| Commit message (Collapse) | Author | Age | Files | Lines |
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These should just work, required by d3d10. Too large resources will
get thrown out separately anyway.
Reviewed-by: Brian Paul <[email protected]>
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This was always doing per-pixel alignment which isn't necessary, except
for the buffer case (due to the per-element offset). The disabled code
for calculating it was incorrect because it assumed that always the full
block would be fetched, which may not be the case, so fix this up.
The original code failed for instance for r10g10b10a2 the alignment would
have been calculated as 4 (block_width) * 4 (bytes) so 16, but the actual
fetch may have only fetched 2 values at a time, hence only alignment 8 -
it is unclear what exactly would happen in this case (alignment larger
than size to fetch).
So just use the (already calculated) fetch size instead and get alignment
from that which should always work, no matter if fetching 1,2 or 4 pixels.
Reviewed-by: Jose Fonseca <[email protected]>
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For rendering to buffers, we cannot have any y alignment.
So make sure that tile clear commands only clear up to the fb width/height,
not more (do this for all resources actually as clearing more seems
pointless for other resources too). For the jit fs function, skip execution
of the lower half of the fragment shader for the 4x4 stamp completely,
for depth/stencil only load/store the values from the first row
(replace other row with undef).
For the blend function, also only load half the values from fs output,
replace the rest with undefs so that everything still operates on the
full 4x4 block to keep code the same between 4x1 and 4x4 (except for
load/store of course which also needs to skip (store) or replace these
values with undefs (load))., at the cost of slightly less optimal code
being produced in some cases.
Also reduce 1d and 1d array alignment too, because they can be handled the
same as buffers so don't need to waste memory.
v2: don't try to run special blend code for 4x1, (very) slightly less
complexity if we just use the same code as for 4x4 which may or may not
make it easier to optimize in the future (as we care a lot more about 4x4
performance than 1d).
v2: don't use undef values for unused fs src outputs with llvm 3.1 as it
apparently can trigger a bug in llvm.
Reviewed-by: Jose Fonseca <[email protected]>
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Some parameters were used inconsistently, for instance not using
block_width/block_height/block_size for deferring number of pixels
but rather relying on guesses from the number of fragment shaders etc,
so fix this up (no actual change in behavior since the block size stays
fixed). (Though most of the code would work with different block_height,
with three exceptions, one being the hacked r11g11b10 conversions and
twiddle code which only work with block_height 2 not 1, and the last
one being blend vector type not being 128bit wide.)
Reviewed-by: Jose Fonseca <[email protected]>
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There's no good reason why it can't handle 2x4f->1x8ub, 1x4f->1x4ub and
1x8f->1x8ub cases, there might be legitimate reasons why we don't have
enough input vectors for a full destination vector, and using pack
intrinsics should still be much better than using generic conversion
(it looks like convert_alpha from the blend code might hit this though
I suspect it could be avoided).
v2: add another test vector format to lp_test_conv so this gets tested.
Reviewed-by: Jose Fonseca <[email protected]>
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One of the assertion made no sense for buffer rendertargets
(due to the union), so drop it. (The same assertion is present already in
the path for texture surfaces later.).
v2: make assertion completely accurate (suggested by Jose).
Reviewed-by: Jose Fonseca <[email protected]>
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The overallocation was very bad especially for things like 1d array
textures which got blown up by a factor of 64. (Even ordinary smallish
2d textures benefit a lot from this, a mipmapped 64x64 rgba8 texture
previously used 7*16kB = 112kB instead of now ~22kB.)
4x4 is chosen because this is the size the jit functions run on, so
making it smaller is going to be a bit more complicated.
It is actually not strictly 4x4 pixel, since we'd want to avoid situations
where different threads are rendering to the same cacheline so we keep
cacheline size alignment in x direction (often 64bytes).
To make this work introduce new task width/height parameters and make
sure clears don't clear the whole tile if it's a partial tile. Likewise,
the rasterizer may produce fragments outside the 4x4 blocks present in a
tile, so don't call the jit function for them.
This does not yet fix rendering to buffers (which cannot have any y
alignment at all), and 1d/1d array textures are still overallocated by a
factor of 4.
v2: replace magic number 4 with LP_RASTER_BLOCK_SIZE, fix size of buffers
allocated (needed in case we render to them).
Reviewed-by: Jose Fonseca <[email protected]>
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These were mostly just a waste of memory and cache pressure, and were
really only used for debugging.
This change reduces instruction count (as measured by callgrind's Ir
event) of gnome-shell-perf-tool on Ivybridge by 3.5% ± 0.015% (n=20).
Signed-off-by: Adam Jackson <[email protected]>
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We need to clamp to make sure invalid shader doesn't crash our
driver. The spec says to return 0-th index for everything that's
out of bounds.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca<[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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draw_find_shader_output like most of the code in draw used to
depend on position always being at output slot 0. which meant
that any other attribute being at 0 could signify an error.
unfortunately position can be at any of the output slots, thus
other attributes can occupy slot 0 and we need to mark the ones
which were not found by something else. This commit changes
draw_find_shader_output so that it returns -1 if it can't
find the given attribute and adjust the code that depended
on it returning >0 whenever it correctly found an attrib.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca<[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Largely related to making sure the rasterizer can correctly
pick out the correct scissor box for the current viewport.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca<[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Gallium supported only a single viewport/scissor combination. This
commit changes the interface to allow us to add support for multiple
viewports/scissors.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: José Fonseca<[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Eliminate the rest of the no longer needed layout logic.
(It is possible some code could be simplified a bit further still.)
Reviewed-by: Jose Fonseca <[email protected]>
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This optimization disabled mask checks if the shader is simple enough.
While this should work correctly, the problem is that it can hide real issues
because shaders in practice are usually complex enough (8 instructions or 1
texture is already enough) so this doesn't get used, whereas dumbed-down
tests which should hit all the same code paths suddenly do something quite
different. This was the reason that bug 41787 could not be easily tracked as
stencil test not working correctly (piglit would in fact have failed some
tests without that optimization).
So disable it for now, it's unclear if it's much of a win in any case.
Reviewed-by: Jose Fonseca <[email protected]>
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We actually did early depth/stencil test and late depth/stencil write even
when the shader could kill the fragment (alpha test or discard). Since it
matters for the new stencil value if the fragment is killed by depth/stencil
test or by the shader (in which case it will not reach the depth/stencil
test) this simply cannot work (we also would possibly skip writing the new
stencil value due to mask checks but this is a secondary issue).
So use late depth test / late depth write instead in this case.
(No piglit changes as it doesn't seem to hit such bogus early depth test
/ late depth write path.)
Reviewed-by: Jose Fonseca <[email protected]>
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We did mask checks between depth/stencil testing and depth/stencil write.
This meant that if the depth/stencil test killed off all fragments we never
actually wrote the new stencil value. This issue affected all early/late
test/write combinations.
So move the mask check after depth/stencil write (for early depth test,
could do the same for late depth test but might not be worth it at that
point so just skip it there).
This addresses https://bugs.freedesktop.org/show_bug.cgi?id=41787.
Piglit does not hit this issue because of the simple_shader optimization
in generate_fs_loop() which means we're skipping the mask checks.
Reviewed-by: Jose Fonseca <[email protected]>
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This was meant to disable some code which isn't needed when depth/stencil
isn't written. However, there's more code which wouldn't be needed in that
case so having the condition there was just odd (llvm will drop all the code
anyway).
Reviewed-by: Jose Fonseca <[email protected]>
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Using wrong type if the format was less than 32bits.
No piglit changes as it doesn't hit that path.
Reviewed-by: Jose Fonseca <[email protected]>
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Now that we can handle it both for sampling and as depth/stencil enable it.
Passes nearly all additional piglit tests which are now performed, with two
exceptions (one being a framebuffer blit which fails for all other formats
including stencil too as we don't support stencil blits, the other reporting
a unexpected GL error so doesn't look to be llvmpipe's fault).
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We need to split up the depth and stencil values in this case, and there's
some new logic required to handle float depth and stencil simultaneously.
Also make sure we get the 64bit zs clear values and masks propagated
correctly.
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We do rendering to linear color buffers for quite some time, and since
switching to linear depth buffers all the tiled/linear logic was unused.
So get rid of (most) of it - there's still some LAYOUT_NONE things and
late allocation of resources which probably could be simplified.
Reviewed-by: Jose Fonseca <[email protected]>
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The code avoided first_layer parameter in the sampler interface (and needing
to do another calculation at runtime) by fixing up the base texture pointer
instead. Unfortunately, this didn't actually work as we have mip-first
texture layout so fixing up the base ptr by a fixed amount is very wrong if
there are mipmaps present. The wrong offsets caused misrendering and crashes.
Fix this by just adjusting the individual mip level offsets instead.
Spotted by Jose.
Reviewed-by: Jose Fonseca <[email protected]>
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This change was meant as a stepping stone to use PMADDUBSW SSSE3
instruction, but actually this refactoring by itself yields a 10%
speedup on texture intensive shaders (e.g, Google Earth's ocean water
w/o S3TC on a Ivy Bridge machine), while giving yielding exactly the
same results, whereas PMADDUBSW only gave an extra 5%, at the expense of
2bits of precision in the interpolation.
I belive that the speedup of this change comes from the reduced register
pressure (as 8.8 fixed point intermediates take twice the space of 8bit
unorm).
Also, not dealing with 8.8 simplifies lp_bld_sample_aos.c code
substantially -- it's no longer necessary to have code duplicated for
low and high register halfs.
Note about lp_build_sample_mipmap(): the path for num_quads > 1 is never
executed (as it is faster on AVX to split the 256bit wide texture
computation into two 128bit chunks, in order to leverage integer
opcodes). This path might be useful in the future, so in order to
verify this change did not break that path I had to apply this change:
@@ -1662,11 +1662,11 @@ lp_build_sample_soa(struct gallivm_state *gallivm,
/*
* we only try 8-wide sampling with soa as it appears to
* be a loss with aos with AVX (but it should work).
* (It should be faster if we'd support avx2)
*/
- if (num_quads == 1 || !use_aos) {
+ if (/* num_quads == 1 || ! */ use_aos) {
if (num_quads > 1) {
if (mip_filter == PIPE_TEX_MIPFILTER_NONE) {
LLVMValueRef index0 = lp_build_const_int32(gallivm, 0);
/*
and then run texfilt mesademo:
LP_NATIVE_VECTOR_WIDTH=256 ./texfilt
Ran whole piglit without regressions.
Reviewed-by: Roland Scheidegger <[email protected]>
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Pass in the size of the index buffer, when available, and use it
to handle out of bounds conditions. The behavior in the case of
an overflow needs to be the same as with other overflows in the
vertex processing pipeline meaning that a vertex should still
be generated but all attributes in it set to zero.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We would crash when stride was bigger than the size of the buffer.
The correct behavior is to just fetch zero's in this case.
Unfortunatly with user_buffer's there's no way to validate the size
because currently we're just not getting it. Adjust the draw interface
to pass the size along the mapped buffer, which works perfectly
for buffer backed vertex_buffers and, in future, it will allow
us to plumb user_buffer sizes through the same interface.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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v2: fix typo 65535 -> 65536
Reviewed-by: Brian Paul <[email protected]>
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It should be unsigned, not enum pipe_flush_flags.
Fixed a build error:
src/gallium/state_trackers/egl/android/native_android.cpp:426:29: error:
invalid conversion from 'int' to 'pipe_flush_flags' [-fpermissive]
v2: replace all occurrences of enum pipe_flush_flags by unsigned
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
[olv: document the parameter now that the type is unsigned]
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Eliminating this we no longer need to copy between linear and swizzled layout.
This is probably not quite ideal since it's a bit more work for now, could do
some optimizations by moving depth testing outside the fragment shader loop
(but tricky for early depth test as we don't have neither the mask nor the
interpolated z in the right order handy).
The large amount of tile/untile code is no longer needed will be deleted
in next commit.
No piglit regressions.
v2: change a forgotten LAYOUT_NONE to LAYOUT_LINEAR.
v3: fix (bogus) uninitialized variable warnings, add comments, fix a bad type
Reviewed-by: Jose Fonseca <[email protected]>
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That is, when llvmpipe is run in single-threaded mode.
Trivial.
Tested with
LP_NUM_THREADS=0 glean --run results --overwrite --quick --tests occluQry
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Fixes a crash when one of the so targets is null.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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On the mesa-users list, Burlen Loring reported a speed-up with 16 cores
and his test/app.
Reviewed-by: Roland Scheidegger <[email protected]>
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half_pixel_center.
Squashed commit of the following:
commit 04c5fa2cbb8e89d6f2fa5a75af1cca03b1f6b852
Author: José Fonseca <[email protected]>
Date: Tue Apr 23 17:37:18 2013 +0100
gallium: s/lower_left_origin/bottom_edge_rule/
commit 4dff4f64fa83b9737def136fffd161d55e4f1722
Author: José Fonseca <[email protected]>
Date: Tue Apr 23 17:35:04 2013 +0100
gallium: Move diagram to docs.
commit 442a63012c8c3c3797f45e03f2ca20ad5f399832
Author: James Benton <[email protected]>
Date: Fri May 11 17:50:55 2012 +0100
gallium: Replace gl_rasterization_rules with lower_left_origin and half_pixel_center.
This change is necessary to achieve correct results when using OpenGL
FBOs.
Reviewed-by: Marek Olšák <[email protected]>
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Because we don't support, and the u_format fallback doesn't work for
zs formats.
Reviewed-by: Brian Paul <[email protected]>
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Prevents assertion failures inside the driver for such state combinations.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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This is the only sane solution for nv50 and nvc0 (really, trust me),
but since on other hardware the border colour is tightly coupled with
texture state they'd have to undo the swizzle, so I've added a cap.
The dependency of update_sampler on the texture updates was
introduced to avoid doing the apply_depthmode to the swizzle twice.
v2: Moved swizzling helper to u_format.c, extended the CAP to
provide more accurate information.
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Tested with graw/fs-fragcoord 2/3, and piglit
glsl-arb-fragment-coord-conventions.
Reviewed-by: Roland Scheidegger <[email protected]>
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No longer used.
If we ever want the old behavior we can run a loop unroller pass.
Reviewed-by: Roland Scheidegger <[email protected]>
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Never used.
Reviewed-by: Roland Scheidegger <[email protected]>
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This is a basic implementation of the pipeline statistics in the
draw module. The interface is similar to the stream output statistics
and also requires that the callers explicitly enable it.
Included is the implementation of the interface in llvmpipe and
softpipe. Only softpipe enables the pipeline statistics capability
though because llvmpipe is lacking gathering of the fragment shading
and rasterization statistics.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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We were missing the implementation of PIPE_QUERY_SO_STATISTICS
query, this change implements it on top of the existing
facilities.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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At least on llvm 3.2 this appears to work fine. Tested on an Athlon XP
2600+, which has sse and 3dnow but not sse2.
Reviewed-by: Jose Fonseca <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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When geometry shaders are present, one needs to be able to create
an empty geometry shader with stream output that needs to be
resolved later and attached to the currently bound vertex shader.
Lets add support for it to llvmpipe and draw. draw allows attaching
independent stream output info to any vertex shader and llvmpipe
resolves at draw time which vertex shader the given empty geometry
shader should be linked to.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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We need to reset the internal state of the so buffers or we'll
keep appending even though we're not supposed to.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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If we're drawing to a surface that's 2048 x 2048 pixels or larger there's
danger of fixed-point overflow in the triangle rasterization code. That
leads to various rendering glitches.
Rather than implement some intricate changes to the rasterization code,
simply subdivide triangles into smaller subtriangles to avoid the issue.
Only do this when the drawing surface is larger than 2048 by 2048.
Reviewed-by: José Fonseca <[email protected]>
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