| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Dereffing all the values in the two callers was just pointless, and
the function isn't inlined so there was actual code impact.
Reviewed-by: Kenneth Graunke <[email protected]>
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vb.inputs_read has never been a thing, even in the initial import.
Reviewed-by: Kenneth Graunke <[email protected]>
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If you want debug, set --enable-debug in your config flags.
Reviewed-by: Kenneth Graunke <[email protected]>
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The core Mesa code has just one more case than this (GL_BITMAP), so I
don't see any cause to special-case it.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This was added in b93684f5f311f89c965960ab42bfea71a397b180, but there's
no need for it -- get_size has to succeed, and it has an assert for us
in debug builds.
Reviewed-by: Kenneth Graunke <[email protected]>
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For our current types, the required alignment is actually just 1 byte.
When we get doubles, we have to worry (those have to be aligned to the
natural size), but we don't have doubles yet and they'll just be a
special case.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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The way a variable is tested for this property is about to change, and
this makes the code easier to modify.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Interfaces are structurally identical to structures from the compiler's
point of view. They have some additional restrictions, and generally
GPUs use different instructions to access them. Using a different base
type should make this a bit easier.
This commit also adds the glsl_type::interface_packing fields. For
GLSL_TYPE_INTERFACE types, this will track the specified packing mode.
It is analogous to gl_uniform_buffer::_Packing.
v2: Add serveral missing GLSL_TYPE_INTERFACE cases in switch-statements.
v3: Add information about glsl_type::interface_packing. Move row_major
checking in glsl_type::record_key_compare from this patch to the
previous patch. Both suggested by Paul Berry.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This makes it easier to find switch-statements that need to be updated
after a new GLSL_TYPE_* is added because the compiler will generate a
warning.
Switch-statements that only had a small number of cases (e.g.,
everything in ir_constant_expression.cpp) were not modified. I may
regret that decision when we eventually add support for doubles.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Too much attention was paid to the first paragraphs, and not enough to
the last little note that "oh, by the way, the rendered things
themselves still have to be clipped to just 8192 wide/high".
Fixes GTF's clip.c test with 4096 or higher width on ivb, where one of
the triangles got the upper half of its pixels dropped.
Tested-by: Ian Romanick <[email protected]>
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Khronos has apparently decided that depth textures with sized formats
(allowed with ARB_internalformat_query or ES 3.0) should be treated as
GL_RED, while unsized formats (an existing feature) should be treated
as GL_INTENSITY for compatibility with ES 2.0.
Ian is proposing changes to ARB_internalformat_query which will make
this actually legal and consistent.
A similar problem exists with GL 4.2, but we're going to ignore that
for the time being.
Tested on Ivybridge: no Piglit regressions; fixes 4 es3conform tests:
- depth_texture_fbo
- depth_texture_fbo_clear
- depth_texture_teximage
- depth_texture_texsubimage
Reviewed-by: Ian Romanick <[email protected]>
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Since patch "i965: Validate requested GLES context version in
brwCreateContext", we have been able to create ES 3.0 contexts due to the
max version check. So...bump the max version.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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s/src/src_w/
That little typo, which sneaked into v4 of the previous patch, generates
incorrect fs code.
Signed-off-by: Chad Versace <[email protected]>
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v2: Remove lewd comment. [for idr]
v3: - Optimize away tmp register for packHalf2x16. [for anholt, paul]
- Improve comments. [for anholt, paul]
- Reduce near-duplicate code by removing vec4_visitor emit_pack/unpack
methods. [for chadv]
v4: Factor our UD/W register conversion into helper function. [for anholt]
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]> (v2)
Signed-off-by: Chad Versace <[email protected]>
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FIXME: This patch emits VS code that violates documented hardware
restrictions and then relies on undocumented behavior that results from
that violation. This patch passes all tests, but should be fixed ASAP to
conform to the hardware documentation.
v2: Explain undocumented hardware behavior. Improve comments.
v3: Use ALU1 helper methods F32TO16() and F16TO32(). [for anholt]
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]> (v1)
Signed-off-by: Chad Versace <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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The GLSL ES 3.00 operations packHalf2x16 and unpackHalf2x16 will emit
these opcodes.
- Define the opcodes BRW_OPCODE_{F32TO16,F16TO32}.
- Add the opcodes to the brw_disasm table.
- Define convenience functions brw_{F32TO16,F16TO32}.
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Paul Berry <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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On gen < 7, we fully lower all operations to arithmetic and bitwise
operations.
On gen >= 7, we fully lower the Snorm2x16 and Unorm2x16 operations, and
partially lower the Half2x16 operations.
v2:
- Comment that scalarization is needed only for SOA code [for idr].
- Replace switch-statement with if-statement [for idr].
- Remove misplaced hunk from previous patch [found by idr].
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Tuner <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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The bug: The printed horizontal stride was the numerical value of the
BRW_HORIZONTAL_$N enum.
The fix: Translate the enum before printing.
Note: This is a candidate for the stable releases.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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When possible, glCopyTexSubImage calls are performed using the
hardware blitter. However, according to the Ivy Bridge PRM, Vol1
Part4, section 1.2.1.2 (Graphics Data Size Limitations):
The BLT engine is capable of transferring very large quantities of
graphics data. Any graphics data read from and written to the
destination is permitted to represent a number of pixels that
occupies up to 65,536 scan lines and up to 32,768 bytes per scan
line at the destination. The maximum number of pixels that may be
represented per scan line’s worth of graphics data depends on the
color depth.
With an RGBA32F color buffer (which has 16 bytes per pixel) this
imposes a maximum width of 2048 pixels. Other pixel formats have
accordingly larger limits.
To make matters worse, if the pitch of the buffer is 32k or greater,
intel_copy_texsubimage's call to intelEmitCopyBlit will overflow
intelEmitCopyBlit's src_pitch and dst_pitch parameters (which are
16-bit signed integers).
We can conveniently avoid both problems by avoiding use of the blitter
when the miptree's pitch is >= 32k.
Fixes gles3conform "framebuffer_blit_functionality_magnifying_blit"
tests when the buffer width is equal to 8192.
Note: this is very similar to the recent patch "intel: Fix ReadPixels
on buffers whose width >= 32kbytes" except that it applies to
glCopyTexSubImage instead of glReadPixels. In a future patch it would
be nice to refactor the code so that (a) overflow is avoided, and (b)
intelEmitCopyBlit is responsible for checking whether the blitter can
handle the width, so that all callers of intelEmitCopyBlit work
properly, rather than just these two.
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch replaces the three ir_variable_mode enums:
- ir_var_in
- ir_var_out
- ir_var_inout
with the following five:
- ir_var_shader_in
- ir_var_shader_out
- ir_var_function_in
- ir_var_function_out
- ir_var_function_inout
This eliminates a frustrating ambiguity: it used to be impossible to
tell whether an ir_var_{in,out} variable was a shader in/out or a
function in/out without seeing where the variable was declared in the
IR. This complicated some optimization and lowering passes, and would
have become a problem for implementing varying structs.
In the lisp-style serialization of GLSL IR to strings performed by
ir_print_visitor.cpp and ir_reader.cpp, I've retained the names "in",
"out", and "inout" for function parameters, to avoid introducing code
churn to the src/glsl/builtins/ir/ directory.
Note: a couple of comments in the code seemed to indicate that we were
planning for a possible future in which geometry shaders could have
shader-scope inout variables. Our GLSL grammar rejects shader-scope
inout variables, and I've been unable to find any evidence in the GLSL
standards documents (or extensions) that this will ever be allowed, so
I've eliminated these comments.
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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For texelFetchOffset(), we just add the texel offsets to the coordinate
rather than using the message header's offset fields. So we don't
actually need a header on Gen5+.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When possible, glReadPixels calls are performed using the hardware
blitter. However, according to the Ivy Bridge PRM, Vol1 Part4,
section 1.2.1.2 (Graphics Data Size Limitations):
The BLT engine is capable of transferring very large quantities of
graphics data. Any graphics data read from and written to the
destination is permitted to represent a number of pixels that
occupies up to 65,536 scan lines and up to 32,768 bytes per scan
line at the destination. The maximum number of pixels that may be
represented per scan line’s worth of graphics data depends on the
color depth.
With an RGBA32F color buffer (which has 16 bytes per pixel) this
imposes a maximum width of 2048 pixels.
To make matters worse, if the pitch of the buffer is 32k or greater,
intel_miptree_map_blit's call to intelEmitCopyBlit will overflow
intelEmitCopyBlit's src_pitch and dst_pitch parameters (which are
16-bit signed integers).
We can conveniently avoid both problems by avoiding the readpixels
blit path when the miptree's pitch is >= 32k.
Fixes gles3conform "half_float" tests when the buffer width is greater
than 2048.
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Ian Romanick <[email protected]>
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I believe that the size used to vary, so the dynamic allocation is
necessary.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Always enable the use of pre-compressed texture data. The ability to
perform on-line compression still requires the presence of libtxc_dxtn
or an explicit driconf over-ride. Applications that just want to submit
precompessed data when an on-line compressor is not available can look
for the GL_EXT_texture_compression_dxt1 and
GL_ANGLE_texture_compression_dxt[35] extensions.
v2: Only enable the extensions that do not require on-line compression
by default. The previous statement "This should not impact many (if
any) real applications." proved to be false for at least Sauerbraten.
This application mostly submits pre-compressed data, but it also can
submit uncompressed data that it asks the driver to compress.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]> [v1]
Reviewed-by: Kenneth Graunke <[email protected]> [v1]
Acked-by: Eric Anholt <[email protected]> [v1]
Acked-by: Lee Salzman <[email protected]>
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compression
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Lee Salzman <[email protected]>
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Similar to the previous commit, we may be using a texture with actual RGBA
storage for the GL_ALPHA format, so force the color values to 0.0.
This commit fixes the following piglit (sub) tests:
EXT_texture_snorm/fbo-blending-formats
GL_ALPHA16_SNORM
GL_ALPHA8_SNORM
GL_ALPHA_SNORM
Note: Haswell bypasses this swizzle code, so may require an independent fix
for this bug.
Reviewed-by: Eric Anholt <[email protected]>
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We may be using a texture with actual RGBA storage for these formats, so force
the alpha value read to 1.0.
This commit fixes the following piglit (sub) tests:
ARB_texture_float/fb-blending-formats
GL_RGB16F_ARB
EXT_framebuffer_object/fbo-blending-formats
GL_RGB10
GL_RGB12
GL_RGB16
EXT_texture_snorm/fbo-blending-formats
GL_RGB16_SNORM
GL_RGB8_SNORM
GL_RGB_SNORM
These test improvements depend on the previous commit as well. That commit
smashes alpha to 1.0 for the case of ReadPixels (so fixes "FBO testing" as
reported by this test), while this commit smashes alpha to 1.0 for the case of
texturing (fixed the "window testing" as reported by this test).
Note: Haswell bypasses this swizzle code, so may require an independent fix
for this bug.
Reviewed-by: Eric Anholt <[email protected]>
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The renderbuffer's Format field may have an alpha channel even when the
underlying _BaseFormat does not. This can happen when mesa chooses to use
RGBA16 for an RGB16 format, for example.
So look at _BaseFormat when deciding whether to fixup the blend factors.
This test improves the results of at least the following piglit tests:
EXT_frambebuffer_object/fbo-blending-formats
{GL_RGB10, GL_RGB12, GL_RGB16}
EXT_texture_snorm/fbo-blending-formats
{GL_RGB16_SNORM, GLRGB8_SNORM, GL_RGB_SNORM}
But none of these actually change from FAIL to PASS yet. The R, G, and B probe
values are fixed with this commit, but the tests still fail because the alpha
values are still wrong.
Reviewed-by: Eric Anholt <[email protected]>
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Thanks to Fredrik Höglund, all the hard work was already done.
Tested using a modified oglconform (that actually runs these tests on
our driver); it looks like there may be some bugs when using client
arrays. All applicable non-compatibility tests passed.
For now, only enable it in core profiles.
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Ian Romanick <[email protected]>
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I want to drive the Save dispatch table setup from this same function.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This was used in i965 for a while, but no more.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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It appears that scons implicit dependency scanners fail to chain
dependencies of generated headers when these are outside the build tree.
This patch ensures generated source files are _always_ put in the build
tree. I'm not 100% this will fix all depency issues, but from my
experiments it does seem to fix this.
NOTE: For this to be effective it is necessary to clean the source tree
from generated header/source files.
Reviewed-by: Brian Paul <[email protected]>
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There really isn't any point. There is no resource savings, and we have
to do gymnastics in the driver to make it work.
There are also bad interactions with multisampling and OpenGL ES 3.0.
In ES3, a multisample-to-singlesample blit must have identical source
and destination format. This means a multisample RGBA8 to singlesample
RGB8 (window) blit will generate an error. Also in ES3, RGB8 is not a
renderable format. This means that the application CANNOT make an RGB8
multisample renderbuffer.
As a result, if an application gets an RGB8 window and wants to do
multisample FBO rendering, it will probably break.
"Fixes" gles3conform
framebuffer_blit_functionality_multisampled_to_singlesampled_blit test
on RGB8 visuals.
v2: Fix 'formats' array size. Suggested by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Fixes missing options.h when doing 'make check' in dri/common before
'make' has been run.
Reviewed-by: Andreas Boll <[email protected]>
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For now I'm just enabling this on the same subset of hardware that has
OpenGL 3.0 enabled. This same functionality is part of OpenGL 3.0, and
there is no matching desktop extension.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Tested with piglit ARB_texture_buffer_object/formats.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is for GL_ARB_texture_buffer_object_rgb32 support, but it also
causes the format to get used for float32 rgb textures as well on
Ironlake and later. Since that came with some surprises, separate
the change from the enable commit.
Reviewed-by: Kenneth Graunke <[email protected]>
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We almost never want a stride in pixels -- if you're doing anything with
a stride, you're specifying an offset or incrementing a pointer, and in
both cases you had to multiply by cpp to get the bytes value you wanted.
But worse, on the way to creating a region from a new tiled BO, we
divided by cpp to get pitch in pixels, and for an RGB32 buffer (an
upcoming change) the pitch wouldn't divide exactly, and we'd end up with
a wrong stride in our region.
Reviewed-by: Kenneth Graunke <[email protected]>
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As we gain support for NPOT cpp, a pitch may not divide by cpp cleanly.
Reviewed-by: Kenneth Graunke <[email protected]>
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The sampler appears to ignore writemasks (even when correcting the
WRITEMASK_XYZW in brw_vec4_emit.cpp to the proper writemask) and just
always writes all four values.
To cope with this, just texture into a temporary, then MOV out into a
register that has the proper number of components.
NOTE: This is a candidate for stable branches.
Fixes es3conform's shadow_execution_vert.test.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously it was left undefined, causing us to select a random LOD.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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