| Commit message (Collapse) | Author | Age | Files | Lines |
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They've served their purpose (in transitioning blorp to using
fs_generator) and now they just necessitate large amounts of manual
labor to regenerate if the disassembler changes.
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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It should compare with it's own size.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
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Many instructions implicitly update the accumulator on Gen < 6. The instruction
scheduling code just calls add_barrier_deps() for each accumulator access on
these platforms, but a large class of operations don't actually update the
accumulator -- mostly move and logical instructions. Teaching the scheduling
code about this would allow more flexibility to schedule instructions.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77740
Reviewed-by: Matt Turner <[email protected]>
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The point of copytexsubimage_using_blit_framebuffer is to use a hardware
accelerated BlitFramebuffer path. If that fails, we shouldn't do a
swrast blit---we should try our CTSI fallback code.
This is especially important for i965 and GLES, where we don't even
create a swrast context.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77705
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Cc: "10.2" <[email protected]>
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The depth extent field is used to limit the allowed slice range that
can be rendered to.
With the previous setting, only slice 0 could be rendered.
This fixes piglit amd_vertex_shader_layer-layered-depth-texture-render.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Fixes piglit's
'gl-3.2-layered-rendering-clear-color-all-types 3d mipmapped'
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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If blorp is disabled for color clears, then piglit's
'gl-3.2-layered-rendering-clear-color-all-types 3d mipmapped'
will fail.
Currently, gen8 fails similarly on this test because gen8
does not use blorp.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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We always call brw_merge_inputs() right before looping over the primitives but
this can be called inside the loop for each primitive too. In the case we do it
for the first primitive the call is redundant and can be skipped.
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Now that we aren't using pixel_[xy] in live variables, nothing is looking
at these regs after the visitor stage.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is the only case where a fs_reg in brw_fs_visitor is used during
optimization/code generation, and it meant that optimizations had to be
careful to not move pixel_x/y's register number without updating it.
Additionally, it turns out we had a couple of other UW values that weren't
getting this treatment (like gl_SampleID), so this more general fix is
probably a good idea (though I wasn't able to replicate problems with
either pixel_[xy]'s values or gl_SampleID, even when telling the register
allocator to reuse registers immediately)
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The value depends only on the level, so no need to store the bool per slice.
Shrinks intel_mipmap_slice from 24 bytes to 16, while slotting into an
existing hole in intel_mipmap_level.
Reviewed-by: Chad Versace <[email protected]>
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Cc: "10.2" <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "10.2" <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "10.2" <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "10.2" <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "10.2" <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This reverts commit e6967270c75a5b669152127bb7a746d55f4407a6.
Chris Forbes pointed out that this is broken for texture views which
restrict the number of slices. He committed a better fix which makes
this unnecessary.
Cc: "10.2" <[email protected]>
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According to the documentation, we need to set the source 0 register
type to IMM for flow control instructions that have both JIP and UIP.
Fixes GPU hangs in approximately 10 Piglit tests, 5 es3conform tests,
Unigine Crypt, a WebGL raytracer demo, and several Steam titles.
Cc: "10.2" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75478
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75878
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76939
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Topi Pohjolainen <[email protected]>
Tested-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Same issues as the previous commit fixed for Gen7:
- Bogus physical->logical layer conversion; depth/stencil surfaces
are still IMS layout on Gen8.
- mt_layer ignored in layered rendering case, which breaks handling
of views with MinLayer.
- Render target array extent not set correctly for arrays.
I'm not able to test this one since I can't get a Broadwell yet, but
it's the same set of fixes as for Gen7.
V2: Restore the MAX2() to account for zero depth/layer_count.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Again, a few problems:
- Layered attachments did not honor MinLayer.
- Non-layered MSAA attachments rendered to the wrong layer due to
dividing by the layer count. All depth buffers use the IMS layout, so
the physical layer count == logical layer count.
- Layered attachments were not limited to irb->layer_count, so we could
render off the end of the texture.
V2: Restore the MAX2() to account for zero depth/layer_count.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixing the same issues the previous commit does for Gen7.
Note that I can't test this one, since I don't have a Broadwell.
V2: Restore the MAX2() to account for zero depth/layer_count.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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There were a few problems here, which mostly just broke layered
rendering into a view:
- Render target view extent was always set to be == depth. This is
benign for non-layered-rendering, but allows writes off the end of the
render target for layered rendering, which ends badly.
- Layered rendering did not honor the mt_layer setting, so would not
properly handle MinLayer being set on a view.
V2: Restore the MAX2() to account for zero depth/layer_count.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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1D array targets store the number of slices in the Height field.
Fixes Piglit's spec/!OpenGL 3.2/layered-rendering/clear-color-all-types
1d_array single_level, at least when used with Meta clears.
Cc: "10.2 10.1 10.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This is a port of commit c9c08867ed07ceb10b67ffac5f0a33812710a5e8.
A tiny bit of extra work was necessary to not break stencil texturing.
Cc: "10.2" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This path is used to implement both glClear and glClearBuffer; the
latter is only supposed to clear particular buffers. Core Mesa provides
us that information in the buffers bitmask; we must only clear buffers
mentioned there.
To accomplish this, we save/restore the color draw buffers state, and
use glDrawBuffers to restrict drawing to the relevant buffers.
Fixes Piglit's spec/!OpenGL 3.0/clearbuffer-mixed-formats and
spec/ARB_framebuffer_object/fbo-drawbuffers-none glClearBuffer tests
for drivers using meta clears (such as Broadwell).
Cc: "10.2" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77852
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77856
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Sometimes we need to configure what draw buffers we render to, without
creating a new FBO. This path will make that possible.
Cc: "10.2" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This will be used for saving/restoring the glDrawBuffers state.
For now, make sure that existing users of MESA_META_ALL don't get
the new bit, since they probably won't want it.
Cc: "10.2" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The majority of _mesa_meta_Clear and _mesa_meta_glsl_Clear was the same;
adding a boolean for whether to use GLSL allows us to share most of it
without polluting either path too much.
Tested for regressions by hacking i965 to always use the non-GLSL path.
Cc: "10.2" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes glean/texture_srgb, which hit recursive-flush prevention
assertions in vbo_exec_FlushVertices.
This probably hurts the performance of front buffer rendering, but
very few people in their right mind do front buffer rendering.
Fixes Glean's texture_srgb test.
Cc: "10.2" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Prior to commit 8435b60a3577d2d905eae189cd7e770500177e99, the region
equivalent of this function called intel_miptree_create_layout, which
set mt->target to target. With that commit, it no longer copied target.
Piglit's ext_image_dma_buf_import-sample_[xa]rgb8888 tests would then
hit an assertion failure, where image->TexObject->Target was
GL_TEXTURE_EXTERNAL_OES, and mt->target was GL_TEXTURE_2D.
Copying the target fixes this assertion failure.
Cc: "10.2" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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-0.553779% +/- 0.423394% effect on cairo-perf-trace runtime on glamor
(n=612)
Reviewed-by: Kenneth Graunke <[email protected]>
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The two paths are really similar, and the extra conditionals will be
dwarfed by the cost of the actual upload.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Commit 30259856a8a82a55c030df1ad052e505c61144bc moved the state packets to
table generation time, but forgot to make this change. Apparently the
performance win there was about not reemitting the table pointers on
unrelated state changes.
No performance difference on cairo on glamor (n=118).
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that we have the stage state coming into our setup of sampler states,
it's easy to drop an identifier into it of which stage the stage_state is,
and then look up which packet to emit in a little table.
No performance difference on cairo on glamor (n=492).
v2: Don't forget to do the workaround flush on IVB.
Reviewed-by: Kenneth Graunke <[email protected]>
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There's no remaining dependency between these two packets that I can find.
Reviewed-by: Kenneth Graunke <[email protected]>
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The sampler count is set up from the gl_program at draw time, not at
sampler change time.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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All our other debug goes there.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Petri Latvala <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I don't know of any applications that actually use it. Now that Mesa
supports GL_ARB_separate_shader_objects in all drivers, this extension
is just cruft.
The entrypoints for the extension remain in the XML. This is done so
that a new libGL will continue to provide dispatch support for old
drivers that try to expose this extension.
Future patches will add OpenGL ES GL_EXT_separate_shader_objects, but
that's a different thing.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This code was broken in some odd ways before. Too much state was being
saved, it was being restored in the wrong order, and in the wrong way.
The biggest problem was that the pipeline object was restored before
restoring the programs attached to the default pipeline.
Fixes a regression in the glean texgen test.
v3: Fairly significant re-write. I think it's much cleaner now, and it
avoids a bug with some meta ops that use shaders (reported by Chia-I).
v4: Check Pipeline.Current against NULL instead of Pipeline.Default.
Suggested by Chia-I.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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This is for glBindTextures(), since it doesn't change the active
texture unit.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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