| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Often, the original shader IR isn't terribly interesting because a lot
of crucial optimizations haven't been done (such as inlining built-ins).
ir_to_mesa used to print this out for us, but since we don't use it, we
have to do it ourselves.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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From SandyBridge PRM, volume 2 Part 1, section 12.2.3, BLEND_STATE:
DWord 1, Bit 30 (AlphaToOne Enable):
"If Dual Source Blending is enabled, this bit must be disabled"
Note: This is a candidate for stable branches.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes major regressions since de958de.
Signed-off-by: Ian Romanick <[email protected]>
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intelDestroyContext will eventually be called, and it will clean things up.
NOTE: This is a candidate for the 9.0 branch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=53618
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intelDestroyContext will eventually be called, and it will clean things
up. The call to brwInitVtbl is moved earlier so that
intelDestroyContext can call the device-specific destructor. This also
makes the code look more like the i915 code.
NOTE: This is a candidate for the 9.0 branch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54301
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Some error paths in the device-specific context creation functions can exit
before the deintel_context structure is allocated.
NOTE: This is a candidate for the 9.0 branch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=53618
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54301
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The __DRIcontext contains some pointers, and some drivers check for them to be
NULL in some failure paths. Instead of sprinkling NULL assignments across the
various drivers, just zero out the whole thing.
NOTE: This is a candidate for the 9.0 branch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
Tested-by: Lu Hua <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=53618
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54301
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The most recent commit that touched this function,
commit b1d0fe022dc4826dadce014ab8fe062a82f75a16
Author: Chad Versace <[email protected]>
Date: Wed Sep 26 11:05:12 2012 -0700
intel: Fix segfault in intel_texsubimage_tiled_memcpy
did fix the segfault, but introduced yet another bug. From Anholt: """You
need to still test format/type, because that's the incoming format (e.g.
GL_RGBA/GL_FLOAT) that you're trying to memcpy."""
This patch re-introduces the checks on the incoming format and type.
Note: This is a candidate for the 9.0 branch.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This patch removes all gl_config's with swapMethod=GLX_SWAP_COPY_OML. When
page flipping, we are unable to comply with swap-copy semantics.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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It gets built in Mesa core before we're called these days.
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
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Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
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This failed when all the uploads to occur were uniform-type vertex data (like
glColor4f being active across a DrawArrays), because it would upload 1 element
instead of 1 element per vertex. There was no citation for how this code
helped any particular application, and it breaks ETQW, so just remove it.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=47170
NOTE: This is a candidate for the 9.0 and 8.0 branches.
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
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This was for some of the old spans-related code that is now gone.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Make the strings in the tables const, too.
Reviewed-by: Kenneth Graunke <[email protected]>
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The only symbols that need to be public (those in intel_screen.c that the
loader looks for) are already marked public. Saves 100k of compiled driver
size.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This was added for GLSL support back in the day. It's prohibited by both
ARB_vp and NV_vp.
Reviewed-by: Kenneth Graunke <[email protected]>
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It's prohibited by ARB_vp and NV_vp, and not used by fixed function t&l.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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The function segfaulted when a game called glTexSubImage2D on a texture
with internalformat/format/type = GL_SLUMINANCE8/GL_BGRA/GL_UNSIGNED_BYTE.
The function only supports MESA_FORMAT_ARGB8888 and returns early if it
detects an unsupported format. Clearly, its detection condition was
insufficient. This patch fixes it to explicity check for
MESA_FORMAT_ARGB8888.
Note: This is a candidate for the 9.0 branch (fixes 413c491).
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
Acked-by: Paul Berry <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Haswell supports EXT_texture_swizzle and legacy DEPTH_TEXTURE_MODE
swizzling by setting SURFACE_STATE entries. This means we don't have to
bake the swizzle settings into the shader code by emitting MOV
instructions, and thus don't have to recompile shaders whenever the
swizzles change.
Unfortunately, we can't handle GL_ALPHA this way: unlike all the others,
which store the comparison result in the .r channel (and possibly others
as well), GL_ALPHA puts it in the .a channel. The GLSL 1.30+ style
functions which return a float always simply return the .r channel,
which would be zero if we handled this as a surface override. In this
case, fall back to doing it the old way. DEPTH_TEXTURE_MODE = GL_ALPHA
isn't an interesting performance path anyway.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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It's going to be reused in a second place soon.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Fixes valgrind errors in piglit test
oes_compressed_etc1_rgb8_texture-miptree: an invalid write in
_mesa_store_compressed_store_texsubimage() at line 4406 and invalid reads
in texcompress_etc_tmp.h:etc1_parse_block().
The calculation of the size of the temporary etc1 buffer allocated by
intel_miptree_map_etc1() was incorrect. Sometimes the allocated buffer was
too small, sometimes too large. This patch corrects the size to that
expected by _mesa_store_compressed_store_texsubimage().
Note: This is candidate for the 9.0 branch.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This patch reduces the time spent in glTexImage and glTexSubImage by
over 5x on Sandybridge for the workload described below.
It adds a new fast path for glTexImage2D and glTexSubImage2D,
intel_texsubimage_tiled_memcpy, which is optimized for Google Chrome's
paint rectangles. The fast path is implemented only for 2D GL_BGRA
textures for chipsets with a LLC.
=== Performance Analysis ===
Workload description:
Personalize your google.com page with a wallpaper. Start chromium
with flags "--ignore-gpu-blacklist --enable-accelerated-painting
--force-compositing-mode". Start recording with chrome://tracing. Visit
google.com and wait for page to finish rendering. Measure the time spent
by process CrGpuMain in GLES2DecoderImpl::HandleTexImage2D and
HandleTexSubImage2D.
System config:
cpu: Sandybridge Mobile GT2+ (0x0126)
kernel 3.4.9 x86_64
chromium 21.0.1180.89 (154005)
Statistics:
| N Median Avg Stddev
--------------|-------------------------
before (msec) | 8 472.5 463.75 72.6
after (msec) | 8 78.0 79.6 5.7
Arithmetic difference at 95.0% confidence:
-384.1 +/- 55.2 msec
-82.8% +/- 11.9%
Ratio at 95.0% confidence:
5.81 +/- 0.119
v2:
- Replace check for `intel->gen >= 6` with `intel->has_llc`, per
danvet.
- Fix typo in comment, s/throuh/through/.
- Swap 'before' and 'after' rows in stat table.
v3:
- If the current batch references the bo, then flush batch before mapping
the bo. Found by Chris.
- Restrict supported texture images to level 0 of target
GL_TEXTURE_2D. This avoids an arithmetic bug in calculating image
offsets within the miptree, found by Paul. This restriction does not
diminish this patch's benefit to Chrome OS performance.
- Use less instructions for bit6 swizzling, suggested by Paul.
- Remove erroneous comment about Y-tiling, for Paul.
- Print perf_debug messages when flushing and stalling.
- Update stats in commit message; run workload under a release build
rather than a debug build.
Note: This is a candidate for the 9.0 branch.
Acked-by: Eric Anholt <[email protected]>
CC: Stéphane Marchesin <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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A game we're working with leaves scissoring enabled, but frequently sets
the scissor rectangle to the size of the whole screen. In that case,
scissoring has no effect, so it's safe to go ahead with a fast clear.
Chad believe this should help with Oliver McFadden's "Dante" as well.
v2/Chad: Use the drawbuffer dimensions rather than the miptree slice
dimensions. The miptree slice may be slightly larger due to alignment
restrictions.
Signed-off-by: Kenneth Graunke <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
Reviewed-and-tested-by: Oliver McFadden <[email protected]>
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Fixes an assertion failure when compiling certain shaders that need both
pull constants and register spilling:
brw_eu_emit.c:204: validate_reg: Assertion `execsize >= width' failed.
NOTE: This is a candidate for release branches.
Signed-off-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Commit e2249e8c4d06a85d6389ba1689e15d7e29aa4dff (i965/blorp: Add
support for blits between SRGB and linear formats) changed blorp to
always configure surface states for in linear format (even if the
underlying surface is sRGB). This allowed sRGB-to-linear and
linear-to-sRGB blits to occur without causing the image to be
inappropriately brightened or darkened.
However, it broke sRGB MSAA resolves, since they rely on the
destination buffer format being sRGB in order to ensure that samples
are averaged together in sRGB-correct fashion.
This patch fixes the problem by instead configuring the source buffer
to use the *same* format as the destination buffer. This ensures that
the image won't be brightened or darkened, but preserves proper sRGB
averaging.
Fixes piglit tests "EXT_framebuffer_multisample/accuracy srgb".
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=55265
NOTE: This is a candidate for stable release branches.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
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This patch is a band-aid fix for a bug in commit 5fd67fa (i965/blorp:
Reduce alignment restrictions for stencil blits), which causes
multisampled stencil blits to work incorrectly on Sandy Bridge.
When blitting to or from a normal stencil buffer, we have to use a
coordinate transformation that swizzles coordinates to account for the
fact that stencil buffers use W tiling, but the most similar tiling
format available for textures and render targets is Y tiling. The
differences between W and Y tiling cause pixels to be scrambled within
a block of size 8x4 (width x height) as measured relative to a W tile,
or 16x2 as measured relative to a Y tile. So in order to make sure
that pixels at the edges of the blit aren't lost, we need to align the
rendering rectangle (and the buffer sizes) to multiples of the 8x4
block size. This alignment happens in the brw_blorp_blit_params
constructor, whereas the determination of how to swizzle the
coordinates happens during code generation, in the
brw_blorp_blit_program class.
When blitting to or from a multisampled stencil buffer, the coordinate
swizzling is more complex, because it has to account for the
interleaving pattern of samples, which uses 4x4 blocks for 4x MSAA and
8x4 blocks for 8x MSAA. The end result is that if multisampling is in
use, the 16x2 block size (relative so a Y tile) needs to be expanded
to 16x4, and the corresponding size relative to a W tile expands to
8x8.
The problem doesn't affect Ivy Bridge severely enough to crop up in
Piglit tests because on Ivy Bridge we have to disable multisampling
when blitting *to* a multisampled stencil buffer (the blorp compiler
generates code to compensate for the fact that multisampling is
disabled). However I suspect a bug is still present because we don't
disable multisampling when blitting *from* a multisampled stencil
buffer.
This patch fixes the problem by doubling the vertical alignment
requirement when blitting to or from a multisampled stencil buffer,
and multisampling has not been disabled.
In the long run I would like to rework the brw_blorp_blit_params
constructor--it's difficult to follow and has had several subtle bugs
like this one. However this band-aid fix should be suitable for
cherry-picking to release branches.
Fixes Piglit tests "unaligned-blit {2,4} stencil {msaa,upsample}" on
Sandy Bridge.
NOTE: This is a candidate for stable release branches.
Reviewed-by: Kenneth Graunke <[email protected]>
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Blorp has to convert rectangle coordinates from integers to floats in
order to send them down the GPU pipeline. Recent versions of GCC
issue a warning for this, since a float is not capable of precisely
representing all possible 32-bit integer values. Suppress the warning
with an explicit type cast in the case of blorp, since rectangle
coordinates will never be large enough to cause a loss of precision.
Reviewed-by: Eric Anholt <[email protected]>
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Given that it exists between a push/pop of instruction state, this call
can only affect the MOV or ADD instruction generated just below it.
Neither of those instructions are predicated, so it makes no sense to
ask for the inverse predicate.
This fixes grumblings from the simulator debugger, which was
complaining about an invalid predicate.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes colorspace issues in L4D2 when multisampling is enabled (the
scene was far too dark, but the flashlight area was way too bright).
The nVidia and AMD binary drivers both allow this kind of blit.
NOTE: This is a candidate for the 9.0 branch.
Reviewed-by: Paul Berry <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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This allows the user to pass precomputed q values to the allocator.
Reviewed-by: Kenneth Graunke <[email protected]>
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As far as I can see, the intention of the requirement that we do so is to
prevent instruction prefetch from wandering out into either unmapped memory or
memory with a different caching type, and hanging the chip. The kernel makes
sure that the page after your BO has a valid page of the same caching type,
which meets this requirement, so there's no need to waste space between our
programs (and in instruction cache) on this.
Saves another 9kb instructions in l4d2 shaders.
Acked-by: Kenneth Graunke <[email protected]>
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Reduces l4d2 program size from 1195kb to 919kb. Improves performance by 0.22%
+/- 0.11% (n=70).
v2: Rebase on compaction v2, fix up flag reg handling (by anholt).
v3: Fix uncompaction of the flag register number.
Signed-off-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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This reduces program size by using some smaller encodings for common bit
patterns in the Gen ISA, with the hope of making programs fit in the
instruction cache better.
v2: Use larger bitshifts for the uncompressed field setups, in line with the
way it's described in the spec. Consistently name a brw_compile "p" like
all other code. Add a couple more tests. Consistently call things
"compacted" not "compressed" (which is a different feature). Drop the
explicit check for not compacting SENDs, which is unjustified and already
implied by our lack of support for immediate values.
Reviewed-by: Paul Berry <[email protected]>
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The first cut at instruction compaction won't compact things that
would change control flow jump distances, but we do need to still be
able to walk the instruction stream, which involves jumping by 8 or 16
bytes between instructions.
Reviewed-by: Paul Berry <[email protected]>
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It's going to get more complicated when we do instruction compaction. This
also introduces putting the program offset in the output.
v2: Use next_insn_offset in brw_get_program(), too.
Reviewed-by: Paul Berry <[email protected]>
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To do unit testing of i965, we want to be able to link against the
driver's symbols and prod them. If we don't have a separate lib from
our loadable module, libtool gets super whiny.
Acked-by: Paul Berry <[email protected]>
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This file is used to provide stubs for the link test in gallium dri drivers.
But the same stubs without the main can be used for making unit tests for code
in a dri driver.
Acked-by: Paul Berry <[email protected]>
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I noticed in valgrind that p->single_program_flow was used while
uninitialized. Everything else zeroed out brw_compile, but this is better
API.
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Just to make it consistent with the rest of vbo, since it would
be an exported symbol anyways.
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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ARB fragment programs use texture unit numbers directly, unlike GLSL
which has an extra indirection. If a fragment program only uses one
texture assigned to GL_TEXTURE1, SamplersUsed will only contain a single
bit, which would make us only upload a single surface/sampler state
entry. However, it needs to be the second entry.
Using _mesa_fls() instead of _mesa_bitcount() solves this. For ARB
programs, this makes num_samplers the ID of the highest texture unit
used. Since GLSL uses consecutive integers assigned by the linker,
_mesa_fls() should give the same result as _mesa_bitcount()..
Fixes a regression since 85e8e9e000732908b259a7e2cbc1724a1be2d447,
which caused GPU hangs in ETQW (and probably others), as well as
breaking piglit test fp-fragment-position.
v2: Add a comment, as suggested by Matt.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54098
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54179
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Tested-by: meng <[email protected]>
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