| Commit message (Collapse) | Author | Age | Files | Lines |
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The PRM suggests a larger layout, mostly to support having
gl_ClipDistance[] somewhere predictable for the fixed-function clipper
-- but it didn't actually arrive in Gen5.
Just use the same layout for both Gen4 and Gen5.
No Piglit regressions.
Improves performance in CS:S Video Stress Test by ~3%.
V2: - Remove now-useless function for determining the SF URB read offset
- Remove now-unused BRW_VARYING_SLOT_POS_DUPLICATE
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Removes the special-case suppression of gl_ClipVertex in the VUE map.
Also calculate vertex outcodes for user clip planes based on
gl_ClipVertex if written; otherwise gl_Position.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Removes 75/78 state-dependent recompiles in GLB2.7 (the remaining 3 are
due to FBO-rendering size predictions). We currently expose
GL_ARB_color_buffer_float on GL core, so we may mis-predict there, but I'm
about to send a patch for removing that silly extension in that case.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will allow the generic parts to be re-used for geometry shaders.
Reviewed-by: Jordan Justen <[email protected]>
v2: Put urb_read_length and urb_entry_size in the generic struct.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will allow the generic parts to be re-used for geometry shaders.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will allow the generic parts to be re-used for geometry shaders.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In patches that follow, we'll be splitting structs brw_vs_prog_data
and brw_vs_compile into a vec4-generic base struct and a VS-specific
derived struct (this will allow the vec4-generic code to be re-used
for geometry shaders). Having brw_vs_compile point to
brw_vs_prog_data makes it difficult to do this cleanly.
Fortunately most of the functions that use brw_vs_compile (those in
the vec4_visitor class) already have access to brw_vs_prog_data
through a separate pointer (vec4_visitor::prog_data). So all we have
to do is use that pointer consistently, and plumb prog_data through
the few remaining functions that need access to it.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch modifies the arguments to brw_compute_vue_map() so that
they no longer bake in the assumption that we are generating a VUE map
for vertex shader outputs. It also makes the function non-static so
that we can re-use it for geometry shader outputs.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We are intentionally not allocating a slot for gl_ClipVertex. But by
leaving the bit set in the slots_valid, the fragment shader's computation
of where varyings are in urb entry coming out of the SF would be off by
one. Fixes rendering in Freespace 2 SCP, and improves rendering in TF2.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=62830
Tested-by: Joaquín Ignacio Aramendía <[email protected]>
NOTE: This is a candidate for the 9.1 branch.
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This patch changes the arrays in brw_vue_map (which only ever contain
values from -1 to 58) from ints to signed chars. This reduces the
size of the struct from 488 bytes to 136 bytes.
Reviewed-by: Kenneth Graunke <[email protected]>
v2: fix STATIC_ASSERT to use 127 instead of 128.
Reviewed-by: Eric Anholt <[email protected]>
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Currently, the GPU pipeline has one active VUE map in effect at any
given time--the one representing the layout of vertex data coming from
the vertex shader. However, when geometry shaders are added, they
will have their own independent VUE map. Later pipeline stages (clip,
sf, fs) will need to consult the geometry shader VUE map if a geometry
shader is in use, and the vertex shader VUE map otherwise.
This patch adds a new field to brw_context, vue_map_geom_out, which
contains the VUE map that should be used by later pipeline stages. It
also adds a new state flag, BRW_NEW_VUE_MAP_GEOM_OUT, which is
signalled whenever the contents of the VUE map changes.
Since we don't support geometry shaders yet, vue_map_geom_out is
currently set only by the brw_vs_prog state atom.
v2: Don't set vue_map_geom_out in do_vs_prog--that's redundant and
possibly problematic for precompiles. Only set it in
brw_upload_vs_prog. Also, make a copy instead of using a
pointer--this makes it possible to detect when the VUE map hasn't
changed, so we can avoid redundant state uploads.
Reviewed-by: Kenneth Graunke <[email protected]>
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Future patches will allow for there to be separate VUE maps when both
a geometry shader and a vertex shader are in use. When this happens,
we will want to have correspondingly separate outputs_written
bitfields. Moving outputs_written into the VUE map will make this
easy.
For consistency with the terminology used in the VUE map, the bitfield
is renamed to "slots_valid" in the process.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The new name clarifies that it represents *one more* than the maximum
possible brw_varying_slot value.
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch removes the terminology "vert_result" from the i965 driver,
replacing it with "varying". The old terminology, "vert_result", was
confusing because (a) it referred to the enum gl_vert_result, which no
longer exists (it was replaced with gl_varying_slot), and (b) it
implied a vertex output, but with the advent of geometry shaders, it
could be either a vertex or a geometry output, depending what shaders
are in use. The generic term "varying" is less confusing.
No functional change.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
v2: Whitespace fixes.
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This patch makes the following search-and-replace changes:
gl_vert_result -> gl_varying_slot
VERT_RESULT_* -> VARYING_SLOT_*
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Brian Paul <[email protected]>
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I tried to ensure that performance in the non-debug case doesn't change
(we still just check one condition up front), and I think the impact is
small enough in the debug context case to warrant including all of it.
Reviewed-by: Jordan Justen <[email protected]>
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Pre-Gen6, the SF thread requires exact matching between VS output
slots (aka VUE slots) and FS input slots, even when the corresponding
VS output slot is unused due to being overwritten by point coordinate
replacement (glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)).
As a result, we have a special hack in the VS to ensure when any
texture coordinate is subject to point coordinate replacement, it is
always allocated space in the VUE, even if it isn't written to by the
VS.
This hack isn't needed from Gen6 onwards, since SF (Gen7: SBE)
swizzling has the ability to insert the point coordinate into
gl_TexCoord[] without needing a corresponding unused VUE slot.
Note that no modification of SF setup code is required for this
patch--get_attr_override() already does the right thing. However, we
make a slight comment change to clarify why this works.
In addition to eliminating unnecessary VS recompiles and saving
precious URB space on Gen6+, this will save us the trouble of having
to adjust this hack when we implement geometry shaders.
Reviewed-by: Kenneth Graunke <[email protected]>
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Haswell and later support the GL_FIXED and 2_10_10_10_rev vertex formats
natively, and don't need shader workarounds.
Reviewed-by: Eric Anholt <[email protected]>
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The brw_compile structure is closely tied to the Gen4-7 hardware
encoding. However, do_vs_prog is very generic: it just calls out to
get a compiled program and then uploads it.
This isn't ultimately where we want it, but it's a step in the right
direction: it's now closer to the code generator.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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During compilation, we allocate a bunch of things: the IR needs to last
at least until code generation...and then the program store needs to
last until after we upload the program.
For simplicity's sake, just keep it all around until we upload the
program. After that, it can all be freed.
This will also save a lot of headaches during the upcoming refactoring.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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We used to steal it out of the brw_compile struct, but that won't be
initialized in time soon (and is eventually going away).
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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We used to steal it out of the brw_compile struct...but vec4_visitor
isn't going to have one of those in the future.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Flag the need for various workarounds to be applied by
the vertex shader.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Next few patches build on this to add other workarounds
for packed formats.
V2: rename BRW_ATTRIB_WA_COMPONENTS to BRW_ATTRIB_WA_COMPONENT_MASK;
V3 (Kayden): remove separate bit for ES3 signed normalization
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes compiler warnings about unused variables.
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It was only used for the old backend.
Reviewed-by: Eric Anholt <[email protected]>
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Rather than having two separate backends, just create a small layer that
translates the subset of Mesa IR used for ARB_vertex_program and fixed
function programs to the Vec4 IR. This allows us to use the same
optimization passes, code generator, register allocator as for GLSL.
v2: Incorporate Eric's review comments.
- Fix use of uninitialized src_swiz[] values in the SWIZZLE_ZERO/ONE
case: just initialize it to 0 (.x) since the value doesn't matter
(those channels get writemasked out anyway).
- Properly reswizzle source register's swizzles, rather than overwriting
the swizzle.
- Port the old brw_vs_emit code for computing .x of the EXP2 opcode.
- Update comments, removing mention of NV_vertex_program, etc.
- Delete remaining #warning lines and debug comments.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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move_grf_array_access_to_scratch() calculates scratch buffer offsets in
bytes. However, emit_scratch_read/write() expects the base_offset
parameter to be measured in OWords.
As a result, a shader using a scratch read/write offset greater than
zero (in practice, a shader containing more than one variable in
scratch) would use too large an offset, frequently exceeding the
available scratch space.
This patch corrects the mismatch by removing spurious conversion from
OWords to bytes in move_grf_array_access_to_scratch().
This is based on a patch by Paul Berry.
NOTE: This is a candidate for stable release branches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Saves 96MB of wasted memory in the l4d2 demo.
v2: Rebase on compare func change, change brace style.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Currently, this just avoids comparing all unused parts of param[] and
pull_param[], but it's a step toward getting rid of those giant statically
sized arrays.
v2: Actually use the new function instead of just looking at its
address. This required changing the args to const pointers.
(review by Kenneth)
Reviewed-by: Kenneth Graunke <[email protected]>
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This fixes a regression since 76d1301e8e8e50dc962601a9977bc52148798349:
I began setting SWIZZLE_XYZW for unused sampler units in the actual
program keys, since this matched the FS precompile behavior. However,
the VS precompile was expecting zero, so that commit made essentially
every vertex shader (even those not using texturing) mismatch and need
to be recompiled.
Setting them in the VS precompile key solves the issue. It also is an
improvement over our old behavior: previously we guessed that vertex
shaders didn't use any textures at all. Now we actually look to see if
the VS had any sampler uniforms and guess based on that.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Eric added support for WM key debugging. This adds it for the VS.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes the 3 new piglit edgeflag tests.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=40707
Reviewed-by: Kenneth Graunke <[email protected]>
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It's already in the state struct.
Reviewed-by: Kenneth Graunke <[email protected]>
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Unlike the FS side in the previous commit, this does variable indexing just
fine, using the same code as we used for other variable-indexed pull
constants.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Comment fix, drop extraneous parens (review by Kenneth)
Reviewed-by: Kenneth Graunke <[email protected]>
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Commit f0cecd43d6b6d moved the VUE map computation to be only once, at
VS compile time. However, it did so in slightly the wrong place: it
made the one call to brw_vue_compute_map happen right before the
allocation of dummy slots for replaced point sprite coordinates, causing
a different VUE map to be generated (at least on Ironlake).
Fixes a regression in Piglit's point-sprite test on Ironlake.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=46489
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The whole reason I avoided this was because it might operate on a
brw_vertex_program or a brw_fragment_program. However, that isn't a
problem: all we need is the gl_program base type.
This avoids awkwardly passing the loop counter 'i' as a parameter,
simplifies both callers, and also plumbs prog in place for future use.
Signed-off-by: Kenneth Graunke <[email protected]>
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This is a step toward making the samplers/binding tables reflect
sampler uniform mappings instead of embedding those in the programs.
No significant performance difference on the microbenchmark (n=10).
Reviewed-by: Kenneth Graunke <[email protected]>
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With this and the previous patch, 640x480 nexuiz is running 0.169118%
+/- 0.0863696% faster (n=121). On a VS state change microbenchmark,
performance is increased 8.28645% +/- 0.460478% (n=52).
v2: Fix CACHE_NEW_VS comment.
Reviewed-by: Kenneth Graunke <[email protected]>
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This reduces recomputation of state based on non-clipping-related
transform changes, and is a step toward removing VUE map
recomputation.
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that we no longer generate Mesa IR from GLSL IR, it's impossible to
use the old vertex shader backend for GLSL programs. There's simply no
Mesa IR to codegen from.
Any attempt to do so would result in immediate GPU hangs, presumably due
to the driver uploading an empty program with no EOT message.
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Eugeni Dodonov <[email protected]>
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Previously, on i965 Gen6 and above, we weren't allocating space for
gl_ClipVertex in the VUE, since the VS was automatically converting it
to clip distances. This prevented transform feedback from being able
to capture gl_ClipVertex.
This patch goes aheads and allocates space for gl_ClipVertex in the
VUE on Gen6 and above. The old behavior is retained on Gen5 and
below, since (a) transform feedback is not yet supported on those
platforms, and (b) those platforms don't currently support
gl_ClipVertex anyhow.
Note: this constitutes a slight waste of VUE space for shaders that
use gl_ClipVertex and don't use transform feedback to capture it.
However, that seems preferable to making the VUE map (and all of the
state that depends on it) dependent on transform feedback settings.
Fixes Piglit test "EXT_transform_feedback/builtin-varyings
gl_ClipVertex".
Reviewed-by: Kenneth Graunke <[email protected]>
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Commit d45814c925dd6c479cfd383b9b59458fc4359cf7 totally added a data
dependency on _NEW_TEXTURE, even including the comment, but didn't
actually add the dirty bit.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Now that this is all factored out, it's trivial to do.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Make gl_program::InputsRead a 64 bits bitfield.
Adapt the intel and radeon driver to handle a 64 bits
InputsRead value.
Signed-off-by: Mathias Froehlich <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Only 4 other prepare() functions are left, which don't rely on this.
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Paul Berry <[email protected]>
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The inconsistency between vs_max_threads and max_vs_entries was rather
annoying. I could never seem to remember which one was reversed, which
made it harder to find quickly. "Max __ Threads" seems more natural.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I initially produced the patch using this bash command:
for file in {intel,i915,i965}/*.{c,cpp,h}; do [ ! -h $file ] && sed -i
's/GLboolean/bool/g' $file && sed -i 's/GL_TRUE/true/g' $file && sed -i
's/GL_FALSE/false/g' $file; done
Then I manually added #include <stdbool.h> to fix compilation errors,
and converted a few functions back to GLboolean that were used in core
Mesa's function pointer table to avoid "incompatible pointer" warnings.
Finally, I cleaned up some whitespace issues introduced by the change.
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Chad Versace <[email protected]>
Acked-by: Paul Berry <[email protected]>
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