed to only need to hold on to two buffers and this value can be
put back to 3.
This also moves the vblank configuration defines from platform_x11.c to the
common egl_dri2.h header so they can be shared by both platforms.
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Consider a typical game-style main loop which might be like this:
while (1) {
draw_something();
eglSwapBuffers();
}
In this case the game is relying on eglSwapBuffers to throttle to a sensible
frame rate. Previously this game would end up using three buffers even though
it should only need two. This is because Mesa decides whether to allocate a
new buffer in get_back_bo which would be before it has tried to read any
events from the compositor so it wouldn't have seen any buffer release events
yet.
This patch just moves the block for the frame callback to get_back_bo.
Typically the compositor will send a release event immediately after one of
the attaches so if we block for the frame callback here then we can be sure to
have completed at least one roundtrip and received that release event after
attaching the previous buffer before deciding whether to allocate a new one.
dri2_swap_buffers always calls get_back_bo so even if the client doesn't
render anything we will still be sure to block to the frame callback. The code
to create the new frame callback has been moved to after this call so that we
can be sure to have cleared the previous frame callback before requesting a
new one.
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This patch fixes this MinGW build error.
CC glapi_gentable.lo
glapi_gentable.c:47:19: fatal error: dlfcn.h: No such file or directory
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Drivers will need to look at this to decide if they need to do
per-sample fragment shader dispatch.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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My understanding is that Broadwell retains the same SCS mechanism
that Haswell has, so even if the underlying issue with this format
is not fixed, the w/a will be applied in SCS rather than needing
shader code.
Signed-off-by: Chris Forbes <[email protected]>
Cc: Kenneth Graunke <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that all the pieces are in place, this should provide
a nice performance boost for apps using multisample textures.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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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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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We need to emit extra shader code in this case to sample the
MCS surface first; we can't just blindly do this all the time
since IVB will sometimes try to access the MCS surface even if
disabled.
V3: Use actual MSAA layout from the texture's mt, rather
then computing what would have been used based on the format.
This is simpler and less fragile - there's at least one case where
we might want to have a texture's MSAA layout change based on what
the app does (CMS SINT falling back to UMS if the app ever attempts
to render to it with a channel disabled.)
This also obsoletes V2's 1/10 -- compute_msaa_layout can now remain
an implementation detail of the miptree code.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This gives us correct behavior for both renderbuffers (which previously
worked) and multisample textures (which would never get an MCS surface
allocated, even if CMS layout was selected)
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously this was only done for render targets.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The bspec says:
"SW must program the sample mask value in this field so that it matches
with 3DSTATE_SAMPLE_MASK"
I haven't observed this to actually fix anything, but stumbled across it
while adding the rest of the support for CMS layout for multisample
textures.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Haswell needs a copy of the sample mask in 3DSTATE_PS; this makes that
convenient.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The intention is that things like
int;
will generate a warning. However, we were also accidentally emitting
the same warning for things like
struct Foo { int x; };
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68838
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: Aras Pranckevicius <[email protected]>
Cc: "9.2 10.0" <[email protected]>
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For some reason this was left out when the version was changed...
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
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These are identical: main/compiler.h defines INLINE to "inline".
Signed-off-by: Kenneth Graunke <[email protected]>
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sed -i -e 's/GLuint/unsigned/g' -e 's/GLint/int/g' \
-e 's/GLfloat/float/g' -e 's/GLubyte/uint8_t/g' \
-e 's/GLshort/int16_t/g' \
brw_eu* brw_disasm.c brw_structs.h
Signed-off-by: Kenneth Graunke <[email protected]>
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Performed via:
$ for file in *; do sed -i 's/ *//g'; done
Signed-off-by: Kenneth Graunke <[email protected]>
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Performed via s/ *$//g.
Signed-off-by: Kenneth Graunke <[email protected]>
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- Ignore buffer format (it is totally arbitrary)
- Initialize state.
- Handle begin/end_query statements.
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Such that it matches the pipe_rasterizer_state declaration, making it
easier to double-check that all state is being actually dumped.
Trivial.
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Trivial.
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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total instructions in shared programs: 1550449 -> 1550048 (-0.03%)
instructions in affected programs: 15207 -> 14806 (-2.64%)
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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total instructions in shared programs: 1550713 -> 1550449 (-0.02%)
instructions in affected programs: 7931 -> 7667 (-3.33%)
Reviewed-by: Paul Berry <[email protected]>
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One program affected.
instructions in affected programs: 436 -> 428 (-1.83%)
Reviewed-by: Paul Berry <[email protected]>
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Before this patch, the following code would not be optimized even though
the first two instructions were common to the then and else blocks:
(+f0) IF
MOV dst0 ...
MOV dst1 ...
MOV dst2 ...
ELSE
MOV dst0 ...
MOV dst1 ...
MOV dst3 ...
ENDIF
This commit extends the peephole to handle this case.
No shader-db changes.
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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fs_visitor::try_replace_with_sel optimizes only if statements whose
"then" and "else" bodies contain a single MOV instruction. It also
could not handle constant arguments, since they cause an extra MOV
immediate to be generated (since we haven't run constant propagation,
there are more than the single MOV).
This peephole fixes both of these and operates as a normal optimization
pass.
fs_visitor::try_replace_with_sel is still arguably necessary, since it
runs before pull constant loads are lowered.
total instructions in shared programs: 1559129 -> 1545833 (-0.85%)
instructions in affected programs: 167120 -> 153824 (-7.96%)
GAINED: 13
LOST: 6
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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