| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Jerome Glisse <[email protected]>
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Allow important performance increase by doing hw specific implementation
of the upload manager helper. Drop the range flushing that is not hit with
this code (and wasn't with previous neither). Performance improvement are
mostly visible on slow CPU.
Signed-off-by: Jerome Glisse <[email protected]>
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r600g is up to a point where all small CPU cycle matter and pb* turn
high on profile. It's mostly because pb try to be generic and thus
trigger unecessary check for r600g driver. To avoid having too much
abstraction & too much depth in the call embedded everythings into
r600_bo. Make code simpler & faster. The performance win highly depend
on the CPU & application considered being more important on slower CPU
and marginal/unoticeable on faster one.
Signed-off-by: Jerome Glisse <[email protected]>
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R6XX GPU doesn't like to have two partial flush writting
back to memory in row without a prior flush of the pipeline.
Add PS_PARTIAL_FLUSH to flush all work between the CP and
the ES, GS, VS, PS shaders.
Thanks a lot to Alban Browaeys (prahal on irc) for investigating
this issue.
Signed-off-by: Alban Browaeys <[email protected]>
Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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This prevents needless buffer validation (CS space checking).
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It's not always possible to preprocess the content of 3D_LOAD_VBPNTR
in a command buffer, because the offset to all vertex buffers (which
the packet depends on) is derived from the "start" parameter of draw_arrays
and the "indexBias" parameter of draw_elements, but we can at least lazily
make a command buffer for the case when offset == 0, which should occur
most of the time.
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Signed-off-by: Jerome Glisse <[email protected]>
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Avoid rebuilding constant shader state at each draw call,
factor out spi update that might change at each draw call.
Best would be to update spi only when revealent states
change (likely only flat shading & sprite point).
Signed-off-by: Jerome Glisse <[email protected]>
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Vertex elements change are less frequent than draw call, those to
avoid rebuilding fetch shader to often build the fetch shader along
vertex elements. This also allow to move vertex buffer setup out
of draw path and make update to it less frequent.
Shader update can still be improved to only update SPI regs (based
on some rasterizer state like flat shading or point sprite ...).
Signed-off-by: Jerome Glisse <[email protected]>
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The preprocessor magic in mapi was nothing but obfuscation. Rewrite
mapi_abi.py to generate real C code.
This commit removes the hack added in
43121f20866bb89e8dac92bd92ec85a943704b7e.
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Otherwise, when it is called from within a driver, the caller cannot
free the returned data (on Windows).
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Signed-off-by: Xavier Chantry <[email protected]>
Reviewed-by: Jakob Bornecrantz <wallbraker at gmail.com>
Signed-off-by: Patrice Mandin <[email protected]>
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Signed-off-by: Xavier Chantry <[email protected]>
Reviewed-by: Jakob Bornecrantz <wallbraker at gmail.com>
Signed-off-by: Patrice Mandin <[email protected]>
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Signed-off-by: Xavier Chantry <[email protected]>
Signed-off-by: Patrice Mandin <[email protected]>
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This also removes DBG_STATS (the stats can be obtained with valgrind instead).
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Finished up by Marek Olšák.
We can set the constant space to use a different area per-call to the shader,
we can avoid flushing the PVS as often as we do by spreading out the constants
across the whole constant space.
Signed-off-by: Marek Olšák <[email protected]>
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It appears to be a constant buffer index (in case there are more constant
buffers explicitly used by a shader), i.e. something that Gallium currently
does not use. We treated it incorrectly as the offset to a constant buffer.
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Silences this GCC warning.
noop_state.c:247: warning: no previous prototype for
'noop_init_state_functions'
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rgb_src_factor and rgb_dst_factor should be PIPE_BLENDFACTOR_ONE for
VG_BLEND_SRC_IN and VG_BLEND_DST_IN respectively. VG_BLEND_SRC_OVER can
be supported only when the fb has no alpha channel. VG_BLEND_DST_OVER
and VG_BLEND_ADDITIVE have to be supported with a shader.
Note that Porter-Duff blending rules assume premultiplied alpha.
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TEMP[1].w will be needed for OUT.w just below. Use TEMP[0] to store the
intermediate value.
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Fixes this GCC warning.
api_filters.c: In function 'execute_filter':
api_filters.c:184: warning: 'tex_wrap' may be used uninitialized in this function
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Convert color values to and back from premultiplied form for blending.
Finally the rendering result of the blend demo looks much closer to that
of the reference implementation.
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Drawing an image in VG_DRAW_IMAGE_STENCIL mode produces per-channel
alpha for use in blending. Add a new shader stage to produce and save
it in TEMP[1].
For other modes that do not need per-channel alpha, the stage does
MOV TEMP[1], TEMP[0].wwww
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Masking should happen after blending. The shader is not entirely
correct, but leave it as is for now.
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Add a helper function, blend_generic, that supports all blend modes and
per-channel alpha. Make other blend generators a wrapper to it.
Both the old and new code expects premultiplied colors, yet the input is
non-premultiplied. Per-channel alpha is also not used for stencil
image. They still need to be fixed.
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-D__STDC_CONSTANT_MACROS and -D__STDC_LIMIT_MACROS are only needed for
LLVM build.
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.. instead of calling r500_index_bias_supported(..) every draw call.
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Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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Aim is to build as little state as possible in draw functions.
Signed-off-by: Jerome Glisse <[email protected]>
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Fixes http://bugs.freedesktop.org/show_bug.cgi?id=32070
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Signed-off-by: Jerome Glisse <[email protected]>
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It was done in path-to-polygon conversion. That meant that the
results were invalidated when the transformation was modified, and CPU
had to recreate the vertex buffer with new vertices. It could be a
performance hit for apps that animate.
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