| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
It's not a driver state, it's for glRasterPos.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
It's a draw state.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
Cc: 17.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
There are several new driver flags here so that it maps nicely to gallium.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Now AlphaFunc avoids the blend state update in st/mesa and avoids
_mesa_update_state_locked.
The GL_ALPHA_TEST enable won't trigger blend state updates in st/mesa
after st/mesa stops relying on _NEW_COLOR.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
skipping _mesa_update_state_locked
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
just don't set _NEW_VARYING_VP_INPUTS.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
not used
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Not needed and we get to bypass _mesa_update_state_locked that would be
a no-op.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
There is plenty of legacy stuff here.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
These are only used in the GL compatibility profile.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
st/mesa doesn't need the draw bounds for draw calls. I've added the call
where it's necessary in core Mesa and drivers, but I suspect that most
drivers can just move the call to the right places.
The core Mesa places aren't hot paths, so the call overhead doesn't matter
there.
For now, only st/mesa is made such that this function is invoked very
rarely.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
For the default framebuffer, _mesa_resize_framebuffer updates it.
For FBOs, _mesa_test_framebuffer_completeness updates it.
This code is redundant.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This bypasses _mesa_update_state_locked.
Before:
DrawElements ( 1 VBOs, 4 UBOs, 8 Tex) w/ stencil enable change: 3.99 million
DrawArrays ( 1 VBOs, 4 UBOs, 8 Tex) w/ stencil enable change: 4.56 million
After:
DrawElements ( 1 VBOs, 4 UBOs, 8 Tex) w/ stencil enable change: 4.93 million
DrawArrays ( 1 VBOs, 4 UBOs, 8 Tex) w/ stencil enable change: 5.84 million
It's quite a difference in the draw call rate when ctx->NewState stays
equal to 0 the whole time.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The idea is to remove the dependency on _mesa_update_state_locked,
so that st/mesa can skip it for stencil state updates, and then stop
setting _NEW_STENCIL in mesa/main if the driver is st/mesa.
The main motivation is to stop invoking _mesa_update_state_locked for
certain state groups.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
_mesa_update_state will no longer recompute Width/Height if the framebuffer
is complete. We now rely on the FBO completeness check to do it.
The only code that needs to be fixed seems to be this one.
Reviewed-by: Ian Romanick <[email protected]>
Tested-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
Fixes dEQP-EGL.functional.image.render_multiple_contexts.
gles2_renderbuffer_stencil_stencil_buffer
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
These locks were added in 2f28a0dc, but I don't see anything in the
intel_miptree_blit path that should make this necessary.
When asked, Kristian says:
I doubt it's needed now with the new blorp. If I remember correctly,
I had to drop the lock there since intel_miptree_blit() could hit
the XY blit path that requires a fast clear resolve. The fast
resolve being meta, would then try to lock the texture again.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Same as the previous commit, but this one was split out because it's
a bit more complicated: this field is given as a pointer to a function,
so the function had to be changed as well, and the function was use in
a bunch of places, which needed updating as well.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
| |
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101535
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101538
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101539
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
| |
In newer gens, this field has a prefix and the non-IEEEE-745 mode is called
"Alternate", instead of simply "Alt".
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
On gen6+, this is called "Dispatch GRF Start Register For Constant/Setup Data
0", while on gen5 and lower it's called only "Dispatch GRF Start Register For
URB Data", but it's essentially the same thing (URB data), so rename it to
match newer gens and simplify the C code that handles it.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
"Pixel Shader Kill Pixel" -> "Pixel Shader Kills Pixel", which is how it's
called on newer gens.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
| |
On gen4, WM_STATE only has one Kernel Start Pointer and one GRF Register
Count, but we can make the code that handles this on multiple gens simpler if
we add an index 0 to it too.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Just because it's not set doesn't mean that it doesn't exist. And since the
field is there on newer gens, having it on gen5 simplifies the code when
porting gen5 and lower.
Also add missing value to API Mode on CLIP_STATE on gen4.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
This is a bitmask, so it can't be a boolean. Also rename it so it matches
gen6+.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
These fields are set by brw_clip_unit, so we need them when converting to
genxml.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
Rename "Rendering Enable" to "Rendering Enabled", so it matches gen6+.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Unlike the older gen2 hardware, gen3 performs perspective
correct interpolation even for the primary/secondary colors.
To do that it naturally needs us to emit W for the vertices.
Currently we emit W only when at least one texture coordinate
set gets emitted. This means the interpolation of color will
change depending on whether texcoords/varyings are used or not.
That's probably not what anyone would expect, so let's just
always emit W to get consistent behaviour. Trying to avoid
emitting W seems like more hassle than it's worth, especially
as bspec seems to suggest that the hardware will perform the
perspective division anyway.
This used to be broken until it was accidentally fixed it in
commit c349031c27b7 ("i915: Fix texcoord vs. varying collision
in fragment programs") by introducing a bug that made the driver
always emit W. After fixing that bug in commit c1eedb43f32f
("i915: Fix wpos_tex vs. -1 comparison") we went back to the
old behaviour and caused an apparent regression.
Fixes: c1eedb43f32f ("i915: Fix wpos_tex vs. -1 comparison")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101451
Signed-off-by: Ville Syrjälä <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Same as with the colormasks, the blend color needs to be swizzled according
to the rendertarget format.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Doom shipped with a broken version of GLSLang which handles samplers as
function arguments in a way that isn't spec-compliant. In particular,
it creates a temporary local sampler variable and copies the sampler
into it. While Dave has had a hack patch out for a while that gets it
working, we've never landed it because we've been hoping that a game
update would come out with fixed shaders. Unfortunately, no game update
appears on to be on the horizon and I've found this issue in yet another
application so I think we're stuck working around it. Hopefully, we can
delete this code one day.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99467
Cc: "17.1" <[email protected]>
Tested-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|