| Commit message (Collapse) | Author | Age | Files | Lines |
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For a long time, we've wanted a place to put utility code which isn't
directly tied to Mesa or Gallium internals. This patch creates a new
src/util directory for exactly that purpose, and builds the contents as
libmesautil.la.
ralloc seemed like a good first candidate. These days, it's directly
used by mesa/main, i965, i915, and r300g, so keeping it in src/glsl
didn't make much sense.
Signed-off-by: Kenneth Graunke <[email protected]>
v2 (Jason Ekstrand): More realloc uses and some scons fixes
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This could be recalculated, though it turns out the only use of it after
resource allocation is for calculating whole resource size (for scene size
accounting though that isn't quite ideal neither). Thus, instead just store
the whole resource size and drop it (saving a couple bytes of storage per
resource). It makes things simpler too. Note that for the accounting winsys
resources always come back with size 0 but this is unchanged (we don't actually
know the size in any case).
Also reformat llvmpipe_texture_layout (drop unneded indentation).
v2: adapt to previous changes.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Seems pointless to just duplicate some of the calculations (the calculation
of actual memory used compared to what was predicted in llvmpipe_texture_layout
actually could have differed slightly in some cases due to different alignment
rules used though this should have been of no consequence).
v2: keep the previous mip alignment of MAX2(64, cacheline). This was added for
ARB_map_buffer_alignment - I'm not convinced it's needed for textures, but
it was supposed to be cleanup without functional change. Also replace div
with 64bit mul / comparison.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Only used for non display target resources.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Adds 0-3 textureGather component selection and non-constant offsets
Caveat: 0 and 1 texture swizzles only work if textureGather component
select is 3 or a component that does not exist in the sampler texture
format. This is a hardware limitation, any other value returns
128/255=0.501961 for both 0 and 1.
Passes all textureGather piglit tests on radeon 6670, except for those
using 0/1 texture swizzles due to aforementioned reason.
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Map TGSI_SEMANTIC_SAMPLEMASK to register/component.
Enable face register when sample mask is needed by shader.
Requires Evergreen/Cayman
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Fixes fs-imulExtended, fs-imulExtended-only-msb, fs-umulExtended,
fs-umulExtended-only-msb piglit tests.
Reviewed-by: Alex Deucher <[email protected]>
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Requires Evergreen or later
v2 (Andreas): Update relnotes/10.3
Reviewed-by: Alex Deucher <[email protected]> (v1)
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The kms-dri swrast driver cannot share buffers using the GEM,
so it must tell the loader to disable extensions relying on
that, without disabling the image DRI extension altogether
(which would prevent the loader from working at all).
This requires a new gallium capability (which is queried on
the pipe_screen and for swrast drivers it's forwarded to the
winsys), and requires a new version of the DRI image extension.
[Emil Velikov]
- Rebased on top of gallium-dri megadrivers.
- Drop PIPE_CAP_BUFFER_SHARE and sw_winsys::get_param hook.
The can_share_buffer cap is set at InitScreen. We use a different
InitScreen (and thus value for the cap) function for kms_dri, due to
deeper differences originating from dri megadrivers.
Signed-off-by: Emil Velikov <[email protected]>
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We can create 3D texture views. Avoids an assertion in piglit
fbo-generatemipmap-3d test and allows it to pass.
Reviewed-by: Charmaine Lee <[email protected]>
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Based on the toplevel one but adapted to the driver/winsys coding styles.
Reviewed-by: Marek Olšák <[email protected]>
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It was set to aligned width. It appears to be fine on GEN7+, but causes
random hangs on GEN6.
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This fixes 3D texture support in all these cases, because array_size is 1
with 3D textures and depth0 actually contains the "array size".
util_max_layer is universal and returns the last layer index for any texture
target.
A lot of the cases below can't actually be hit with 3D textures, but let's
be consistent.
This fixes a failure in:
piglit layered-rendering/clear-color-all-types 3d single_level
for r600g and radeonsi, which was caused by an incorrect CMASK size
calculation.
Cc: [email protected]
Reviewed-by: Michel Dänzer <[email protected]>
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This was just a guess - and it worked!
Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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This fixes piglit spec/!OpenGL 3.1/minmax.
Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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I actually couldn't reproduce this one, but internal docs recommend this
workaround. Better safe than sorry.
Also, the number of dwords for the sync packets is increased by 4 instead
of 2, because it wasn't bumped last time when a new packet was added there.
Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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This fixes "piglit/bin/arb_transform_feedback2-draw-auto instanced".
Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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This fixes the checkerboard pattern in glxgears and anything that triggers
fast color clear.
num_channels is always <= 8, but Hawaii has 16 pipes.
Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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This new name isn't so confusing.
I also changed the gallivm limit, because it looked wrong.
Reviewed-by: Brian Paul <[email protected]>
v2: use sizeof(float[4])
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it also matches GL 4.2
further discussion:
http://lists.freedesktop.org/archives/mesa-dev/2013-August/042680.html
Cc: [email protected]
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Not only should we mark states dirty when the underlying resource is renamed,
we should also update the CSO bo when available.
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We will need it in the following commit.
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Reviewed-by: Marek Olšák <[email protected]>
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v2: Add information about the item's starting point and size
v3: Rebased on top of master
Reviewed-by: Tom Stellard <[email protected]>
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v2: Rebased on top of master
Reviewed-by: Tom Stellard <[email protected]>
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This should allow a deeper pipeline.
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When mapping a busy resource with PIPE_TRANSFER_DISCARD_RANGE or
PIPE_TRANSFER_FLUSH_EXPLICIT, we can avoid blocking by allocating and mapping
a staging bo, and emit pipelined copies at proper places. Since the staging
bo is never bound to GPU, we give it packed layout to save space.
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Enable PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT and reorder caps a bit.
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With the recent clean-ups, we can pass the mapped pointer around between
functions cleanly. Drop it to make ilo_transfer smaller.
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It maps to drm_intel_gem_bo_map_unsynchronized(), which results in
unsynchronized GTT mapping.
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Many of the transfer functions do not need an ilo_context. Drop it.
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Add xfer_map() to replace map_bo_for_transfer(). Add xfer_unmap() and
xfer_alloc_staging_sys() to simplify texture and buffer mapping/unmapping, and
enable more code sharing between them.
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Add a bunch of helper functions and a big comment for
choose_transfer_method(). This also fixes handling of
PIPE_TRANSFER_MAP_DIRECTLY to not ignore tiling.
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We used FREE() in one of the error path.
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Move fence creation to the new ilo_fence_create().
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This allows us two things: we now need less item copies when we have
to defrag+grow the pool (to just one copy per item) and, even in the
case where we don't need to defrag the pool, we reduce the data copied
to just the useful data that the items use.
Note: The fallback path is a bit ugly now, but hopefully we won't need
it much.
Reviewed-by: Tom Stellard <[email protected]>
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Now, before moving everything to host memory, we try to create a
new resource to use as a pool. I we succeed we just use this resource
and delete the previous one. If we fail we fallback to using the
shadow.
This should make growing the pool faster, and we can also save
64KB of memory that were allocated for the 'shadow', even if they
weren't used.
Reviewed-by: Tom Stellard <[email protected]>
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Opps, I should use larger fonts, I guess.
Reported-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Move the bits we want to share between generations from fd3_program to
ir3_shader. So overall structure is:
fdN_shader_stateobj -> ir3_shader -> ir3_shader_variant -> ir3
|- ...
\- ir3_shader_variant -> ir3
So the ir3_shader becomes the topmost generation neutral object, which
manages the set of variants each of which generates, compiles, and
assembles it's own ir.
There is a bit of additional renaming to s/fd3_compiler/ir3_compiler/,
etc.
Keep the split between the gallium level stateobj and the shader helper
object because it might be a good idea to pre-compute some generation
specific register values (ie. anything that is independent of linking).
Signed-off-by: Rob Clark <[email protected]>
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First step of reoganization split out compiler (so it can be shared
between a3xx and a4xx). Rename ir3_shader -> ir3 (since we'll want
the name ir3_shader for a higher level object).
Signed-off-by: Rob Clark <[email protected]>
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The scheduler also needs to be aware of predicate register (p0) in
addition to address register (a0).
Signed-off-by: Rob Clark <[email protected]>
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Remove some obsolete comments, rename deref->addr.
Signed-off-by: Rob Clark <[email protected]>
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It seems like for the most part, different behaviors, workarounds, etc,
should be conditional on GPU patch revision (ie. a320.0 vs a320.2)
rather than GPU id (a320 vs a330).
Signed-off-by: Rob Clark <[email protected]>
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The fixed size heap is a remnant of the fdre-a3xx assembler. Yet it is
convenient for being able to free the entire data structure in one shot
without worrying about leaking nodes.
Change it to dynamically grow the heap size (adding chunks) as needed so
we don't have an artificial upper limit on shader size (other than hw
limits) and don't always have to allocate worst-case size.
Signed-off-by: Rob Clark <[email protected]>
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The iteration variables go from 0 anyway.
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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