| Commit message (Collapse) | Author | Age | Files | Lines |
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Previously, we advertised 0 VS texture units. Now that we have proper
support for using the sampling engine in the VS, we can advertise 16,
which is conveniently the number required for OpenGL 3.0.
v2: Enable on Gen4. I hacked up my tests to not use flat ivec varyings
and they pass.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Now that this is all factored out, it's trivial to do.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This should avoid state-dependent FS recompiles when samplers that are
only used by the VS change.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The idea is to reuse this for the VS and (in the future) GS as well.
v2: Include yuvtex data since we're not dropping GL_MESA_ycbycr.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> [v1]
Reviewed-by: Ian Romanick <[email protected]>
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The visit() half computes the values to put in the header based on the
IR and simply stuffs that in the vec4_instruction; the emit() half uses
this to set up the message header. This works out well since emit() can
use brw_reg directly and access individual DWords without kludgery.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We'll want to reuse this for the VS, and it's complex enough that I'd
rather not cut and paste it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This translates the GLSL compiler's IR into vec4_instruction IR,
generating code to load coordinates, LOD info, shadow comparitors, and
so on into the appropriate message registers.
It turns out that the SIMD4x2 parameters are identical on Gen 5-7, and
the Gen4 code is similar enough that, unlike in the FS, it's easy enough
to support all generations in a single function.
v2: Load zeros for missing coordinates (fixing vs-texelFetch-sampler1D
and 2D on G45), and fix G45 message length for shadow comparisons.
Signed-off-by: Kenneth Graunke <[email protected]>
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This is the part that takes the vec4_instruction IR and turns it into
actual Gen ISA.
v2: Add Gen4 messages, don't retype m0 to UW.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Prior to Ironlake, cube maps were stored as 3D textures. In recent
refactoring, we removed a separate "layers" parameter in favor of using
depth. Unfortunately, depth was getting minified, which is only correct
for actual 3D textures.
Fixes piglit tests:
- bugs/crash-cubemap-order
- fbo/fbo-cubemap
- texturing/cubemap
Also changes texturing/cubemap npot from abort to fail.
This hasn't seen a full test run since Piglit on Mesa master hangs
GM45 a lot.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is not exposed generally yet because some of the swrast paths hit
in piglit (drawpixels, copypixels, blit) aren't yet converted to
MapRenderbuffer.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is a little more unusual than the separate MESA_FORMAT_S8_Z24
support, because in addition to storing the real stencil data in a
MESA_FORMAT_S8 miptree, we also make the Z miptree be
MESA_FORMAT_Z32_FLOAT instead of the requested format.
Reviewed-by: Kenneth Graunke <[email protected]>
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With separate stencil GL_DEPTH32F_STENCIL8, the miptree will have a
really different format (MESA_FORMAT_Z32_FLOAT) from the teximage
(MESA_FORMAT_Z32_FLOAT_X24S8).
Reviewed-by: Kenneth Graunke <[email protected]>
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The format handling here is tricky, because we're not actually
generating a Z32_FLOAT_X24S8 miptree, so we're guessing the format
that GL wants based on seeing Z32_FLOAT with a separate stencil.
Reviewed-by: Kenneth Graunke <[email protected]>
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All the operations were just trying to get at irb->wrapped_depth->mt,
which is the same as irb->mt now.
Reviewed-by: Kenneth Graunke <[email protected]>
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gen7 only supports the non-packed formats, even if you associate a
real separate stencil buffer -- otherwise it's as if the depth test
always fails.
This requires a little bit of care in the match_texture_image case,
since the miptree format no longer matches the texture image format.
Reviewed-by: Kenneth Graunke <[email protected]>
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This little bit of logic was duplicated, which isn't much, but I was
going to need to duplicate a bit of additional logic in the next
commit.
Reviewed-by: Kenneth Graunke <[email protected]>
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There were only two places it was really used at this point, which was
in the batchbuffer emit of the separate stencil packets for gen6/7.
Just write in the ->stencil_mt reference in those two places and ditch
all this flailing around with allocation and refcounts.
v2: Fix separate stencil on gen7.
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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This will be especially useful for loading texturing parameters, where I
need to (for example) reference m3.xz<D>.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Copy and pasted from fs_inst::is_tex(), but without TXB.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We'll be reusing most of these for the VS shortly. The one exception is
TXB (texturing with LOD bias), which is explicitly forbidden in the VS.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes a regression since d2235b0f4681f75d562131d655a6d7b7033d2d8b,
in my new textureSize sampler(1DArrayShadow|2DShadow|2DArrayShadow)
piglit tests, though I'm not honestly sure how this ever worked.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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See previous commit for more information.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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It's like DrawArrays, but the count is taken from a transform feedback
object.
This removes DrawTransformFeedback from dd_function_table and adds the same
function to GLvertexformat (with the function parameters matching GL).
The vbo_draw_func callback has a new parameter
"struct gl_transform_feedback_object *tfb_vertcount".
The rest of the code just validates states and forwards the transform
feedback object into vbo_draw_func.
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The comment said they deserved to be in emit_depthbuffer, and at this
point they were all there already.
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that we have miptrees for everything, we can more easily test for
!has_separate_stencil completeness. Also, test for whether the
stencil rb is the wrong kind of format for separate stencil, or if we
are trying to do packed to different images of a single miptree.
Reviewed-by: Kenneth Graunke <[email protected]>
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Now there's the thing that CALLOCs and sets up window system vtable,
and the thing that CALLOCs and sets up user renderbuffer vtable. The
user renderbuffer vtable gets replaced later by
intel_renderbuffer_update_wrapper for wrapped renderbuffers (things
with name == ~0).
Reviewed-by: Kenneth Graunke <[email protected]>
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There were too many things making intel_renderbuffer *s and tweaking
their bits.
Reviewed-by: Kenneth Graunke <[email protected]>
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We were doing it in the caller in the renderbuffer code, but it was
missed in the separate stencil creation for textures. Apparently our
testing was using renderbuffers or pre-aligned sizes.
Reviewed-by: Kenneth Graunke <[email protected]>
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This used to be needed because irb->mt would be unset for fake packed
depth/stencil, but no longer.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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This avoids forming invalid pointers needlessly, which even if
never dereferenced is undefined behavior. It also makes
_mesa_validate_pbo_access() more comprehensible.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Implemented in terms of renderbuffer mapping/unmapping and format
packing/unpacking functions.
The swrast and state tracker code for implementing accumulation are
unused and will be removed in the next commit.
v2: don't use memcpy() in _mesa_clear_accum_buffer()
v3: don't allocate MAX_WIDTH arrays, be more careful with mapping flags
Reviewed-by: Eric Anholt <[email protected]>
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No driver implemented this and we always returned "True" for residence
queries.
Reviewed-by: Ian Romanick <[email protected]>
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There's probably no reason to use a special version of memcpy() anymore.
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In Gen6, transform feedback is accomplished by having the geometry
shader send vertex data to the data port using "Streamed Vertex Buffer
Write" messages, while simultaneously passing vertices through to the
rest of the graphics pipeline (if rendering is enabled).
This patch adds a geometry shader program that simply passes vertices
through to the rest of the graphics pipeline. The rest of transform
feedback functionality will be added in future patches.
To make the new geometry shader easier to test, I've added an
environment variable "INTEL_FORCE_GS". If this environment variable
is enabled, then the pass-through geometry shader will always be used,
regardless of whether transform feedback is in effect.
On my Sandy Bridge laptop, I'm able to enable INTEL_FORCE_GS with no
Piglit regressions.
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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R02_PRIM_END and R02_PRIM_START don't actually refer to bits in DWORD
2 of R0 (as the name, and comments in the code, would seem to
indicate). Actually they refer to bits in DWORD 2 of the header for
URB_WRITE messages.
This patch renames the defines to reflect what they actually mean. It
also addes a define URB_WRITE_PRIM_TYPE_SHIFT, which previously was
just hardcoded in .c files.
Reviewed-by: Kenneth Graunke <[email protected]>
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Prior to this patch, in the Gen4 and Gen5 GS, we used GRF 0 (called
"R0" in the code) as a staging area to prepare the message header for
the FF_SYNC and URB_WRITE messages. This cleverly avoided an
unnecessary MOV operation (since the initial value of GRF 0 contains
data that needs to be included in the message header), but it made the
code confusing, since GRF 0 could no longer be relied upon to contain
its initial value once the GS started preparing its first message.
This patch avoids confusion by using a separate register ("header") as
the staging area, at the cost of one MOV instruction.
Worse yet, prior to this patch, the GS would completely overwrite the
contents of GRF 0 with the writeback data it received from a completed
FF_SYNC or URB_WRITE message. It did this because DWORD 0 of the
writeback data contains the new URB handle, and that neds to be
included in DWORD 0 of the next URB_WRITE message header. However,
that caused the rest of the message header to be corrupted either with
undefined data or zeros. Astonishingly, this did not produce any
known failures (probably by dumb luck). However, it seems really
dodgy--corrupting FFTID in particular seems likely to cause GPU hangs.
This patch avoids the corruption by storing the writeback data in a
temporary register and then copying just DWORD 0 to the header for the
next message. This costs one extra MOV instruction per message sent,
except for the final message.
Also, this patch moves the logic for overriding DWORD 2 of the header
(which contains PrimType, PrimStart, PrimEnd, and some other data that
we don't care about yet). This logic is now in the function
brw_gs_overwrite_header_dw2() rather than in brw_gs_emit_vue(). This
saves one MOV instruction in brw_gs_quads() and brw_gs_quad_strip(),
and paves the way for the Gen6 GS, which will need more complex logic
to override DWORD 2 of the header.
Finally, the function brw_gs_alloc_regs() contained a benign bug: it
neglected to increment the register counter when allocating space for
the "temp" register. This turned out not to have any effect because
the temp register wasn't used on Gen4 and Gen5, the only hardware
models (so far) to require a GS program. Now, all the registers
allocated by brw_gs_alloc_regs() are actually used, and properly
accounted for.
Reviewed-by: Kenneth Graunke <[email protected]>
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When the GS is not in use, the entire URB space is available for the
VS. When the GS is in use, we split the URB space 50/50.
The 50/50 split is probably not optimal--we'll probably want tune this
for performance in a future patch. For example, in most situations,
it's probably worth allocating more than 50% of the space to the VS,
since VS space is used for vertex caching. But for now this is good
enough.
Based on previous work by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We never filled this in before because we didn't care.
I'm skeptical these are correct; my sources indicate that both the VS
and GS # of entries are 256 on both GT1 and GT2.
I'm also loathe to change it and break stuff.
Reviewed-by: Paul Berry <[email protected]>
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Normally when outputting instructions in SPF (single program flow)
mode, we convert IF and ELSE instructions to conditional ADD
instructions applied to the IP register. On platforms prior to Gen6,
flow control instructions cause an implied thread switch, so this is a
significant savings.
However, according to the SandyBridge PRM (Volume 4 part 2, p79):
[Errata DevSNB{WA}] - When SPF is ON, IP may not be updated by
non-flow control instructions.
So we have to disable this optimization on Gen6.
On later platforms, there is no significant benefit to converting flow
control instructions to ADDs, so for the sake of consistency, this
patch disables the optimization on later platforms too.
The reason we never noticed this problem before is that so far we
haven't needed to use SPF mode on Gen6. However, later patches in
this series will introduce a Gen6 GS program which uses SPF mode.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, GS generation code contained a lookup table that mapped
primitive types POLYGON, TRISTRIP, and TRIFAN to TRILIST, mapped
LINESTRIP to LINELIST, and left all other primitives unchanged. This
was silly, because we never generate a GS program for those primitive
types anyhow.
This patch removes the unnecessary lookup table.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes piglit tests fbo-array, fbo-depth-array, fbo-generatemipmap-array,
and array-texture, as well as the array variants of my new textureSize
and texelFetch tests.
Not a candidate for 7.11 because EXT_texture_array wasn't supported.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes many crashes on Ivybridge due to upload_sf_state calling
brw_depthbuffer_format without an actual depth buffer. This was a
recent regression on master.
+3992 piglits on Ivybridge.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This evolved over several commits, and I also wanted to document some
new information about how we handle formats.
Reviewed-by: Chad Versace <[email protected]>
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