| Commit message (Collapse) | Author | Age | Files | Lines |
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The expected stride calculation is completely wrong. It should
ultimately be multiplying cpp and width rather than dividing. The width
also needs to be aligned to the tiling width first before converting to
stride bytes.
The whole stride check here is possibly pointless. Any buffers which
were allocated outside of vc4 may have strides with larger alignment
requirements.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We don't really support reading/writing of 3D textures since the hardware
doesn't do 3D, but we do need to make sure that a pipe_transfer for them
has enough space to store the image. This was previously not a problem
because the state tracker only mapped a slice at a time until
fb9fe352ea41c7e3633ba2c483c59b73c529845b. Fixes glean glsl1 tests, which
all have setup of a 3D texture at the start.
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We need to fix up the offset to point at the face of the cube. Fixes
piglit fbo-cubemap, copyteximage CUBE, and glean's fbo test.
Cc: "11.1 11.2" <[email protected]>
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Fixes piglit mixed-immediate-and-vbo, and may significantly improve
performance of applications that store a 4-byte IB in the same VBO as
vertex data.
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If we're going to sample from or render to them at some particular size,
we'd better make sure that they actually are that size. Causes some tests
under simulation to generate appropriate error messages instead of
failures.
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This will allow drivers to make better decisions about texture sharing
for DRI2, DRI3, Wayland, and OpenCL.
v2: add read/write flags, take advantage of __DRI_IMAGE_USE_BACKBUFFER
Reviewed-by: Axel Davy <[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 is apparently a weirdness of gallium -- nr_samples==1 is occasionally
used and means the same thing as nr_samples==0. Fixes a bunch of
ARB_framebuffer_srgb blit cases in piglit.
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The pipe_transfer_map API requires that we do an implicit
downsample/upsample and return a mapping of that.
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For MSAA, we store full resolution tile buffer contents, which have their
own tiling format. Since they're full resolution buffers, we have to
align their size to full tiles.
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I was afraid our callers weren't prepared for this, but it looks like
at least for resource creation, mesa/st throws an error appropriately.
Cc: "11.0" <[email protected]>
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Improves low-settings openarena performance by 31.9975% +/- 0.659931%
(n=7).
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It's a bunch of work for us to emit it (and its uniforms), more work for
the kernel to validate it, and additional work for the CLE to read
it. Improves es2gears framerate by about 50%.
Signed-off-by: Eric Anholt <[email protected]>
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We need to make sure that when we store the aligned box, we've got
initialized contents in the border. We could potentially just load the
border area, but for now let's get text rendering working in X (and fix
the GL_TEXTURE_2D errors in piglit's texsubimage test and
gl-2.1-pbo/test_tex_image)
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The idea I had when I wrote the original shadow code was that you'd see a
set_index_buffer to the IB, then a bunch of draws out of it. What's
actually happening in openarena is that set_index_buffer occurs at every
draw, so we end up making a new shadow BO every time, and converting more
of the BO than is actually used in the draw.
While I could maybe come up with a better caching scheme, for now just
do the simple thing that doesn't result in a new shadow IB allocation
per draw.
Improves performance of isosurf in drawelements mode by 58.7967% +/-
3.86152% (n=8).
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We don't know who else has written to it, so we'd better update it every
time. This makes the gears spin in X again.
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There will be other blit code showing up, and it seems like the place
you'd look.
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This lets us plug in a better blit implementation and have it impact the
shadow update, too.
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This has been useful once again while trying to debug stride issues
between render targets and texturing.
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Fixes some non-power-of-two texture rendering when I force ARGB8888 to
raster.
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The enum compared to was 0, so it worked out, but it sure looked wrong.
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I'm experimenting with a workaround for raster texture misrendering on
hardware, and this lets me look at the format chosen when computing
strides.
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I'd like to compile as much of the device-specific code as possible
when building for simulator, and using if (using_simulator) instead of
ifdefs helps.
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I keep rewriting these.
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The callers all follow it with a flush of the context, and the flush of
the context gives us more information about how things are being flushed.
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Our submits now return immediately and you have to manually wait for
things to complete if you want to (like a normal driver).
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This saves a bunch of extra flushes when texsubimaging a whole texture
that's been used for rendering, or subdataing a whole BO. In particular,
this massively reduces the runtime of piglit texture-packed-formats (when
the probes have been moved out of the inner loop).
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I'm going to want to make some other decisions here before flushing.
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Fixes assertion failures in 14 piglit tests (half of which now pass).
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GLES2 doesn't have GL_TEXTURE_BASE_LEVEL, so the hardware doesn't. Fixes
piglit levelclamp, tex-miplevel-selection, and texture-storage/2D mipmap
rendering.
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The non-base NPOT levels are stored as POT-aligned images. We get that
POT alignment by minifying the POT-aligned base level.
This means that level strides are also POT aligned, so we have to tell the
rendering mode config that our resource is larger than the actual
requested area.
Fixes the fbo-generatemipmap-formats NPOT cases. Regresses
depthstencil-render-miplevels 273 * -- the texture presentation now works
(where it was completely broken before), it looks like there's some
overflow of image bounds happening at the lower miplevels.
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It's not passing some of the piglit tests, because it looks like at small
miplevels some contents from surrounding faces are getting filtered in at
the corners. It does get 7 new tests passing.
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In the other related fields, "0" refers to the size of the first miplevel,
while this is a field in a slice. The other implicit slices we have
(cubemap layers) don't vary in size compared to the first one.
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This is part of fixing extremely long runtimes on some piglit tests that
involve streaming vertex reuploads due to format conversions, and will
similarly be important for X performance, which relies on these flags.
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When I made the shader cache take the .fs member and moved the binding
point to .bind_fs, I failed to update these. Fixes crashes in
copyteximage-related tests.
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Now that tiling is in place, we can expose the other formats. Depth is
still broken (need to make changes in the shader), but if you don't expose
it things crash all over. SNORM is dropped, but we could re-add it later
with some shader fixes to handle converting between [0,1] and [-1,1].
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This still treats everything as RGBA8888 for the most part, same as
before. This is a prerequisite for handling other texture formats, since
only RGBA8888 has a raster-layout mode.
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There are a few tools I want to have always available, and fprintf() and
abort() are among them.
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This almost fixes fbo-generatemipmap rendering, except that the 1x1 level
isn't getting rendered.
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We weren't accounting for the level 0 offset in the texture setup (so it
only worked if it happened to be a single-level texture), and doing so
required that we get the level 0 offset page aligned so that the offset
bits don't get interpreted as the texture format and such.
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This should prevent a bunch of unnecessary flushes for things like
updating immediate vertex data.
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Now we actally get multiple draw calls per submit.
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This mostly just takes every draw call and turns it into a sequence of
commands that clear the FBO and draw a single shaded triangle to it,
regardless of the actual input vertices or shaders. I copied the initial
driver skeleton mostly from freedreno, and I've preserved Rob Clark's
copyright for those. I also based my initial hardcoded shaders and
command lists on Scott Mansell (phire)'s "hackdriver" project, though the
bit patterns of the shaders emitted end up being different.
v2: Rebase on gallium megadrivers changes.
v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change.
v4: Rely on simpenrose actually being installed when building for
simulation.
v5: Add more header duplicate-include guards.
v6: Apply Emil's review (protection against vc4 sim and ilo at the same
time, and dropping the dricommon drm bits) and fix a copyright header
(thanks, Roland)
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