| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Alex Deucher <[email protected]>
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the winsys does this automatically
Reviewed-by: Alex Deucher <[email protected]>
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It was wrong, because the offset shouldn't be applied to MSAA depth buffers.
This small cleanup should prevent such issues in the future.
This fixes a lockup in "piglit/fbo-depthstencil default_fb -samples=n".
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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this also fixes the fast clear with multiple colorbuffers and each having
a different format
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Include src0 alpha in the RT write message when using MRT, so it is used
for the alpha test instead of the normal per-RT alpha value.
Fixes broken rendering in Dota2 under Wine [FDO #62647].
No Piglit regressions on Ivybridge.
V2: reuse (and simplify) existing sample_alpha_to_coverage flag in
the FS key, rather than adding another redundant one.
Signed-off-by: Chris Forbes <[email protected]>
Reviewd-by: Paul Berry <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=62647
NOTE: This is a candidate for the stable branches.
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The logic for choosing number of lods was bogus.
(The code should ultimately handle the case of only one lod even with multiple
quads but currently can't.)
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It is perfectly valid for the swizzle to be bigger than 2. For example the
texel offsets could be
SAMPLE ..., IMM[0].zzz
What is not correct is for chan_index to be bigger than 2.
Trivial.
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Shaders need a lot of work still. Basic stuff generally works, so this
is basically just fine for gnome-shell, OA etc at this point.
Signed-off-by: Ben Skeggs <[email protected]>
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The assertion was always broken but the code unused until enabling the
per-element lod code. Fixes piglit texelFetch vs isampler1D and similar
tests (only run with GL 3.0 version override).
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d3d10 requires per-pixel lod calculations for explicit lod, lod bias and
explicit derivatives, and we should probably do it for OpenGL too - at least
if they are used from vertex or geometry shaders (so doesn't apply to lod
bias) this doesn't just affect neighboring pixels.
Some code was already there to handle this so fix it up and enable it.
There will no doubt be a performance hit unfortunately, we could do better
if we'd knew we had a real vector shift instruction (with variable shift
count) but this requires AVX2 on x86 (or a AMD Bulldozer family cpu).
Don't do anything for lod bias and explicit derivatives yet, though
no special magic should be needed for them neither.
Likewise, the size query is still broken just the same.
v2: Use information if lod is a (broadcast) scalar or not. The idea would be
to base this on the actual value, for now just pretend it's a scalar in fs
and not a scalar otherwise (so, per-pixel lod is only used in gs/vs but same
code is generated for fs as before).
Reviewed-by: Jose Fonseca <[email protected]>
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The semantics for overflow detection are a bit tricky with
indexed rendering. If the base index in the elements array
overflows, then the index of the first element should be used,
if the index with bias overflows then it should be treated
like a normal overflow. Also overflows need to be checked for
in all paths that either the bias, or the starting index location.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The comparison, incorrectly, was greater-than-or-equal to
elt max.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The texture alignment unit functions are called from brw_tex_layout.c,
so it makes sense to put them there. Since the only caller of
intel_get_texture_alignment_unit() is in brw_tex_layout.c, it could be
made into a static function. However, this patch instead simply folds
it into the caller, as it's only two lines anyway.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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intel_miptree_create_layout() calls intel_get_texture_alignment_unit()
and then immediately calls brw_miptree_layout(). There are no other
callers.
intel_get_texture_alignment_unit() populates the miptree's alignment
unit fields, which are used by brw_miptree_layout() to determine where
to place each miplevel. Since brw_miptree_layout() needs those to be
present, it makes sense to have it initialize them as the first step.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The driver is compiled in C99 mode, so this is not a problem. It's
slighlty tidier.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Using GL types is silly; this isn't even remotely API-facing.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This uses Doxygen style for the file comments, and generally makes it
more consistent with the rest of the driver.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This consolidates the miptree layout logic in a single file.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Now that both 2DArray and Cube layouts are taken care of by helper
functions, it's easy to just call the right function for each
generation. This is a little cleaner than falling through.
This also reworks the comments. Referencing "Volume 1" of the BSpec
isn't very helpful, since that's only available inside Intel, and it
doesn't even use volume numbers. Also, "Ironlake...finally" sounds a
bit strange considering that almost all hardware uses the 2D array
approach. At this point, Gen4 is the only special case.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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These do the exact same thing; combining them is tidier.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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A bit cleaner than having it in one giant function.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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maxBatchSize was only ever initialized to BATCH_SZ, and a few places
used BATCH_SZ directly anyway.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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brw_annotate_aub() is the only implementation of this function, so it
makes sense to just call it directly.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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brw_debug_batch() is the only implementation of this function, so it
makes sense to just call it directly.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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brw_render_target_supported() is the only implementation of this
function, so it makes sense to just call it directly.
Rather than adding an #include of brw_wm.h, this patch moves the
prototype to brw_context.h. Prototypes seem to be in rather arbitrary
places at the moment, and either place seems as good as the other.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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brw_is_hiz_depth_format() is the only implementation of this function,
so it makes sense to just call it directly.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The hook was a noop.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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These functions translate GLenum comparison operations into the hardware
enumerations. They should never be passed something other than a GL
comparison operator, or something is very broken.
Assertions seem more appropriate than fprintf.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Both intel_context.h and brw_defines.h have #defines for comparison
functions, stencil ops, blending logic ops, and blending factors.
They're exactly the same values, so it makes sense to pick one.
brw_defines.h is the logical place for this kind of stuff, so this patch
converts intel_state.c to use the set defined there.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The __DRI_USE_INVALIDATE extension was added in May 11th, 2010 by commit
4258e3a2e1c327. At this point, it's unlikely that anyone's using the
right mix of new and old components to hit this path. Deleting it
removes an untested code path and cleans up the driver a bit.
Cc: Kristian Høgsberg <[email protected]>
Cc: Keith Packard <[email protected]>
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There are always better ways to do things.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This wasn't called from anywhere; presumably it was used to examine
brw_regs when debugging shader assembly. However, it prints registers
in a different notation than brw_disasm.c which everyone is used
to...which means I doubt anyone will want to use it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Having a header file for a single prototype seems rather excessive.
Plus, the actual function is in brw_clear.c, not intel_clear.c, so
there isn't even the .c/.h filename symmetry one might expect.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Having an entire header file for a single prototype seems a bit
excessive.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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A random smattering of things that just aren't used anymore.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Nothing uses this, apparently.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This was only used for BOs backed by system memory on i915. With that
gone, there's nothing that even sets source to non-zero, so this is
purely dead code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Commit cf31a19300cbcecddb6bd0f878abb9316ebad2a1 removed support for BOs
backed by system memory, as it was only useful for i915. However, it
removed a little too much code: intel_bufferobj_buffer() used to call
intel_bufferobj_alloc_buffer(), and after that commit, it didn't.
This led to NULL pointer dereferences in several test cases, such as
es3conform's transform_feedback_state_variables test.
This commit restores the allocation, preserving the original behavior.
It may not be the cleanest approach, but tidying should come later.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=66432
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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With this patch we will only assert that the second temporary is allocated,
when there are more than two active filters.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=66423
Signed-off-by: Brian Paul <[email protected]>
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Should fix:
src\glsl\opt_dead_builtin_varyings.cpp(244) : error C3861: 'snprintf': identifier not found
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Currently libXvMCnouveau.so is missing nv30_screen_create. Add it in so
that it may be dlopen'd.
Signed-off-by: Ilia Mirkin <[email protected]>
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Not needed with do_dead_builtin_varyings.
Reviewed-by: Ian Romanick <[email protected]>
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The extension disallows elimination of set-but-unused varyings.
Reviewed-by: Ian Romanick <[email protected]>
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This eliminates built-in varyings such as gl_Color, gl_SecondaryColor,
gl_TexCoord, and gl_FogFragCoord if they are unused by the next stage or
not written at all (e.g. gl_TexCoord elements). The gl_TexCoord array is
broken down into separate vec4s if needed.
v2: - use a switch statement in varying_info_visitor::visit(ir_variable*)
- use snprintf
- disable the optimization for GLES2
Reviewed-by: Ian Romanick <[email protected]>
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We counted even the varyings which were later eliminated, which was
suboptimal.
Reviewed-by: Ian Romanick <[email protected]>
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This ensures that inter-shader outputs and inputs are properly eliminated
across 3 or more shader stages. The behavior is unchanged with 2 or less
shader stages.
For example, elimination of unused FS inputs causes elimination of matching
GS outputs, which causes elimination of the GS inputs that were needed for
evaluation of the eliminated GS outputs, which causes elimination of
matching VS outputs. An unused FS input is all that's needed to trigger
this chain reaction.
Reviewed-by: Ian Romanick <[email protected]>
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See my explanation in mtypes.h.
v2: don't do this in gallium
v3: also updated the comment at the gl_shader_type definition
Reviewed-by: Ian Romanick <[email protected]>
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