| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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On gen >= 8 one doesn't provide ending address but number of bytes
available. This is relative to the given offset.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Also change the interface to use start and end offsets.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Some games are sloppy.. perhaps because it is defined behavior for DX or
perhaps because nv blob driver defaults things to zero.
So add driconf param to force uninitialized variables to default to zero.
This issue was observed with rust, from steam store. But has surfaced
elsewhere in the past.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes:
GL44-CTS.texture_barrier_ARB.same-texel-rw-multipass
On Haswell, Broadwell and Skylake (note that in order to execute that
test, it is needed to override GL and GLSL versions).
On gen6 this test was already working without this change. It keeps
working after it.
This commit replaces the call to brw_emit_mi_flush for gen6+ with two
calls to brw_emit_pipe_control_flush:
* The first one with RENDER_TARGET_FLUSH and CS_STALL set to initiate
a render cache flush after any concurrent rendering completes and
cause the CS to stop parsing commands until the render cache
becomes coherent with memory.
* The second one have TEXTURE_CACHE_INVALIDATE set (and no CS stall)
to clean up any stale data from the sampler caches before rendering
continues.
Didn't touch gen4-5, basically because I don't have a way to test
them.
More info on commits:
0aa4f99f562a05880a779707cbcd46be459863bf
72473658c51d5e074ce219c1e6385a4cce29f467
Thanks to Curro to help to tracking this down, as the root case was a
hw race condition.
v2: use two calls to pipe_control_flush instead of a combination of
gen7_emit_cs_stall_flush and brw_emit_mi_flush calls (Curro)
v3: no need to const cache invalidation (Curro)
Reviewed-by: Francisco Jerez <[email protected]>
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We know what the end looks like without examining .tail: it's NULL. It's
always NULL.
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This reverts commit 644e015f0b9236e955d679cac4bcc7a1523fc475.
PrimitiveMode from the program doesn't always hold a valid value that
is neither of GL_TRIANGLES, GL_QUADS nor GL_ISOLINES when reaching
this code. This caused regressions in the following CTS tests:
GL44-CTS.stencil_texturing.functional
GL44-CTS.shading_language_420pack.binding_images
GL44-CTS.shading_language_420pack.binding_samplers
GL44-CTS.shading_language_420pack.binding_uniform_single_block
GL44-CTS.shading_language_420pack.implicit_conversions
GL44-CTS.shading_language_420pack.initializer_list
GL44-CTS.shading_language_420pack.length_of_vector_and_matrix
GL44-CTS.shading_language_420pack.line_continuation
Hence, we rather take it from the linked shader.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.
The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.
We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.
Acked-by: Iago Toral Quiroga <[email protected]>
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Stop using drmCommandWriteRead for such a simple ioctl.
v2: Handle errno correctly. [ickle]
Reviewed-by: Chris Wilson <[email protected]>
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Replace some open-coded ioctls with intel_get_param().
This is just a cleanup. No change in behavior.
Reviewed-by: Ian Romanick <[email protected]>
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Replace the function's __DRIscreen parameter with struct intel_screen.
The callsites feel more natural that way.
Reviewed-by: Ian Romanick <[email protected]>
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This was useful when debugging the previous commit's issue.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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emit_urb_writes() contains code to emit an EOT write with no actual
data when there are no output varyings. This makes sense for the VS
and TES stages, where it's called once at the end of the program.
However, in the geometry shader stage, emit_urb_writes() is called once
for every EmitVertex(). We explicitly emit a URB write with EOT set at
the end of the shader, separately from this path. So we'd better not
terminate the thread. This could get us into trouble for shaders which
do EmitVertex() with no varyings followed by SSBO/image/atomic writes.
It also caused us to emit multiple sends with EOT set, which apparently
confuses the register allocator into not using g112-g127 for all but
the first one. This caused EU validation failures in OglGSCloth
shaders in shader-db. (The actual application was fine, but shader-db
thinks there are no outputs because it doesn't understand transform
feedback.)
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This wasn't handled correctly for multi-plane images on gen < 7 in
727a9b24933d384f5440ed4318fb720ed11d6dd1.
Reported-by: Mark Janes <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96674
Signed-off-by: Jordan Justen <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reported-by: Grazvydas Ignotas <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96607
Signed-off-by: Jordan Justen <[email protected]>
Cc: Kristian Høgsberg <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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We recently had a mistake where we emitted SEND instructions with EOT
set, but from g107 rather than g112-g127. Adding validation code should
prevent these sorts of problems from slipping back in.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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These only exist post-Sandybridge, and always use send-from-GRF.
So inst->base_mrf will be -1, and we will have already returned 0.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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These are now unnecessary, as base_mrf is -1 by default.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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On MRF platforms, we need to set base_mrf to the first MRF value we'd
like to use for the message. On send-from-GRF platforms, we set it to
-1 to indicate that the operation doesn't use MRFs.
As MRF platforms are becoming increasingly a thing of the past, we've
forgotten to bother with this. It makes more sense to set it to -1 by
default, so we don't have to think about it for new code.
I searched the code for every instance of 'mlen =' in brw_fs*cpp, and
it appears that all MRF-based messages correctly program a base_mrf.
Forgetting to set base_mrf = -1 can confuse the register allocator,
causing it to think we have a large fake-MRF region. This ends up
moving the send-with-EOT registers earlier, sometimes even out of
the g112-g127 range, which is illegal. For example, this fixes
illegal sends in Piglit's arb_gpu_shader_fp64-layout-std430-fp64-shader,
which had SSBO messages with mlen > 0 but base_mrf == 0.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The old return type of GLuint was wonky - it should have been bool.
But nothing actually uses the return value anyway, so we can just drop
that and make it a void function.
In theory, it might make sense to ask whether the texture validated
successfully, but just checking intel_obj->mt != NULL works for that.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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brw_tex.c is a tiny file containing a single function. It's closely
tied to the validation logic in intel_tex_validate.c, so it makes sense
to put both in the same file.
While we're at it, update the function to our modern style.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Since the OpenGLES API is strict about the internal format matching
the for many operations, we need to preserve it.
See _mesa_es3_error_check_format_and_type in
src/mesa/main/glformats.c.
Fixes ES2-CTS.gtf.GL2ExtensionTests.egl_image.egl_image
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96351
Reported-by: Mark Janes <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Cc: Kristian Høgsberg <[email protected]>
Cc: Chad Versace <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Clean up misrepetitions ('if if', 'the the' etc) found throughout the
comments. This has been done manually, after grepping
case-insensitively for duplicate if, is, the, then, do, for, an,
plus a few other typos corrected in fly-by
v2:
* proper commit message and non-joke title;
* replace two 'as is' followed by 'is' to 'as-is'.
v3:
* 'a integer' => 'an integer' and similar (originally spotted by
Jason Ekstrand, I fixed a few other similar ones while at it)
Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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We currently use CL_INVOCATION_COUNT for the GL_PRIMITIVES_GENERATED
query, which involves passing all primitives to the clipper. When
rasterizer discard is enabled, we program the clipper in REJECT_ALL
mode, rather than using the SOL stage's "Rendering Disable" feature.
See commit f09b91f78247409f54c975f56cb10d5f350fe64e for an explanation
of why we implement GL_PRIMITIVES_GENERATED this way.
Apparently the SOL stage's "Rendering Disable" feature is a lot faster
than having the clipper reject all primitives. It's safe to use when
no GL_PRIMITIVES_GENERATED query is active, as we don't care about
CL_INVOCATION_COUNT incrementing.
This patch makes us use SO_RENDERING_DISABLE when no query is active,
but continues falling back to the clipper in REJECT_ALL mode when the
queries are enabled. It brings back the perf_debug for the clipper
case (which I removed in commit 1f9445ff57b, thinking it wasn't useful).
Improves performance in Gl32GSCloth by 84.8303% +/- 2.07132% (n = 10)
on my Broadwell GT2 laptop.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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They're basically the same. Let's avoid the code duplication.
v2: Fix SO_BUFFER_ENABLE stuff to only happen on Gen < 8 (caught
by Jason Ekstrand).
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The scalar backend currently doesn't support variable indexing on
temporary arrays, but it does support it on uniform arrays, and
some stages support it for input arrays. Make sure these are
propagated through before exploding indirects into piles of
if-ladders unnecessarily.
On Broadwell, no instruction count change in shader-db.
total cycles in shared programs: 80675652 -> 80674928 (-0.00%)
cycles in affected programs: 649972 -> 649248 (-0.11%)
helped: 386
HURT: 165
This will help avoid code quality regressions in a future commit.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Without vertex elements originating directly from vertex fetcher
are not passed to wm-state correctly.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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just as core upload logic does.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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just as core upload logic does.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes regression introduced by af5ca43f2676bff7499f93277f908b681cb821d0
Cc: "12.0 11.2" <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95419
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We already store these in gl_shader and gl_program here we
remove it from gl_shader_program and just use the values
from gl_shader.
This will allow us to keep the shader cache restore code as
simple as it can be while making it somewhat clearer where these
values originate from.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Otherwise, we end up with a bogus value in the third component. On gen6-7
where we always use 2D textures, this can cause problems if the
SurfaceArray bit is set in the SURFACE_STATE.
Acked-by: Chad Versace <[email protected]>
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There's no real reason why we shouldn't set this bit. It does affect how
the sampler operates a bit but since you can have a 2D non-array view of a
2D_ARRAY texture that distinction is very weak. Also, this is what ISL
will do and we would like this change to be isolated from using ISL.
Reviewed-by: Chad Versace <[email protected]>
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The PRM states that the values put in Width, Height, and Depth should be
various bits from the value size - 1. We seem to have done this wrong
more-or-less from the start.
Reviewed-by: Chad Versace <[email protected]>
Cc: "11.1 11.2 12.0" <[email protected]>
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This hasn't been used since 1cfb4bc890b8 where we deleted the meta stencil
blit path.
Reviewed-by: Chad Versace <[email protected]>
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Previously, we were incrementing length but not actually putting anything
in the Y coordinate. This meant that 1-D TXF operations had a garbage
array index. If the surface is emitted as 1-D non-array, the coordinate
gets discarded and it works fine. If it happens to be bound as an array
surface, it may count as an out-of-bounds array access and you get zero.
Reviewed-by: Ian Romanick <[email protected]>
Cc: "11.1 11.2 12.0" <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: "11.1 11.2 12.0" <[email protected]>
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We were adding in the base which is wrong because the values given in the
miptree are relative to zero and not the base layer/level.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Cc: "11.1 11.2 12.0" <[email protected]>
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The RenderTargetViewExtent field of RENDER_SURFACE_STATE is supposed to be
set to the depth of a 3-D texture when rendering. Unfortunatley, that
field is only 9 bits on Sandy Bridge and prior so we can't actually bind
a 3-D texturing for rendering if it has depth > 512. On Ivy Bridge, this
field was bumpped to 11 bits so we can go all the way up to 2048. On Iron
Lake and prior, we don't support layered rendering and we use OffsetX/Y
hacks to render to particular layers so 2048 is ok there too.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Cc: "11.1 11.2 12.0" <[email protected]>
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This is basically a direct translation of what we do for gen7.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83036
Cc: "11.1 11.2 12.0" <[email protected]>
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This makes texture views sort-of work. It doesn't add full texture view
support for gen4-5 but it is enough to fix the GL_ARB_copy_image formats
piglit test on Iron Lake.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83036
Cc: "11.1 11.2 12.0" <[email protected]>
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Our previous code worked for desktop GL, and ES without geometry or
tessellation shaders. But those features require fancier point size
handling. Fortunately, we can use one rule for all APIs.
Fixes a number of dEQP tests with EXT_tessellation_shader enabled:
dEQP-GLES31.functional.tessellation_geometry_interaction.point_size.*
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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