| Commit message (Collapse) | Author | Age | Files | Lines |
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Make the use_const_buffer field per-program and only call the code which
updates the constant buffer's data if the flag is set.
This should undo the perf regression from 20f3497e4b6756e330f7b3f54e8acaa1d6c92052
(cherry picked from master, commit dc9705d12d162ba6d087eb762e315de9f97bc456)
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Use a bitvector of used/free flags.
If we run out of temps, examine the live intervals of the temp regs in
the program and free those which are no longer alive.
Also, enable the new WM const buffer code.
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In the VS constants can now be handled in two different ways:
1. If there's room in the GRF, put constants there. They're preloaded from
the CURBE prior to VS execution. This is the historical approach. The
problem is the GRF may not have room for all the shader's constants and
temps and misc registers. Hence...
2. Use a separate constant buffer which is read from using a READ message.
This allows a very large number of constants and frees up GRF regs for
shader temporaries. This is the new approach. May be a little slower
than 1.
1 vs. 2 is chosen according to how many constants and temps the shader needs.
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These types are only found in the new surface state cache now.
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The new, second cache will only be used for surface-related items.
Since we can create many surfaces the original, single cache could get
filled quickly. When we cleared it, we had to regenerate shaders, etc.
With two caches, we can avoid doing that.
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No more dynamic atoms so we can simplify the state validation code a little.
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When program constants change we create a new VS constant buffer
instead of re-using the old one. This allows us to have several
const buffers in flight with vertex rendering.
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Make sure we detect constant buffer changes indicated by the new flag.
Should be able to remove _NEW_PROGRAM (and _NEW_MODELVIEW, _NEW_LIGHT, etc)
from several places (someday.
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Fixes a use-after-free reported in
http://bugs.freedesktop.org/show_bug.cgi?id=20539, so this possibly fixes that
bug. It has been confirmed to fix
http://bugs.freedesktop.org/show_bug.cgi?id=17895 .
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RV410 SE chips only have 1 quadpipe.
Also, handle other R300 chip with quadpipe override
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Make the use_const_buffer field per-program and only call the code which
updates the constant buffer's data if the flag is set.
This should undo the perf regression from 20f3497e4b6756e330f7b3f54e8acaa1d6c92052
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This interface gives the driver two important features. First, it can
allocate the (fake) front-buffer only when needed. Second, it can
tell the buffer allocator the format of buffers being allocated. This
enables support for back-buffer and depth-buffer with different bits
per pixel.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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dri_bo_subdata()
This wraps up the unfinished business from commit a9a363f8298e9d534e60e3d2869f8677138a1e7e
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need to clamp point size to user set min/max values, even for constant
point size. Fixes glean pointAtten test.
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The drm_intel_gem_bo_map_gtt() call that replaced dri_bo_map() is
producing errors like:
intel_bufmgr_gem.c:689: Error preparing buffer map 39 (vp_const_buffer): Invalid argument .
and returning NULL, causing a segfault in the memcpy().
Just reverting until we can get to the root issue...
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forgot to commit the changes to actually support 4x aniso filtering...
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Also fixes drawing to 3D texture depth levels.
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This is a CPU win in general, but in particular reduces the pain of
Mesa's calculation of min/max indices in DrawElements (wtf?).
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i915 actually supports up to 4 (according to header file - not tested),
i965 up to 16 (code already handled this but slightly broken), so don't use 2
for all chips, even though angular dependency is very high.
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Fixes a regression from commit 2c30fd84dfa052949a117c78d932b58c1f88b446
seen with DRI1.
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Fixes gearsvbo app by Michael Clark.
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Fixes progs/glsl/skinning.c demo.
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The READ message's msg_control value can be 0 or 1 to indicate that the
Oword should be read into the lower or upper half of the target register.
It seems that the other half of the register gets clobbered though. So
we read into two dest registers then use a MOV to combine the upper/lower
halves.
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Now that we have real constant buffers, the demands on the CURBE are lessened.
When we use real VS/WM constant buffers we only use the CURBE for clip planes.
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There's really no need for two negation fields. This came from the
GL_NV_fragment_program extension. The new, unified Negate bitfield applies
after the absolute value step.
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These LOD bias updates are covered by the texture state uploads in
*_texstate.c now.
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Also enable them all regardless of screen bpp, as 32 bpp what I've been
testing against, and haven't been able to detect any screen bpp-specific
troubles with them.
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For some reason, MOV instructions using immediate src values don't seem
to work reliably on the GLSL path. Disable them for now (falling back to
const buffer reads). This fixes a bunch of glean glsl1 failures.
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