| Commit message (Collapse) | Author | Age | Files | Lines |
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Notes:
- make sure the default size is large enough to handle all state trackers
- pipe wrappers don't receive transfer calls from stream_uploader, because
pipe_context::stream_uploader points directly to the underlying driver's
stream_uploader (to keep it simple for now)
v2: add error handling to nv50, nvc0, noop
v3: set const_uploader
Reviewed-by: Nicolai Hähnle <[email protected]>
Tested-by: Edmondo Tommasina <[email protected]> (v1)
Tested-by: Charmaine Lee <[email protected]>
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Nouveau does not currently have logic to implement this as a library
function. Even though such a library could be written, there's no big
advantage to do it that way for now given that int64 is a very uncommon
use-case. Allow a driver to expose INT64 without supporting division and
modulo operations.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Make the cap consistent with PIPE_CAP_INT64.
Aside from the hypothetical case of using draw for vertex shaders (and
actually caring about doubles...), every implementation supports doubles
either nowhere or everywhere.
Also, st/mesa didn't even check the cap correctly in all supported
shader stages.
While at it, add a missing LLVM version check for 64-bit integers in
radeonsi. This is conservative: judging by the log, LLVM 3.8 might be
sufficient, but there are probably bugs that have been fixed since then.
v2: fix clover (Marek)
Reviewed-by: Marek Olšák <[email protected]>
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Forgot the prefix ...
Fixes: 0fca80b3db64dc1d004f78e22b9de86a07e9de96
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
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Since LLVM revision 293359 DumpModule gets only implemented when
either a debug build or LLVM_ENABLE_DUMP is set.
This patch adds a direct replacement for the function for radv and
radeonsi, However, as I don't know a good place to put common LLVM
code for all three I inlined the implementation for LLVMPipe.
v2: Use the new code for LLVM 3.4+ instead of LLVM 5+ & fixed indentation
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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All of these have had support for the TGSI opcodes since before most of
the glsl compiler work landed.
Also update the docs accordingly, including the missing note about i965.
Reviewed-by: Marek Olšák <[email protected]>
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v1.1: move to using a normal CAP. (Marek)
v2: fill in the cap everywhere
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Generally we should do tranpose after conversion, if the format has less than
32 bits per channel (if it has 32 bits, conversion is going to be a no-op
anyway...). This is obviously because there's less vectors to deal with.
Though the advantage for 16 bit formats isn't that big, and in fact with AVX
there isn't really any (as the 32bit unpacks can be done with 256bit, but
the smaller ones cannot, although that would change again with proper AVX2
support).
Only makes sense for 2d and not 1d cases. And to keep things easy, only handle
1,2 and 4 channels (rgbx is just fine).
For rgba unorm8 format the backend conversion sums up to these instruction
totals (not counting the movs for SSE2 due to 2-op syntax - generally every 2
unpacks need an additional mov).
SSE2 AVX
transpose: 32 unpack 16 unpack
untwiddle: 0 8 (128bit low/high permutes)
convert: 16 mul + 16 cvt 8 mul + 8 cvt
32->8bit: 12 pack 8 (128bit extract) + 12 pack
When doing transpose/untwiddle afterwards we get:
convert: 16 mul + 16 cvt 8 mul + 8 cvt
32->8bit: 12 pack 8 (128bit extract) + 12 pack
transpose/untwiddle 12 unpack 12 unpack
So for SSE2, this drops 20 unpacks (total instruction count 76->56)
whereas for AVX it replaces the 16 256bit unpacks with 8 128bit ones
and drops the 8 lo/hi permutes (in total 60->48). (Albeit to be fair,
the permutes could be dropped even when doing the transpose first,
they are extremely pointless but we'd need to be able to tell
lp_build_conv to reorder the vectors, for AVX2 we're going to need to
be able to tell lp_build_conv about ordering in any case.)
(With different ordering going into conversion, it would be possible
to do 4 unpacks + 4 pshufbs instead of 12 unpacks, but that might not
be better, and not all cpus can do it. Proper AVX2 support should eliminate
the 8 128bit extracts, reduce these 12 packs to 6 and the 12 unpacks to 2
pshufb + 2 permq ideally (+ 2 final 128bit extracts).)
Reviewed-by: Jose Fonseca <[email protected]>
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For rgbx formats, there is no point in doing alpha conversion again (and
with different tranpose even, so llvm can't eliminate it).
Albeit it looks like there's some minimal changes needed in the blend code
(found by code inspection, no test seemed to complain) if we do this -
the blend factors are already sanitized if we have no destination alpha,
however for src_alpha_saturate it looks like it still might make a
difference (note that we forced has_alpha to true before for some formats
and nothing complained, but this seems safer).
Reviewed-by: Jose Fonseca <[email protected]>
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llvm has _huge_ problems trying to load things like <4 x i8> vectors and
stitching such loads together to form 128bit vectors. My understanding
of the problem is that the type legalizer tries to extend that to
really a <4 x i32> vector and not a <16 x i8> vector with the 4 elements
first then followed by padding, so the shuffles for then combining things
together are more or less impossible - you can in fact see the pmovzxd
llvm generates. Pre-4.0 llvm just gives up on it completely and does a 30+
pextrb/pinsrb sequence instead.
It looks like current llvm has fixed this behavior (my guess would be
due to better shuffle combination and load/shuffle folds), but we can
avoid this by just loading as <1 x i32> values, combine that and only
cast at the end. (I suspect it might also work if we'd pad the loaded
vectors immediately before shuffling them together, instead of directly
stitching 2 such vectors together pairwise before combining the pair.
But this _might_ lose the ability to load the values directly into
their right place in the vector with pinsrd.). But using 32bit values
is probably easier for llvm as it will never give it funny ideas how
the vector should look like.
(This is possibly only a problem for 1x8bit formats, since 2x8bit will
end up fetching 64bit hence only two vectors are stitched together,
not 4, but we use the same strategy anyway.)
Reviewed-by: Jose Fonseca <[email protected]>
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Using bit replication. This path now resembles something which might make
sense. (The logic was mostly copied from llvmpipe fs backend.)
I am not convinced though it is actually faster than SoA sampling (actually
I'm quite certain it's always a loss with AVX).
With SoA it's just shift/mask/cvt/mul for getting the colors, whereas
there's still roughly 3 shifts, 3 or/and per channel for AoS
(i.e. for SoA it's exactly the same as it would be for a rgba8 format,
whereas the extra effort for AoS is significant). The filtering
might still be faster (albeit with FMA the instruction count gets down
quite a bit there on the SoA float filtering path on new cpus). And those
small unorm formats often don't have an alpha channel (which makes things
worse relatively for AoS path).
(This also fixes a trivial bug in the llvmpipe fs code this was derived
from, albeit it was only relevant for 4-bit channels.)
Reviewed-by: Jose Fonseca <[email protected]>
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simd instruction sets usually have comparisons for equal, not unequal.
So use a different comparison against the mask itself - which also means
we don't need a all-zero as well as a all-one (for the pxor) reg.
Also add code to avoid scalar expansion of i1 values which we definitely
shouldn't do. There's problems with this though with llvm select
interaction, so it's disabled (basically using llvm select instead of
intrinsics may still produce atrocious code, even in cases where we
figured it should not, albeit I think this could probably be fixed
with some better selection of optimization passes, but I have zero
idea there really).
Reviewed-by: Jose Fonseca <[email protected]>
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Drivers with good compilers don't need aggressive optimizations before TGSI.
Reviewed-by: Eric Anholt <[email protected]>
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Fix linking error with 'make check'.
CXXLD lp_test_format
../../../../src/gallium/auxiliary/.libs/libgallium.a(os_time.o): In function `os_time_get_nano':
src/gallium/auxiliary/os/os_time.c:59: undefined reference to `clock_gettime'
Signed-off-by: Vinson Lee <[email protected]>
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This enables gallium support for EGL_ANDROID_native_fence_sync, for
drivers which support PIPE_CAP_NATIVE_FENCE_FD.
Signed-off-by: Rob Clark <[email protected]>
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Drivers that support this benefit by saving one lowering pass in the
GLSL-to-TGSI conversion.
radeonsi already supports this because all outputs are stored in temporary
variables before the export (except for TCS outputs, which have always
been readable in TGSI anyway due to their special semantics).
Reviewed-by: Marek Olšák <[email protected]>
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Applies on top of v3 of Tom's gallivm change.
v2:
- Tom Stellard: Use enums instread of strings.
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Aaron Watry <[email protected]>
CC: Tom Stellard <[email protected]>
CC: Jan Vesely <[email protected]>
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This allows the driver to signal that it can't handle random
interleaving of attributes across buffers. This is required for
ARB_transform_feedback3, and it's initialized to whatever the previous
value of PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME was except for nv50 where
it is disabled. Note that the proprietary drivers never expose
ARB_transform_feedback3 on any GT21x's (where nouveau previously did),
and after some effort I was unable to get it to work.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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v2: mark llvmpipe & softpipe properly as well (Jason Wood)
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This is a screen cap because drivers are expected to support it either
for all shader types or for none of them.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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On 32 bits system, application memory is quite limited.
llvmpipe uses application memory. To help prevent memory
exhaustion, limit reported memory availability to 2GB.
Some gallium nine apps do check reported memory by allocating
resources until memory is full. Gallium nine refuses allocations
when 80% of the reported memory limit is used. This change
helps some apps to start.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v1 → v2:
- Fixed indentation (noted by Brian Paul)
- Removed second assert from nouveau's switch statements (suggested by
Brian Paul)
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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radeonsi needs to do some operations (DCC decompression) for OpenGL-OpenCL
interop and this is the only way to make it coherent with the current
context. It can optionally be set to NULL.
Reviewed-by: Brian Paul <[email protected]>
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Some hardware can't render to color/depth buffers of mixed bitness. When
that happens a fallback has to happen, but this allows the driver to
express that this isn't an optimal scenario. The purpose of this is to
remove such fbconfigs from the GLX/EGL config list.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We only did depth clamp when the value was written from the fs.
This is very wrong both for d3d10 and GL, and only passed the
corresponding piglit test due to pure luck (it no longer does
with the enhanced test).
Also, interpolation clamped values to 1.0 always, which can legitimately
happen if depth clip is disabled, so fix that as well (untested).
There is one unresolved issue left, d3d10 always does depth clamping,
whereas GL does not (but does [0,1] clamp instead for fs depth outputs)
- this information isn't in any gallium state object, leave it as-is
for now (though it looks like llvmpipe misses the [0,1] clamp as well).
This (with the previous patch) fixes piglit depth-clamp-range test.
Reviewed-by: Jose Fonseca <[email protected]>
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This wasn't handled before (the result was that no matter what value got
clamped, it always ended up as the near value in this case) (if clamping
actually happened).
Fix this by using the util helper for that (the math is otherwise "mostly"
the same, mostly because there could actually be differences due to float
rounding, but I don't even know which one would be more correct).
Reviewed-by: Jose Fonseca <[email protected]>
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This is required by OpenGL. Our hardware supports this.
Example: Bind RGBA32F with offset = 4 bytes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97305
Acked-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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required by glClientWaitSync (GL 4.5 Core spec) that can optionally flush
the context
Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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to reduce the call indirections with u_resource_vtbl.
The worst call tree you could get was:
- u_transfer_inline_write_vtbl
- u_default_transfer_inline_write
- u_transfer_map_vtbl
- driver_transfer_map
- u_transfer_unmap_vtbl
- driver_transfer_unmap
That's 6 indirect calls. Some drivers only had 5. The goal is to have
1 indirect call for drivers that care. The resource type can be determined
statically at most call sites.
The new interface is:
pipe_context::buffer_subdata(ctx, resource, usage, offset, size, data)
pipe_context::texture_subdata(ctx, resource, level, usage, box, data,
stride, layer_stride)
v2: fix whitespace, correct ilo's behavior
Reviewed-by: Nicolai Hähnle <[email protected]>
Acked-by: Roland Scheidegger <[email protected]>
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This allows Gallium drivers to advertise the subpixel precision
for floating point viewports bounds.
v2:
- Set ViewportSubpixelBits in st_init_limits.
Signed-off-by: Józef Kucia <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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D3D9 has a different behaviour for depth bias.
For OGL/D3D1X, the depth bias unit is the
minimal resolvable value for the depth buffer,
which depends on the format (and has different
behaviour for float depth buffers).
For D3D9, the depth bias unit is 1.0f.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Clean up misrepetitions ('if if', 'the the' etc) found throughout the
comments. This has been done manually, after grepping
case-insensitively for duplicate if, is, the, then, do, for, an,
plus a few other typos corrected in fly-by
v2:
* proper commit message and non-joke title;
* replace two 'as is' followed by 'is' to 'as-is'.
v3:
* 'a integer' => 'an integer' and similar (originally spotted by
Jason Ekstrand, I fixed a few other similar ones while at it)
Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This says how many window rectangles are supported by the
implementation, although it may not exceed PIPE_MAX_WINDOW_RECTANGLES.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The gallium contract would be that bind flags must indicate all possible
bindings a resource might get used, but fact is the mesa state tracker does
not set bind flags correctly, and this is more or less unfixable due to GL.
This caused a bug with piglit arb_uniform_buffer_object-rendering-dsa
since 6e6fd911da8a1d9cd62fe0a8a4cc0fb7bdccfe02 - the commit is correct,
but it caused us to miss updates to fs UBOs completely, since the
corresponding buffer didn't have the appropriate bind flag set (thus we
wouldn't check if it is indeed currently bound).
See the discussion about this starting here:
https://lists.freedesktop.org/archives/mesa-dev/2016-June/119829.html
So, update the bind flags when we detect such usage.
Note we update this value for now only in places which matter for us - that
is creating sampler/surface view, or binding constant buffer. There's plenty
more places (setting streamout buffers, vertex/index buffers, ...) where
things can be set with the wrong bind flags, but the bind flags there never
matter.
While here also make sure we only set dirty constant bit when it's a fs
constant buffer - totally doesn't matter if it's vs/gs.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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This basically disallows all 8-bit x 3 and 16-bit x 3 formats for
textures and render targets. Some 3-component formats were already
disallowed before. This avoids problems with GL_ARB_copy_image.
v2: the previous version of this patch disallowed all 3-component formats
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Some hardware supports primitive restart on patch primitives, and other
hardware does not. Modern GL and ES include a query for this feature;
adding a capability bit will allow us to answer it.
As far as I know, AMD hardware does not support this feature, while
NVIDIA and Intel hardware does. However, most Gallium drivers do not
appear to support tessellation shaders yet. So, I've enabled it for
nvc0 and disabled it everywhere else.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Tobias Klausmann <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This lets us safely enable or disable the extension as needed
Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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More portable, particularly when building with Clang, which implements
all MSVC intrisincs in its own intrin.h, but doesn't actually support
`#pragma instrinsic`.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Mark variables MAYBE_UNUSED to avoid unused-but-set-variable warnings
in release build.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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