| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Tom Stellard <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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r600g needs explicit flushing before DRI2 buffers are presented on the screen.
v2: add (stub) implementations for all drivers, fix frontbuffer flushing
v3: fix galahad
Signed-off-by: Marek Olšák <[email protected]>
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Instead of crashing just return all zero.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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No idea if this is working right but copied straight from llvmpipe.
(Not only does this check the so_target but also use buffer->data instead
of buffer for the mapping.)
Just trying to get rid of a segfault testing something else...
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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In particular noone is interested in the vertex count, so drop that,
and also drop the duplicated num_primitives_generated /
so.primitives_storage_needed variables in drivers. I am unable for now to figure
out if primitives_storage_needed in SO stats (used for d3d10) should
increase if SO is disabled, though the equivalent num_primitives_generated
used for OpenGL definitely should increase. In any case we were only counting
when SO is active both in softpipe and llvmpipe anyway so don't pretend there's
an independent num_primitives_generated counter which would count always.
(This means the PIPE_QUERY_PRIMITIVES_GENERATED count will still be wrong just
as before, should eventually fix this by doing either separate counting for this
query or adjust the code so it always counts this even if SO is inactive depending
on what's correct for d3d10.)
Reviewed-by: Brian Paul <[email protected]>
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There's just no way resetting the counters is working with nested/overlapping
queries.
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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softpipe has a really weird handling of the draw attrs, lets
just not inject outputs in its data.
Trivial.
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Clamping is only done for fixed-point formats as part of conversion to
texture format.
Reviewed-by: Zack Rusin <[email protected]>
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Draw module can decompose primitives into wireframe models, which
is a fancy word for 'lines', unfortunately that decomposition means
that we weren't able to preserve the original front-face info which
could be derived from the original primitives (lines don't have a
'face'). To fix it allow draw module to inject a fake face semantic
into outputs from which the backends can figure out the original
frontfacing info of the primitives.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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We should probably be using map()/unmap() when accessing resource
data, but this is a little better.
v2: assert that the resource is not a display target, per Jose.
Reviewed-by: José Fonseca <[email protected]>
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This was never a problem since the Mesa state tracker always gives
us a user-space constant buffer with buffer_offset=0. But if another
state tracker ever gave us a "HW" constant buffer with non-zero
buffer_offset we'd mis-render.
Also, use the correct buffer size. And move an assertion to the
top of the function.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Cc: [email protected]
[ Francisco Jerez: Fix "PIPE_ENDIAN_SMALL" in the documentation,
define PIPE_ENDIAN_NATIVE. ]
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TGSI_OPCODE_KIL and KILP had confusing names. The former was conditional
kill (if any src component < 0). The later was unconditional kill.
At one time KILP was supposed to work with NV-style condition
codes/predicates but we never had that in TGSI.
This patch renames both opcodes:
TGSI_OPCODE_KIL -> KILL_IF (kill if src.xyzw < 0)
TGSI_OPCODE_KILP -> KILL (unconditional kill)
Note: I didn't just transpose the opcode names to help ensure that I
didn't miss updating any code anywhere.
I believe I've updated all the relevant code and comments but I'm
not 100% sure that some drivers had this right in the first place.
For example, the radeon driver might have llvm.AMDGPU.kill and
llvm.AMDGPU.kilp mixed up. Driver authors should review their code.
Reviewed-by: Jose Fonseca <[email protected]>
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Not needed with do_dead_builtin_varyings.
Reviewed-by: Ian Romanick <[email protected]>
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trivial, copied from llvmpipe
Reviewed-by: Jose Fonseca <[email protected]>
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The driver can do render_condition but wasn't handling the occlusion
and so_overflow predicates (though the latter might not work yet due
to gs support).
Reviewed-by: Jose Fonseca <[email protected]>
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This reverts commit 41966fdb3b71c0b70aeb095e0eb3c5626c144a3a.
While it's a lot cleaner it causes regressions because
the draw interface is always called from the draw functions
of the drivers (because the buffers need to be mapped) which
means that the stream output buffers endup being cleared on
every draw rather than on setting.
Signed-off-by: Zack Rusin <[email protected]>
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For conditional rendering this makes it possible to skip rendering
if either the predicate is true or false, as supported by d3d10
(in fact previously it was sort of implied skip rendering if predicate
is false for occlusion predicate, and true for so_overflow predicate).
There's no cap bit for this as presumably all drivers could do it trivially
(but this patch does not implement it for the drivers using true
hw predicates, nvxx, r600, radeonsi, no change is expected for OpenGL
functionality).
Reviewed-by: Jose Fonseca <[email protected]>
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Moves clearing of the draw so target buffers to the draw
module. They had to be cleared in the drivers before
which was quite messy.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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It was changed from 0 to allow shader outputs at 0 that are
different from position.
Signed-off-by: Zack Rusin <[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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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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Initially we had NUM_TEX_TILE_ENTRIES of 50, however this was using too much
memory (mostly because the tile cache is operating on fixed max current
sampler views which could be fixed but that's another topic). So it was
decreased to 4. However this is a ridiculously low number which can't
actually really work (the number of tiles needed for as little as
a single quad with linear_mipmap_linear is 2 to 8 for a 2d texture, and
4 to 16 for a 3d texture), as it just about guarantees there will be
cache thrashing sometimes (just about always for 3d textures in fact, since
while there are 4 entries the cache is direct mapped).
So increase that number to 16 (which is still on the low side for direct
mapped cache though I guess using something like 4-way associativity would
be more effective than increasing this further) which has at least some good
chance to avoid thrashing. Since we don't want to increase memory requirements
however in turn decrease the tile size accordingly from 64 to 32 (as a bonus
point this also decreases the cost of texture thrashing which might still
happen sometimes).
I've seen performance improvement in the order of factor ~200 (specifically,
drawing the first frame from the replay from bug 41787 needs "only" ~10s
instead of ~30min, meaning I can actually compare the output with other
drivers...) with this.
Reviewed-by: Jose Fonseca <[email protected]>
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These can be different (just like NUM_TEX_TILE_ENTRIES / NUM_ENTRIES),
though currently they aren't.
Reviewed-by: Jose Fonseca <[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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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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Same approach as in the llvmpipe, if the geometry shader is
null and we have stream output then attach it to the vertex
shader right before executing the draw pipeline.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[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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we were using the wrong vars, reporting incorrect stream output
statistics.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[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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Reviewed-by: Marek Olšák <[email protected]>
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The blit-based paths for TexImage, GetTexImage, and ReadPixels aren't very
fast with software rasterizer. Now Gallium drivers have the ability to turn
them off.
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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This makes it possible to identify gl_TexCoord and gl_PointCoord
for drivers where sprite coordinate replacement is restricted.
The new PIPE_CAP_TGSI_TEXCOORD decides whether these varyings
should be hidden behind the GENERIC semantic or not.
With this patch only nvc0 and nv30 will request that they be used.
v2: introduce a CAP so other drivers don't have to bother with
the new semantic
v3: adapt to introduction gl_varying_slot enum
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There were two different NUM_ENTRIES #defines for the framebuffer
tile cache and the texture tile cache. Rename the later to fix
the warnings:
In file included from sp_flush.c:40:0:
sp_tex_tile_cache.h:76:0: warning: "NUM_ENTRIES" redefined
sp_tile_cache.h:78:0: note: this is the location of the previous definition
In file included from sp_context.c:50:0:
sp_tex_tile_cache.h:76:0: warning: "NUM_ENTRIES" redefined
sp_tile_cache.h:78:0: note: this is the location of the previous definition
Also, replace occurances of NUM_ENTRIES with Element() macro to
be safer.
Reviewed-by: José Fonseca <[email protected]>
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- each softpipe_tex_tile_cache 50*64*64*4*4 = 3,276,800 bytes
- each softpipe_context has 3*32 softpipe_tex_tile_cache, i.e, each softpipe
context is 314,572,800 bytes, i.e, 300MB
That is, in a 32bits process (around 3GB virtual memory max), we can
only fit 10 contexts.
This change is a short-term hack to shrink the context size. Longer
term we'll need to change how the texture cache works.
Reviewed-by: Brian Paul <[email protected]>
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We can't handle them yet, however we can safely just warn (we will
just render to first layer, which is fine since we can't handle
rendertarget system value neither).
Also make behavior more predictable with buffer surfaces
(it would sometimes hit bogus asserts because of the union in the surface,
instead create the surface but assert when trying to set a buffer
in the framebuffer).
Reviewed-by: Jose Fonseca <[email protected]>
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This is needed for handling the dx10-style sample opcodes.
This also simplifies the logic by getting rid of sampler variants
completely (sampler_views though OTOH have sort of variants because
some of their state is different depending on the shader stage they
are bound to).
No significant performance difference (openarena run:
840 frames in 459.8 seconds vs. 840 frames in 460.5 seconds).
v2: fix reference counting bug spotted by Jose.
Reviewed-by: Jose Fonseca <[email protected]>
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