| Commit message (Collapse) | Author | Age | Files | Lines |
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In preparation for genhw.
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We used to give BRW_OPCODE_DO a special meaning, while we should have used
TOY_OPCODE_DO.
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This patch fixes gtest build errors on Mac OS X 10.9.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=73106
Signed-off-by: Vinson Lee <[email protected]>
Tested-by: Ian Romanick <[email protected]>
Acked-by: Ian Romanick <[email protected]>
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Fixes piglit's spec/gl-3.2/get-active-attrib-returns-all-inputs.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The rules are about to get a bit more complex to account for
gl_InstanceID and gl_VertexID, which are system values.
Extracting this first avoids introducing duplication.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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glClearBuffer() is currently clearing all active draw color buffers (all
buffers that have not been set to GL_NONE when calling glDrawBuffers) instead
of only clearing the one it receives as parameter. Altough brw_clear()
receives a bit mask indicating the color buffers that should be cleared,
this mask is ignored when calling brw_blorp_clear_color().
This was breaking the 'fbo-drawbuffers-none glClearBuffer' piglit test.
The patch provides the bit mask to brw_blorp_clear_color() so it can limit
clearing to the color buffers present in the mask.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76832
Reviewed-by: Eric Anholt <[email protected]>
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This always looks crazy when I stumble across it, until I remember
what the hardware is doing. Describing it ought to short-circuit
that process next time :)
V2: Fix indents to 6 spaces, not 7.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Many shaders use a pattern such as:
for (int i = 0; i < NUM_LIGHTS; i++) {
...access a uniform array, or shader input/output array...
}
where NUM_LIGHTS is a small constant (such as 2, 4, or 8).
The expectation is that the compiler will unroll those loops, turning
the array access into constant indexing, which is more efficient, and
which may enable array splitting and other optimizations.
In many cases, our heuristic fails - either there's another tiny nested
loop inside, or the estimated number of instructions is just barely
beyond the threshold. So, we fail to unroll the loop, leaving the
variable indexing in place.
Drivers which don't support the particular flavor of variable indexing
will call lower_variable_index_to_cond_assign(), which generates piles
and piles of immensely inefficient code. We'd like to avoid generating
that.
This patch detects unsupported forms of variable-indexing in loops, where
the array index is a loop induction variable. In that case, it bypasses
the loop-too-large heuristic and forces unrolling.
Improves performance in various microbenchmarks: Gl32PSBump8 by 47%,
Gl32ShMapVsm by 80%, and Gl32ShMapPcf by 27%. No changes in shader-db.
v2: Check ir->array for being an array or matrix, rather than the
ir_dereference_array itself.
v3: Fix and expand statistics in commit message.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The "fail" flag is set if loop_unroll_count encounters a nested loop;
calling the flag "nested_loop" is a bit clearer.
The original reasoning was that count is inaccurate (too small) if there
are nested loops, as we don't do any sort of analysis on the inner loop.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Loop unrolling will need to know a few more options in the future.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Now that we pass in gl_shader_compiler_options, it makes sense to just
use options->MaxUnrollIterations, rather than passing a separate
parameter.
Half of the invocations already passed options->MaxUnrollIterations,
while the other half passed in a hardcoded value of 32.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This will prevent the two from getting out of sync again.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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These were out of sync with the flags used to control
lower_variable_index_to_cond_assign in brw_shader.cpp.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Not setting this would prevented coalescing after a failed attempt if
the sources for both MOVs were the same.
total instructions in shared programs: 1654531 -> 1650224 (-0.26%)
instructions in affected programs: 423167 -> 418860 (-1.02%)
GAINED: 2
LOST: 0
Reviewed-by: Eric Anholt <[email protected]>
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This gets us disasm of atomic ops.
v2: Fix fallthrough on pre-gen7. (bug caught by Ilia Mirkin).
Reviewed-by: Matt Turner <[email protected]>
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It's just the array index, so we can just go look at the array and see
which element we are.
No significant performance difference (n=140)
Reviewed-by: Ian Romanick <[email protected]>
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Improves cairo performance on glamor by 1.64828% +/- 1.04742% (n=65).
Reviewed-by: Ian Romanick <[email protected]>
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Improves cairo performance on glamor by 2.87752% +/- 0.966977 (n=57).
Reviewed-by: Ian Romanick <[email protected]>
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Ian points out that this being unrestricted was an oversight in the
spec, and is corrected in GLSL4.40.
Signed-off-by: Chris Forbes <[email protected]>
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It was computed, but never actually used.
Reviewed-by: Ian Romanick <[email protected]>
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When considering assignment expressions like:
v.x += u.x;
v.x += u.x;
the vectorizer would incorrectly keep going, attempting to find more
instructions to vectorize. It would overwrite the saved assignment
to point at the second one, and increment channels a second time,
resulting in try_vectorize thinking the expression was a vec2 instead of
a float.
Instead, if we see a repeated assignment to a channel, just try to
vectorize everything we've found so far. This clears the saved state
so it will start over.
Fixes Piglit's repeated-channel-assignments.vert.
Cc: "10.1" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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linker
Information about the binding was not being properly communicated from
the front-end compiler to the linker. As a result, the linker never
knew that any UBOs had explicit bindings!
Fixes the piglit test arb_shading_language_420pack-binding-layout.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Tested-by: [email protected] [v0]
Cc: "10.1" <[email protected]>
Cc: [email protected]
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Previously, a UBO like
layout(binding=2) uniform U {
...
} my_constants[4];
wouldn't get any bindings set. The code would try to set the binding of
U, but that would fail. It should instead set the bindings for U[0],
U[1], ...
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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For blocks, gl_shader_program::UniformStorage isn't very useful. The
names stored there are the names of the elements of the block, so
finding blocks with an instance name is hard. There is also only one
entry in ::UniformStorage for each element of a block array, and that is
a deal breaker.
Using ::UniformBlocks is what _mesa_GetUniformBlockIndex does. I
contemplated sharing code between set_block_binding and
_mesa_GetUniformBlockIndex, but building the stand-alone compiler and
the unit tests make this hard. I plan to return to this effort shortly.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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../../src/glsl/link_uniform_initializers.cpp:87:1: warning: unused parameter 'mem_ctx' [-Wunused-parameter]
../../src/glsl/link_uniform_initializers.cpp:87:1: warning: unused parameter 'type' [-Wunused-parameter]
../../src/glsl/link_uniform_initializers.cpp:127:1: warning: unused parameter 'mem_ctx' [-Wunused-parameter]
../../src/glsl/link_uniform_initializers.cpp:127:1: warning: unused parameter 'type' [-Wunused-parameter]
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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In the next patch, we'll see that using
gl_shader_program::UniformStorage is not correct for uniform blocks.
That means we can't use ::UniformStorage to select between the sampler
path and the block path. Instead we want to just use the type of the
variable. That's never passed to set_uniform_binding, and it's easier
to just remove the function (especially for later patches in the series)
than to add another parameter.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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- Remove the spurious block left from the previous commit and re-indent.
- Constify elements.
- Make the spec reference in the code look like other spec references in
the compiler.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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samplers
The two code paths are quite different, and there are some problems in
the handling of uniform blocks. Future changes will cause these paths
to diverge further. Ultimately, selecting between the two functions
will happen at the set_uniform_binding call site, and
set_uniform_binding will be deleted.
NOTE: This patch just moves code around.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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And remove nonsensical approximation of linear interpolation behavior
for shadow samplers.
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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To silence compiler warnings.
Reviewed-by: Ilia Mirkin <[email protected]>
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Instead of switch statements.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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These were missed/typo'd in the previous patch series:
s/R8G8B8A/R8G8B8A8/
s/rgba_16/RGBA_UNORM16/
s/rgba_uint/RGBA_UINT/
s/rgba_int/RGBA_SINT/
Reviewed-by: Ian Romanick <[email protected]>
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Fixes
fatal error: radeon_surface.h: No such file or directory
when libdrm is not present, or non-Linux OSes.
Trivial.
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The commit 3b0b44f7def0acb4f7a7aef086c0bece321418a6 introduced a build
error:
error: dereferencing pointer to incomplete type
This patch fixes this issue in all the affected files.
Reviewed-by: Tom Stellard <[email protected]>
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Keep tasks as linked list, this way we can associate
more than one encoding task with each buffer.
Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Slava Grigorev <[email protected]>
Signed-off-by: Christian König <[email protected]>
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Remember what frames we encoded at which position.
Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Doesn't seems to be needed any more.
Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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The _Xmin/_Xmax/_Ymin/_Ymax values need to be guarded by _NEW_SCISSOR.
Fixes Piglit's scissor-many, and rendering in GNOME Shell.
Hopefully fixes similar issues with Unity and ChromeOS.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75879
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: James Ausmus <[email protected]>
Tested-by: Timo Aaltonen <[email protected]>
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It was always getting set to -8/7 unconditionally. Use the
driver-reported value instead.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Defaults to providing the same offsets as MIN/MAX_TEXEL_OFFSET. For
nvc0, the offset can be -32/31.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We need latest radeon_drm.h.
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Create the screen in the winsys while the mutex is locked.
This also results in a nice code cleanup!
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This also hides the reference count from drivers.
v2: update the reference count while the mutex is locked in winsys_create
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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