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* i965: Fix assert conditions for src/dst x/y offsetsAnuj Phogat2016-03-211-3/+3
| | | | | | Cc: [email protected] Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* swrast: Move assert for 'slice' in to check_map_teximageAnuj Phogat2016-03-211-1/+1
| | | | | Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Alejandro Piñeiro <[email protected]>
* r600/sb: Do not distribute neg in expr_handler::fold_assoc() when folding ↵xavier2016-03-221-2/+6
| | | | | | | | | | | | | | | multiplications. Previously it was doing this transformation for a Trine 3 shader: MUL R6.x.12, R13.x.23, 0.5|3f000000 - MULADD R4.x.12, -R6.x.12, 2|40000000, 1|3f800000 + MULADD R4.x.12, -R13.x.23, -1|bf800000, 1|3f800000 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94412 Signed-off-by: Xavier Bouchoux <[email protected]> Cc: "11.0 11.1 11.2" <[email protected]> Reviewed-by: Glenn Kennard <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* nvc0: make sure to delete samplers used by compute shadersSamuel Pitoiset2016-03-211-1/+1
| | | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]> Cc: "11.1 11.2" <[email protected]>
* i965/blorp: Make BlitFramebuffer() do sRGB encoding in ES 3.x.Kenneth Graunke2016-03-211-1/+4
| | | | | | | | | | | | | | | | | | According to the ES 3.0 and GL 4.4 specifications, glBlitFramebuffer is supposed to perform sRGB decoding and encoding whenever sRGB formats are in use. The ES 3.0 specification is completely clear, and has always stated this. However, the GL specification has changed behavior in 4.1, 4.2, and 4.4. The original behavior stated that no sRGB encoding should occur. The 4.4 behavior matches ES 3.0's wording. However, implementing the new behavior appears to break applications such as Left 4 Dead 2. This patch changes Meta to apply the ES 3.x rules in ES 3.x, but leaves OpenGL alone for now, to avoid breaking applications. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* i965/blorp: Refactor sRGB encoding/decoding.Kenneth Graunke2016-03-214-11/+23
| | | | | | | | | | | | Because the rules for sRGB are so insane, we change brw_blorp_miptrees to take decode_srgb and encode_srgb flags, which control linearization of the source and destination separately. This should make it easy to implement whatever crazy combination of rules people throw at us. For now, it should be equivalent. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* meta: Make BlitFramebuffer() do sRGB encoding in ES 3.x.Kenneth Graunke2016-03-213-9/+43
| | | | | | | | | | | | | | | | | | | | | | | | | | According to the ES 3.0 and GL 4.4 specifications, glBlitFramebuffer is supposed to perform sRGB decoding and encoding whenever sRGB formats are in use. The ES 3.0 specification is completely clear, and has always stated this. However, the GL specification has changed behavior in 4.1, 4.2, and 4.4. The original behavior stated that no sRGB encoding should occur. The 4.4 behavior matches ES 3.0's wording. However, implementing the new behavior appears to break applications such as Left 4 Dead 2. This patch changes Meta to apply the ES 3.x rules in ES 3.x, but leaves OpenGL alone for now, to avoid breaking applications. Meta implements several other functions in terms of BlitFramebuffer, and many of those explicitly do not perform sRGB encoding. So, this patch explicitly disables sRGB encoding in those other functions, preserving the existing (correct) behavior. If you're from the future and are reading this, hi! Welcome to the "fun" of debugging sRGB problems! Best of luck! Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* docs: mark GL_ARB_shader_image_load_store/_size as done for radeonsiNicolai Hähnle2016-03-212-2/+4
| | | | Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: Set PIPE_SHADER_CAP_MAX_SHADER_IMAGESEdward O'Callaghan2016-03-211-1/+2
| | | | | | | | | This enables ARB_shader_image_load_store and ARB_shader_image_size. Signed-off-by: Edward O'Callaghan <[email protected]> [allow the same number of images for all shader stages and require LLVM 3.9] Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: disable early Z if the fragment shader writes to memoryNicolai Hähnle2016-03-211-2/+12
| | | | | | Empirically, both the EXEC_ON_* flags and LATE_Z are necessary. Reviewed-by: Marek Olšák <[email protected]>
* tgsi/scan: add writes_memory to flag presence of stores or atomicsNicolai Hähnle2016-03-212-4/+9
| | | | Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: force the DCC enable bit off in image descriptors for writing (v2)Nicolai Hähnle2016-03-211-8/+49
| | | | | | | | This avoids a lockup at least on Tonga. v2: only force DCC off on VI+ (Marek) Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: implement MemoryBarrier (v2)Nicolai Hähnle2016-03-211-0/+37
| | | | | | v2: invalidate both constant and VMEM/TC L1 for constant buffers (Marek) Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: implement volatile memory accessNicolai Hähnle2016-03-211-0/+4
| | | | | | | | | | Prevent loads from being re-ordered or coalesced. Atomics don't need special handling by definition, and stores don't need special handling because LLVM is unable to detect dead image or buffer stores. Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: implement coherent memory access (v2)Nicolai Hähnle2016-03-211-4/+13
| | | | | | v2: set glc=1 for volatile also on buffers Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: Lower TGSI_OPCODE_MEMBAR down to LLVM opNicolai Hähnle2016-03-211-0/+31
| | | | Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: Lower TGSI_OPCODE_ATOM* down to LLVM opNicolai Hähnle2016-03-211-8/+113
| | | | Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: Lower TGSI_OPCODE_STORE down to LLVM opNicolai Hähnle2016-03-211-3/+80
| | | | Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: Lower TGSI_OPCODE_LOAD down to LLVM op (v3)Nicolai Hähnle2016-03-211-0/+139
| | | | | | | v2: new signature style for buffer intrinsics (offsets) v3: new signature style for llvm.amdgcn.buffer.load.format (overloaded return) Reviewed-by: Marek Olšák <[email protected]> (v2)
* radeonsi: extract the LLVM type name construction into its own functionNicolai Hähnle2016-03-211-7/+19
| | | | Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: Lower TGSI_OPCODE_RESQ down to LLVM opNicolai Hähnle2016-03-211-0/+129
| | | | Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: extract TXQ buffer size computation into its own functionNicolai Hähnle2016-03-211-20/+35
| | | | | | This will allow it to be reused for RESQ. Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: decompress shader imagesNicolai Hähnle2016-03-211-3/+33
| | | | Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: update shader image descriptor for invalidated bufferNicolai Hähnle2016-03-211-1/+21
| | | | Reviewed-by: Marek Olšák <[email protected]>
* radeonsi: implement set_shader_images (v2)Nicolai Hähnle2016-03-216-29/+254
| | | | | | | | | Whether DCC is disabled depends on the access flags with which the image is bound: image_load supports DCC, but store and atomic don't. v2: remove an unnecessary masking of images->desc.enabled_mask Reviewed-by: Marek Olšák <[email protected]>
* gallium/radeon: make r600_texture_disable_dcc externally accessibleNicolai Hähnle2016-03-212-2/+4
| | | | | | We will need it in radeonsi for shader images. Reviewed-by: Marek Olšák <[email protected]>
* tgsi/scan: track which shader images are really buffersNicolai Hähnle2016-03-212-0/+7
| | | | | Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* tgsi/scan: add images_writemaskNicolai Hähnle2016-03-212-2/+21
| | | | | Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* st/mesa: translate additional flags in MemoryBarrierNicolai Hähnle2016-03-211-3/+18
| | | | | | | | Re-order flags in the order in which they appear in the OpenGL spec in the description of MemoryBarrier(). Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* gallium: add additional PIPE_BARRIER_* bitsNicolai Hähnle2016-03-211-0/+7
| | | | | Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* svga: add svga_winsys_context::pipe_debug_callback pointerBrian Paul2016-03-212-2/+9
| | | | | | | | The svga winsys modules can use this to send debug messages to the state tracker and Mesa. Reviewed-by: Charmaine Lee <[email protected]> Reviewed-by: José Fonseca <[email protected]>
* svga: Fix the index buffer rebind regressionCharmaine Lee2016-03-211-7/+2
| | | | | | | | | | | | | The index buffer handle saved in the hw_state structure could be invalid after the index buffer is destroyed. Instead of rebinding the index buffer using the saved index buffer handle, we will reset the index buffer handle in the hw_state structure to force resending of the index buffer. Fixes bug 1593320 Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
* svga: rebind stream output targetsCharmaine Lee2016-03-213-0/+27
| | | | | | | | | To ensure stream output target surfaces are available for the draw commands, we need to rebind the current stream output targets at the first draw in the command buffer. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
* svga: rebind index bufferCharmaine Lee2016-03-212-0/+9
| | | | | | | | | | | Similar to other resources, current index buffer needs to be rebound at the first draw of the current command buffer to make sure the buffer is available for the draw command. Fixes bug 1587263. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Jose Fonseca <[email protected]>
* svga: minor formatting fix, comment additionBrian Paul2016-03-211-1/+4
| | | | | | To sync with our internal tree. Signed-off-by: Brian Paul <[email protected]>
* svga: optimize constant buffer uploadsCharmaine Lee2016-03-211-1/+11
| | | | | | | | | | | | | | | | | When a constant buffer slot is allocated in the upload buffer, the allocated slot size is always in multiple of 256. But the actual buffer size might not be in multiple of 256. This causes a gap between the ending offset of a slot and the starting offset of the next slot. The gap will prevent the two slots to be updated in a single update command. In order to maximize the chance of merging the contiguous dirty ranges, when a slot is to be allocated in the constant upload buffer, specify a buffer size in multiple of 256. There is about 10% performance improvement with Lightsmark2008 and 30% with Cinebench R11. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Thomas Hellstrom <[email protected]>
* svga: add a few more resource updates HUD queryCharmaine Lee2016-03-216-22/+91
| | | | | | | | | | | | This patch adds the following HUD queries: .num-resource-updates -- number of resource update. Commands include UPDATE_SUBRESOURCE, UPDATE_GB_IMAGE. .num-buffer-uploads -- number of buffer uploads. .num-const-buf-updates -- number of set constant buffer. .num-const-updates -- number of set shader constant. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Thomas Hellstrom <[email protected]>
* svga: add new num-readbacks HUD queryCharmaine Lee2016-03-215-7/+24
| | | | | | | To find out how many image readback command is issued. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Thomas Hellstrom <[email protected]>
* svga: use shader sampler view declarationsBrian Paul2016-03-216-47/+74
| | | | | | | | | | | | | | Previously, we looked at the bound textures (via the pipe_sampler_views) to determine texture dimensions (1D/2D/3D/etc) and datatype (float vs. int). But this could fail in out of memory conditions. If we failed to allocate a texture and didn't create a pipe_sampler_view, we'd default to using 0 (PIPE_BUFFER) as the texture type. This led to device errors because of inconsistent shader code. This change relies on all TGSI shaders having an SVIEW declaration for each SAMP declaration. The previous patch series does that. Reviewed-by: Charmaine Lee <[email protected]>
* gallium/tests: declare sampler views in shadersBrian Paul2016-03-213-0/+3
| | | | | Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* gallium/util: declare sampler view in util_make_fs_blit_msaa_depthstencil()Brian Paul2016-03-211-1/+2
| | | | | Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* postprocess: declare sampler views in shadersBrian Paul2016-03-212-0/+9
| | | | | Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* hud: add sampler view declaration in text fragment shaderBrian Paul2016-03-211-0/+1
| | | | | Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* st/mesa: emit sampler view decls in drawpixels codeBrian Paul2016-03-212-1/+19
| | | | | | | v2: support both TGSI_TEXTURE_2D and _RECT Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* st/mesa: emit sampler view declaration in bitmap shaderBrian Paul2016-03-211-0/+4
| | | | | | | | | | | | | In June 2015, Rob Clark started updating the tgsi utility code to emit SVIEW declarations in various shaders (for polygon stipple, blitting, etc). These patches do the same for the Mesa state tracker. The VMware driver will use this. v2: support both TGSI_TEXTURE_2D and _RECT Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* st/mesa: emit sampler view declarations for ARB vert/frag programsBrian Paul2016-03-211-0/+22
| | | | | Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* st/mesa: use correct TGSI texture target in drawpix fragment shaderBrian Paul2016-03-213-4/+11
| | | | | Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* st/mesa: use correct TGSI texture target in bitmap fragment shaderBrian Paul2016-03-213-3/+11
| | | | | | | | | Depending on the driver's support for NPOT textures, we might use a RECT texture instead of 2D texture. We should propogate that info to the fragment shader's TEX instruction. Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* gallium/tgsi: pass TGSI tex target to tgsi_transform_tex_inst()Brian Paul2016-03-215-24/+27
| | | | | | | Instead of hard-coded 2D tex target in tgsi_transform_tex_2d_inst() Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Charmaine Lee <[email protected]>
* st/mesa: use the texture view's format for render-to-textureNicolai Hähnle2016-03-211-7/+15
| | | | | | | | | | Aside from the bug below, it fixes a simplistic test I've written locally, and I see no regression in Piglit for radeonsi. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94595 Cc: "11.0 11.1 11.2" <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Marek Olšák <[email protected]>