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Previously they (very rarely) used C++isms that prevented them from being
compiled as C. As of this commit, they can be compiled as either C or C++.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This commit is mostly mechanical except that it changes where we set the
swizzle. Previously, the blorp_surface_info constructor defaulted the
swizzle to SWIZZLE_XYZW. Now, we memset to zero and fill out the swizzle
when we setup the rest of the struct.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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It was really just a wrapper around the function that constructed it.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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They didn't really add anything other than a key and extra layers of
function calls. This commit just inlines the extra functions and gets rid
of the extra classes.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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No one was using anything other than the defaults.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Instead of having a virtual member function for getting the WM/PS kernel,
we simply add fields for prog_data and the kernel to brw_blorp_parms and
always make sure those get set as part of the different constructors.
v2: Use use prog_data != NULL to check for a valid program instead of a
magic kernel offset value
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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if brw_meta_stencil_blit() errored at wrong place 'target' would
be uninitialized and cause random behaviour on leaving the funtion.
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Jakob Sinclair <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This fixes 10 dEQP-GLES3 subtests:
dEQP-GLES3.functional.shaders.derivate.dfdy.texture.float_nicest.*.
Matt noticed that our Piglit tests for this use even numbered registers,
while the failing dEQP tests use odd numbered registers. We believe
that it works for even numbered registers, but not otherwise.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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They can be affected by URB writes.
In the upcoming scalar TCS backend, this prevents read-modify-write
cycles from being broken by CSE removing reads.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Also, move them to brw_shader.cpp so they're in a location for code
used by both the vec4 and fs worlds.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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When uploading a linear, void-extent, ASTC LDR block on Skylake, we are
required to flush to zero the UNORM16 channel values that would be
denormalized. This is specifically required for the values: 1, 2, and 3.
Fixes the 14 failing tests in:
dEQP-GLES3.functional.texture.compressed.astc.void_extent_ldr.*
v2: Split out flushing function (Kristian Høgsberg)
v3: Map with READ instead of INVALIDATE (Kenneth Graunke)
Signed-off-by: Nanley Chery <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94181
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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This is equivalent of 73b01e2711ff45a1f313d5372d6c8fa4fe55d4d2
for blorp.
v2 (Ken): No need to call _mesa_format_has_color_component() now
that the number of components is gotten from
_mesa_base_format_component_count().
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In case blorp needs to configure it will be just as if render or
compute pipeline had configured it.
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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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]
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In the past, BLORP has clobbered all BRW_NEW_* state flags, to trigger
re-emission of the entire 3D pipeline on the next draw. However, there
are some packets BLORP simply leaves alone, so there's no need to
re-emit them. Trying to reduce the set of dirty bits flagged after
BLORP runs is tricky.
Instead, we introduce a BRW_NEW_BLORP flag. This should be set on any
atom which emits a packet that BLORP also emits. When BLORP runs, it
will flag BRW_NEW_BLORP, causing those packets to get re-emitted.
This also makes it easy to avoid re-emitting specific atoms - we can
simply drop the BRW_NEW_BLORP flag on those.
To start, we assume that all packets need to be re-emitted. This is the
safest approach and closest to the existing code's behavior. Many of
these are obviously not required, and can be dropped in subsequent
patches.
Signed-off-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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This is identical to the blorp version which only differs in case
fragment shader isn't used. In that case blorp would reset batch
buffer address to zero.
This is not really needed, and having blorp to use base state
address setup that is compatible with normal upload allows one to
skip resetting it.
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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Although Gen9 samples from most HDR ASTC surfaces of correctly,
there currently are no software workarounds to fix the incorrect
sampling that occurs in others of certain color endpoint modes.
With this change, we are no longer failing the 14 tests from:
dEQP-GLES3.functional.texture.compressed.astc.endpoint_value_hdr_cem_15.*
Signed-off-by: Nanley Chery <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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On Broadwell, I get the following shader-db statistics:
Tessellation Control Shaders:
total instructions in shared programs: 57327 -> 57012 (-0.55%)
instructions in affected programs: 27334 -> 27019 (-1.15%)
helped: 45
HURT: 0
total cycles in shared programs: 265692 -> 255188 (-3.95%)
cycles in affected programs: 263122 -> 252618 (-3.99%)
helped: 184
HURT: 26
Tessellation Evaluation Shaders:
total instructions in shared programs: 23236 -> 23157 (-0.34%)
instructions in affected programs: 2791 -> 2712 (-2.83%)
helped: 27
HURT: 0
total cycles in shared programs: 151858 -> 149704 (-1.42%)
cycles in affected programs: 151858 -> 149704 (-1.42%)
helped: 101
HURT: 114
Geometry Shaders:
Orbital Explorer goes from 6442 -> 6356 instructions.
Two Shadow of Mordor shaders increase by a single instruction.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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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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NIR will lower it in nir_opt_algebraic.
No change in shader-db.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This lets us delete some redundant code and keep all of the
image_load_store format lowering logic in one place: libisl.
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Previously, we were relying on has_matching_typed_format returning true for
MESA_FORMAT_NONE which, in turn, relied on _mesa_get_format_bytes returning
1 for MESA_FORMAT_NONE. When we switch to ISL, this behaviour will no
longer be something we can rely on.
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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To avoid build issues, ensure that you're running `make' at the top level
and/or you've executed `make clean' beforehand.
Reviewed-by: Chad Versace <[email protected]>
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Starting with Skylake, the display engine is capable of scanning out from
Y-tiled buffers. As such, we can and should use Y-tiling for better efficiency.
This also has the added benefit of being able to fast clear the winsys buffer.
Note that the buffer allocation done for mipmaps will already never allocate an
X-tiled buffer for GEN9.
This has an almost universal positive impact on benchmarks, some improving by as
much as 20%.
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In commit cda886a4851ab767fba40e8474d6fa8190347e4f, Neil made us stop
advertising RGBX formats on Gen9+, as the hardware apparently no longer
has working fast clear support for those formats. Instead, we just
fall back to RGBA formats, and use SCS to override alpha to 1.0.
This is fine, but had one unintended side effect: it made us fall back
to slow clears when the color mask disables alpha. Normally, we ignore
the color mask for non-existent channels. This includes alpha for XRGB
formats as writing garbage to the X channel is harmless. But, now that
we use RGBA, we think there's a real alpha channel, and can't do the
optimization.
To hack around this, check if _BaseFormat is GL_RGB and ignore alpha.
Improves WebGL Aquarium performance on Skylake GT3e by about 50%
by letting it use repclears instead of slow clears.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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We do this in two steps: first we clip the dst rect and adjust the src
rect accordingly. Then we do it the other way around. In both passes
the adjustment part involves multiplying by a scale factor that can lead
to a small precision loss. This is breaking a few dEQP tests.
Specifically, the problem happens when we need to clip the same coordinate
twice. For example, if srcX0 and dstX0 need both to be clipped we want to
avoid the situation where we clip srcX0 first, then adjust dstX0 accordingly
but then we realize that the resulting dstX0 still needs to be clipped, so
we clip dstX0 and adjust srcX0 again. Each of these two passes can lead
to precission loss. What we want to do here is detect the rect that leads
to the largest clip (accounting for the scale factor involved), clip that
rect and adjust the other one. With this we ensure that the adjusted
coordinate does not need to be clipped again and we can skip a second pass,
improving precision.
Fixes the following 4 dEQP tests:
dEQP-GLES3.functional.fbo.blit.rect.out_of_bounds_reverse_src_x_nearest
dEQP-GLES3.functional.fbo.blit.rect.out_of_bounds_reverse_src_x_linear
dEQP-GLES3.functional.fbo.blit.rect.out_of_bounds_reverse_dst_x_nearest
dEQP-GLES3.functional.fbo.blit.rect.out_of_bounds_reverse_dst_x_linear
Reviewed-by: Kenneth Graunke <[email protected]>
Tested-by: Mark Janes <[email protected]>
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This reverts commit b449366587b5f3f64c6fb45fe22c39e4bc8a4309.
I removed the pass thinking that it was now not useful, but that was not
true. I believe I ran shader-db on HSW and saw no results, but HSW does
not use the unlit centroid workaround code and as a result does not emit
redundant MOV_DISPATCH_TO_FLAGS instructions.
On IVB, the shader-db results are:
total instructions in shared programs: 6650806 -> 6646303 (-0.07%)
instructions in affected programs: 106893 -> 102390 (-4.21%)
helped: 793
total cycles in shared programs: 56195538 -> 56103720 (-0.16%)
cycles in affected programs: 873048 -> 781230 (-10.52%)
helped: 553
HURT: 209
On SNB, the shader-db results are:
total instructions in shared programs: 7173074 -> 7168541 (-0.06%)
instructions in affected programs: 119757 -> 115224 (-3.79%)
helped: 799
total cycles in shared programs: 98128032 -> 98072938 (-0.06%)
cycles in affected programs: 1437104 -> 1382010 (-3.83%)
helped: 454
HURT: 237
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This was left out from the original gen8 upload introduction.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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There is not initial assignment, thus appending to it does not work.
Fixes: b27c85c4c08 "i965: add build rule for brw_nir_trig_workarounds.c"
Signed-off-by: Emil Velikov <[email protected]>
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Add MESA_FORMAT_R8G8B8A8_UNORM and MESA_FORMAT_R8G8B8X8_UNORM formats as
these are the preferred formats for Android.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Commit bfd17c76c126 ("i965: Port INTEL_PRECISE_TRIG=1 to NIR.") added a
generated file brw_nir_trig_workarounds.c which broke the Android build.
Add the necessary makefiles to the Android build.
Cc: Kenneth Graunke <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
Tested-by: Chih-Wei Huang <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Use the defines Mesa configure sets to indicate presence of the bswap32
builtins. This lets i965 work on OpenBSD again after the changes that
were made in 0a5d8d9af42fd77fce1492d55f958da97816961a.
Signed-off-by: Jonathan Gray <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously the vertex buffer consisted of eight floats per vertex
of which six where constants. These can be as easily provided by
vertex fetcher as it is capable of filling vertex elements with
constant one and zero. This reduces the size of the vertex buffer
from 3 * 8 * 4 = 96 to 3 * 2 * 4 = 24 bytes.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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