| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The fixed alignment of u_upload_mgr will go away.
This is the first step.
The motivation is that one u_upload_mgr can have multiple users,
each allocating from the same buffer, but requiring a different alignment.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This allows the state tracker to know that the various draw parameters
are available in vertex shaders.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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This greatly reduces the number of SetSamplers() commands for some
applications.
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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To be safe, set all the fields in case the enums ordering/values
ever change.
Reviewed-by: Charmaine Lee <[email protected]>
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Use the new debug callback hook to report conformance, performance
and fallbacks to the state tracker. The state tracker, in turn can
report this issues to the user via the GL_ARB_debug_output extension.
More issues can be reported in the future; this is just a start.
v2: remove conditionals around pipe_debug_message() calls since the
check is now done in the macro itself.
v3: remove unneeded dummy %s substitutions
Acked-by: Ilia Mirkin <[email protected]>,
Reviewed-by: José Fonseca <[email protected]>
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Use NULL tests of the form `if (ptr)' or `if (!ptr)'.
They do not depend on the definition of the symbol NULL.
Further, they provide the opportunity for the accidental
assignment, are clear and succinct.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Addresses MSVC warning C4098: 'svga_destroy_query' : 'void' function
returning a value.
Reviewed-by: Roland Scheidegger <[email protected]>
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Fixes build. Otherwise untested.
Trivial.
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To graph the number of bytes uploaded to GPU per frame (vertex buffer data,
constant buffer data, texture data, etc).
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Make sure y and z values of buffers are as expected.
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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We always want to prefer the VGPU10 formats over the VGPU9 ones when
we have VGPU10 support.
Original patch by Jose and updated by Brian.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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This is important for the case of sampling from a depth texture. In
that case, we need to sample the texture as if it were a single-channel
color texture. For other/color formats, we can use the format as-is.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When we emulate XOR logicop mode with blend-subtract, we need to ensure
that the fragment shader always emits white. We had this implemented
for VGPU9, but not VGPU10.
VMware bug 1545492.
Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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For ARB_copy_image.
Reviewed-by: Brian Paul <[email protected]>
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On ultra high resolution modes, the preemptive flush flag can be
set midway through command submission, a condition that cannot be
recovered from a flush-retry, causing rendering artifacts.
This patch prevents a preemtive_flush until a draw has been
emitted.
Signed-off-by: Sinclair Yeh <[email protected]>
Reviewed-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The svga device doesn't directly support quads, quad strips or polygons
so we have to convert those types to indexed triangle lists. But we
can sometimes avoid that if we're drawing flat/constant-colored prims
and we don't have to worry about provoking vertex.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Provoking vertex comes into play when doing flat shading. But if we know
that all fragments in a primitive are the same color, the provoking vertex
doesn't matter. Check for that case and use whichever provoking vertex
convention is supported by the device.
This avoids generating an index buffer to do the PV conversion.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Examine the fragment shader to try to detect TGSI shaders which use
"MOV OUT[0], CONST[i]" to write a constant value for the fragment color.
In this case, all fragments will have the same color (unless blending is
enabled).
This is a common case for OpenGL code such as: glColor(), glBegin(),
glVertex(), ..., glEnd() when lighting/fog/etc are disabled. In this
case, the Mesa/gallium state tracker actually generates a simple
"MOV OUT[0], CONST[i]" fragment shader.
This will be used by the next commit to avoid provoking vertex conversion
(creating/rewriting an index buffer) when drawing flat-shaded primitives.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Before the change "tgsi/scan: use properties for clip/cull distance
writemasks", the tgsi_shader_info::num_written_clipdistance field
was a multiple of four, now it's an accurate count. In the svga
driver, we need a minor change to the loop test.
Reviewed-by: Charmaine Lee <[email protected]>
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A third instance of this was needed but missed in the previous commit.
Return 32 as for the two other cases.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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This avoids a serious r600g bug leading to a GPU hang.
The chances this bug will get fixed are pretty low now.
I deeply regret listening to others and not pushing this patch, leaving
other users with a GPU-crashing driver. Yes, it should be fixed
in the compiler and it's ugly, but users couldn't care less about that.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86720
Cc: 11.0 10.6 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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I'll let drivers figure out how to do it.
Reviewed-by: Ilia Mirkin <[email protected]>
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Spotted by Roland. Luckily, this code should never really be hit
since the const buffer size and offset should already be multiples
of 16. I could probably add more assertions to that effect, but
let's just fix the arithmetic for now.
Reviewed-by: Roland Scheidegger <[email protected]>
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Don't count client memory buffer mappings since they're basically free.
Reviewed-by: Charmaine Lee <[email protected]>
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Add new GALLIUM_HUD queries for:
num-shaders
num-resources
num-state-objects
num-validations
map-buffer-time
num-surface-views
num-resources-mapped
num-flushes
Most of this patch was originally written by Neha. Additional clean-ups
and num-flushes counter added by Brian Paul.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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To simplify upcoming new HUD shader count implementation.
Reviewed-by: Charmaine Lee <[email protected]>
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Will be used for upcoming change.
Reviewed-by: Charmaine Lee <[email protected]>
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We can never have geometry shaders with vgpu9.
Reviewed-by: Charmaine Lee <[email protected]>
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The svga3d device requires constant buffers to be a multiple of 16 bytes
in size. OpenGL UBOs may not fit that restriction. As a work-around,
round the size up if possible, else round down.
Note that this patch only effects UBO constant buffers (index 1 or higher),
not the 0th/default constant buffer.
Fixes the game Grim Fandango Remastered. VMware bug 1510130.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Required by ARB_sample_shading for drivers that don't want a shader variant
in st/mesa.
Reviewed-by: Ilia Mirkin <[email protected]>
Acked-by: Roland Scheidegger <[email protected]>
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It's extensively used by XA for a8- and planar yuv component surfaces.
This fixes broken XA yuv blits using vgpu10 contexts.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
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Sipmlify structure and remove gotos.
Reviewed-by: Charmaine Lee <[email protected]>
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Fixes a small leak in a seldom-hit corner case for VS/FS compilation.
Found with coverity.
Reviewed-by: Charmaine Lee <[email protected]>
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The sum of two unsigned ints is always >= 0. Found with Coverity.
Reviewed-by: Charmaine Lee <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Make sure errors are correcly propagated.
Also don't flush during state emission if emission fails.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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u_upload_alloc() no longer returns a return value.
Trivial.
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Check for a valid framebuffer cbuf pointer before accessing its
associated surface.
Fix piglit test fbo-drawbuffers-none.
Reviewed-by: Brian Paul <[email protected]>
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Commit b9ba8492 removes an unneeded pipe_surface_release() from
st_render_texture(). This implies a surface can now be reused for a
render buffer. Currently, when we render to a texture, we mark the
surface as dirty. But in svga_mark_surface_dirty(), if the surface
is already marked as dirty, it does not increment the texture age.
Any view to this texture might not be updated properly then.
With this patch, the texture age is incremented regardless of whether
the surface is already marked as dirty or not.
Fix bug 1499181.
Reviewed-by: Sinclair Yeh <[email protected]>
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Commit b9ba8492 removes an unneeded pipe_surface_release() from
st_render_texture() and exposes a bug in the backed surface view
creation. Currently a backed surface view for a conflicted surface view
is created at framebuffer emit time. But if shader sampler views are changed
but framebuffer surface views remain unchanged, emit_framebuffer() will not
be called and conflicted surface views will not be detected.
To fix this, also check for conflicted surface views when setting sampler
views. If there is any conflicted surface views, enable the
framebuffer dirty bit so that the framebuffer emit code has a chance to
create a backed surface view for the conflicted surface view.
Fix cinebench-r11-test regression.
Reviewed-by: Brian Paul <[email protected]>
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