| Commit message (Collapse) | Author | Age | Files | Lines |
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util_is_power_of_two_or_zero
The new name make the zero-input behavior more obvious. The next
patch adds a new function with different zero-input behavior.
Signed-off-by: Ian Romanick <[email protected]>
Suggested-by: Matt Turner <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The comment said it will only represent the lowest 32 regs. This was
not entirely true in practice, since at least on x86 you'll get
masked shifts (unless the compiler could recognize it already and toss
it out). It turns out this actually works out alright (presumably
noone uses it for temp regs) when increasing max sampler views, so
make that behavior explicit.
Albeit it feels a bit hacky (but in any case, explicit behavior there
is better than undefined behavior).
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Required by radeonsi for optimal behavior.
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Nobody queries these and nobody sets them to anything useful,
the docs say TODO.
Drop them until a use appears.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Once a lp_build_sampler_soa or lp_build_sampler_aos object is created,
it should never be modified. Found by inspection.
Reviewed-by: Roland Scheidegger <[email protected]>
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Protects semaphore signaling functionality required by GL_EXT_semaphore.
v2: s/semaphore/fence
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This adds the meson.build, meson_options.txt, and a few scripts that are
used exclusively by the meson build.
v2: - Remove accidentally included changes needed to test make dist with
LLVM > 3.9
Signed-off-by: Dylan Baker <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Don't use intermediate variables, use consistent whitespace.
Acked-by: Eric Engestrom <[email protected]>
Signed-off-by: Dylan Baker <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Andres Rodriguez <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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This allow us to encapsulate the compiler and linkage requirements of
each driver in a reusable way. The result will be that each target that
needs a specific driver can simply add `driver_<name>` to its
dependencies line and the necessary libraries and compiler args will be
added. This will allow for a lot of code de-duplication between gallium
targets.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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The blend math gets a bit funky due to inverse blend factors being
in range [0,2] rather than [-1,1], our normalized math can't really
cover this.
src_alpha_saturate blend factor has a similar problem too.
(Note that piglit fbo-blending-formats test is mostly useless for
anything but unorm formats, since not just all src/dst values are
between [0,1], but the tests are crafted in a way that the results
are between [0,1] too.)
v2: some formatting fixes, and fix a fairly obscure (to debug)
issue with alpha-only formats (not related to snorm at all), where
blend optimization would think it could simplify the blend equation
if the blend factors were complementary, however was using the
completely unrelated rgb blend factors instead of the alpha ones...
Reviewed-by: Jose Fonseca <[email protected]>
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Using build_by_default : false is convenient for dependencies that can
be pulled in by various diverse components of the build system, the
gallium hardware/software drivers and state trackers do not fit that
description. Instead, these should be guarded using the variable that tracks
whether that driver should be enabled.
This leaves a few helper libraries: trace, rbug, etc, and the generic
winsys bits as `build_by_default : false` because there are a large
number of gallium components that pull them in.
v2: - remove build_by_default from winsys convenience libs as well.
v3: - Always put drivers before winsys for consistency
Signed-off-by: Dylan Baker <[email protected]>
Tested-by: Lionel Landwerlin <[email protected]> (v1)
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The #if guard is probably not 100% equivalent to the previous PIPE_OS
check, but if anything it should be an over-approximation (are there
pthread implementations without barriers?), so people will get either
a good implementation or compile errors that are easy to fix.
Reviewed-by: Marek Olšák <[email protected]>
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Some hw (evergreen) has a limit on how many combined (images/buffers/mrts)
a fragment shader can access.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In the vbuf_render::set_primitive() functions.
Reviewed-by: Roland Scheidegger <[email protected]>
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This probably isn't all that useful for GL, but there are apis where
sample_mask is a valid output even without msaa.
Just discard the pixel if the sample_mask doesn't include the bit for
sample 0.
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Because vc4 can control the order that tiles are rasterized in, we can use
it to implement overlapping blits using normal drawing and
GL_ARB_texture_barrier, as long as we can tell the kernel what order to
render the tiles in.
This commit introduces the core gallium support, vc4 changes will follow.
v2: Fix on the simulator.
v3: Add the cap (disabled) to other drivers, add rst docs for the cap.
v4: Rebase on PIPE_CAP_TGSI_ANY_REG_AS_ADDRESS
v5: Drop vc4 changes from this commit, for clarity.
Reviewed-by: Nicolai Hähnle <[email protected]> (v3)
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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These changes were generated using python's `2to3` tool.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102852
Reported-by: Alex Granni <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This uses all the existing code to calculate lod values for mip linear
filtering. Though we'll have to disable the simplifications (if we know some
parts of the lod calculation won't actually matter for filtering purposes due
to mip clamps etc.). For better or worse, we'll also disable lod calculation
hacks (mostly should make a difference for cube maps) always - the issue with
per-pixel lod being difficult is mostly because we then have different mipmaps
needed for the actual texel fetch, which isn't a problem with lodq.
We still use approximation for the log2 - for that reason I believe the float
part of the lod is only accurate to about 4-5 bits (and one bit less with 1d
textures actually) which is hopefully good enough (though d3d10 technically
requires 6 bits - could use quadratic interpolation instead of linear to get
8 bits or so).
Since lodq requires unclamped lod, we also have to move some sampler key
calculations to texture sampling code - even if we know we're going to access
mipmap 0 we still have to calculate lod and apply lod_bias for lodq.
Passes piglit ARB_texture_query_lod tests (after having fixed the test).
Reviewed-by: Jose Fonseca <[email protected]>
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To be able to properly distinguish between GL_ANY_SAMPLES_PASSED
and GL_ANY_SAMPLES_PASSED_CONSERVATIVE.
This patch goes through all drivers, having them treat the two
query types identically, except:
1. radeon incorrectly enabled conservative mode on
PIPE_QUERY_OCCLUSION_PREDICATE. We now do it correctly, only
on PIPE_QUERY_OCCLUSION_PREDICATE_CONSERVATIVE.
2. st/mesa uses the new query type.
Fixes dEQP-GLES31.functional.fbo.no_attachments.*
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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With GALLIVM_DEBUG=perf set, output the relevant stats for shader cache usage
whenever we have to evict shader variants.
Also add some output when shaders are deleted (but not with the perf setting
to keep this one less noisy).
While here, also don't delete that many shaders when we have to evict. For fs,
there's potentially some cost if we have to evict due to the required flush,
however certainly shader recompiles have a high cost too so I don't think
evicting one quarter of the cache size makes sense (and, if we're evicting
based on IR count, we probably typically evict only very few or just one
shader too). For vs, I'm not sure it even makes sense to evict more than
one shader at a time, but keep the logic the same for now.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This was implemented since forever, but not enabled.
It passes all piglit tests except one, arb_pipeline_statistics_query-frag.
The reason is that the test (for drawing a 10x10 rect) expects between
100 and 150 pixel shader invocations. But since llvmpipe counts this with
4x4 granularity (and due to the rect being 2 tris) we end up with 224
invocations. I believe however what llvmpipe is doing violates neither the
spirit nor the letter of the spec (our fragment shader granularity really
is 4x4 pixels, albeit we will bail out early on 2x2 or 4x2 (the latter
if AVX is available) granularity), the spec allows to count additional
invocations due to implementation reasons.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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We're not particularly concerned with memory usage, if the tradeoff is
shader recompiles. And it's common for apps to have a lot of shaders
nowadays (and, since our shaders include a LOT of context state of course
we may create quite a bit more shaders even).
So quadruple the amount of shaders draw will cache (from 128 to 512).
For llvmpipe (fs shaders) quadruple the number of instructions, keep the
number of variants the same for now (only with very simple, non-texturing
shaders the variant limit could really be reached), and simplify the
definition, it's probably easier to just have one different definition
per branch...
Reviewed-by: Jose Fonseca <[email protected]>
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If llvmpipe_set_scissor_states() is never called, we still need to be sure
that derived scissor/clip state is updated. As of commit 743ad599a97d09b1
that function might not be called.
Fixes regressed Piglit gl-1.0-scissor-offscreen -fbo -auto test.
Reviewed-by: Roland Scheidegger <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101709
Fixes: 743ad599a97 ("st/mesa: don't set 16 scissors and 16 viewports
if they're unused")
Cc: "17.2" <[email protected]>
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Trivial.
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The driver supported this since way before the GL spec for it existed.
Just need to support both the per-stream and for all streams variants
(which are identical due to only supporting 1 stream).
Passes piglit arb_transform_feedback_overflow_query-basic.
Reviewed-by: Jose Fonseca <[email protected]>
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This can be used to guard support for EXT_memory_object and related
extensions.
v2: update gallium docs
v3 (Timothy Arceri):
- add cap to nv50
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This is mostly mechanical search-and-replace, plus touching up the
macros in u_dump_defines.c manually a bit.
Reviewed-by: Marek Olšák <[email protected]>
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v2: rename cap to PIPE_CAP_QUERY_SO_OVERFLOW and be a bit more explicit
in the documentation
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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If lp_setup_bind_framebuffer() is never called, then setup fb x1/y1 was not
correctly initialized. This can happen if there's never a fb set - both
cso and llvmpipe would consider setting this with no cbufs and no zsbuf a
redundant change and therefore it would never get set.
We rely on this setup fb rect being initialized correctly for the tri intersect
tests, throwing away tris which don't intersect. Not initializing it meant
we'd then say it intersected, and we'd try to bin that despite that we have
no actual tiles to bin it to, leading to assertion failures (pretty harmless
since tile 0/0 always exists nevertheless as tiles are statically allocated,
albeit that should change at some point).
(Note probably not an issue with gl state tracker)
Reviewed-by: Jose Fonseca <[email protected]>
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We use the bounding box (triangle extents) to figure out if 32bit rasterization
could potentially overflow. However, we used the bounding box which already got
rounded up to 0 for negative coords for this, which is incorrect, leading to
overflows and hence bogus rendering in some of our private use.
It might be possible to simplify this somehow (we're now using 3 different
boxes for binning) but I don't quite see how.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This is pretty useful for debugging rasterization issues, so turn it on
based on DEBUG (the actual existence of the fields is also conditionalized
on DEBUG, lines fill it out the same too).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Whether bindless texture operations are supported by the
underlying driver.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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To silence compiler warnings. Trivial.
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The vertex information we compute here is really dependent on the last
stage before FS. It just happened to work most of the time because new
GS tend to come with new VS and/or FS...
(The LP_NEW_GS flag was previously set but never used.)
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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for skipping mapped-buffer checking in every GL draw call
Reviewed-by: Nicolai Hähnle <[email protected]>
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