| Commit message (Collapse) | Author | Age | Files | Lines |
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those are unused.
st_context: 10120 -> 3704 bytes
Reviewed-by: Timothy Arceri <[email protected]>
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Some locking is unfortunately required, because well-formed GL programs
can have multiple threads racing to access the same texture, e.g.: two
threads/contexts rendering from the same texture, or one thread destroying
a context while the other is rendering from or modifying a texture.
Since even the simple mutex caused noticable slowdowns in the piglit
drawoverhead micro-benchmark, this patch uses a slightly more involved
approach to keep locks out of the fast path:
- the initial lookup of sampler views happens without taking a lock
- a per-texture lock is only taken when we have to modify the sampler
view(s)
- since each thread mostly operates only on the entry corresponding to
its context, the main issue is re-allocation of the sampler view array
when it needs to be grown, but the old copy is not freed
Old copies of the sampler views array are kept around in a linked list
until the entire texture object is deleted. The total memory wasted
in this way is roughly equal to the size of the current sampler views
array.
Fixes non-deterministic memory corruption in some
dEQP-EGL.functional.sharing.gles2.multithread.* tests, e.g.
dEQP-EGL.functional.sharing.gles2.multithread.simple.images.texture_source.create_texture_render
Reviewed-by: Marek Olšák <[email protected]>
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This fixes sequences like:
1. Context 1 samples from texture with sRGB decode enabled
2. Context 2 samples from texture with sRGB decode disabled
3. Context 1 samples from texture with sRGB decode disabled
Previously, step 3 would see the prev_sRGBDecode value from context 2
and would incorrectly use the old sampler view with sRGB decode enabled.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This was missed during my st/mesa series.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The GLSL linker takes care of it.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The ARB_bindless_texture spec say:
"If ARB_seamless_cubemap (or OpenGL 4.0, which includes it) is
supported, the per-context seamless cubemap enable is ignored
and treated as disabled when using texture handles."
"If AMD_seamless_cubemap_per_texture is supported, the seamless
cube map texture parameter of the underlying texture does apply
when texture handles are used."
The per-context seamless cubemap flag should only be enabled for
bound textures/samplers.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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It contains only one member: the update function. Let's use the update
function directly.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Similar to st_convert_image(), will be useful for bindless. While
we are at it, rename convert_sampler() to convert_sampler_from_unit()
and make 'st' a const argument.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Might help reduce cpu for some apps that use sso.
Reviewed-by: Marek Olšák <[email protected]>
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These calls look like leftover from fallback texture support first
being added to the st in 8f6d9e12be0be and then later being added
to core mesa in 00e203fe17cbf21.
The piglit test fp-incomplete-tex continues to work with this
change.
Reviewed-by: Brian Paul <[email protected]>
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Fixes dEQP-GLES31.functional.stencil_texturing.misc.compare_mode_effect
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: [email protected]
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This reduces the number of sampler states 3.6x in Batman Arkham: Origins.
(from ~7200 to ~2000)
Reviewed-by: Nicolai Hähnle <[email protected]>
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Here we move OriginUpperLeft and PixelCenterInteger into gl_program
all other fields have been replace by shader_info.
V2: Don't use anonymous union/structs to hold vertex/fragment fields
suggested by Ian.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Here we move the only field in gl_vertex_program to the
ARB program fields in gl_program.
Reviewed-by: Jason Ekstrand <[email protected]>
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We now get all the gs metadata from shader_info.
Reviewed-by: Jason Ekstrand <[email protected]>
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We now get all the tes metadata from shader_info.
Reviewed-by: Jason Ekstrand <[email protected]>
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We now get all the tcs metadata from shader_info.
Reviewed-by: Jason Ekstrand <[email protected]>
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Support multi-planar YUV for external EGLImage's (currently just in the
dma-buf import path) by lowering to multiple texture fetch's for each
plane and CSC in shader.
There was some discussion of alternative approaches for tracking the
additional UV or U/V planes:
https://lists.freedesktop.org/archives/mesa-dev/2016-September/127832.html
They all seemed worse than pipe_resource::next
Signed-off-by: Rob Clark <[email protected]>
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v1 → v2:
- Fixed indentation (noted by Brian Paul)
- Removed second assert from nouveau's switch statements (suggested by
Brian Paul)
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The goal is to do this in st_validate_state:
while (dirty)
atoms[u_bit_scan(&dirty)]->update(st);
That implies that atoms can't specify which flags they consume.
There is exactly one ST_NEW_* flag for each atom. (58 flags in total)
There are macros that combine multiple flags into one for easier use.
All _NEW_* flags are translated into ST_NEW_* flags in st_invalidate_state.
st/mesa doesn't keep the _NEW_* flags after that.
torcs is 2% faster between the previous patch and the end of this series.
v2: - add st_atom_list.h to Makefile.sources
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes crash when post-processing is enabled in SW:KotOR.
v2: fix const-ness
v3: move assignment into the if() block
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This binds atomics, constants, samplers, ssbos, textures and ubos.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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This involved adding a new st_texture_image_const() helper also.
Reviewed-by: Eric Anholt <[email protected]>
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It was set to pipe_resource::last_level and _MaxLevel was embedded in max_lod,
that's why it worked for ordinary texturing. However, min_lod doesn't have
any effect on texelFetch and textureQueryLevels, so we must still set
last_level correctly.
Reviewed-by: Roland Scheidegger <[email protected]>
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Keep a dynamically increasing array of all the views
created for a texture instead of just the last one.
v2: add comments, fix array size calculation,
release only the first sampler view found
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Tungsten Graphics Inc. was acquired by VMware Inc. in 2008. Leaving the
old copyright name is creating unnecessary confusion, hence this change.
This was the sed script I used:
$ cat tg2vmw.sed
# Run as:
#
# git reset --hard HEAD && find include scons src -type f -not -name 'sed*' -print0 | xargs -0 sed -i -f tg2vmw.sed
#
# Rename copyrights
s/Tungsten Gra\(ph\|hp\)ics,\? [iI]nc\.\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./g
/Copyright/s/Tungsten Graphics\(,\? [iI]nc\.\)\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./
s/TUNGSTEN GRAPHICS/VMWARE/g
# Rename emails
s/[email protected]/[email protected]/
s/[email protected]/[email protected]/g
s/jrfonseca-at-tungstengraphics-dot-com/jfonseca-at-vmware-dot-com/
s/jrfonseca\[email protected]/[email protected]/g
s/keithw\[email protected]/[email protected]/g
s/[email protected]/[email protected]/g
s/thomas-at-tungstengraphics-dot-com/thellstom-at-vmware-dot-com/
s/[email protected]/[email protected]/
# Remove dead links
s@Tungsten Graphics (http://www.tungstengraphics.com)@Tungsten Graphics@g
# C string src/gallium/state_trackers/vega/api_misc.c
s/"Tungsten Graphics, Inc"/"VMware, Inc"/
Reviewed-by: Brian Paul <[email protected]>
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These are replaced with
ctx->Const.Program[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}]. In
patches to follow, this will allow us to replace a lot of ad-hoc logic
with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' -o -iname '*.py' \
-o -iname '*.y' ')' -print0 | xargs -0 sed -i \
-e 's/Const\.VertexProgram/Const.Program[MESA_SHADER_VERTEX]/g' \
-e 's/Const\.GeometryProgram/Const.Program[MESA_SHADER_GEOMETRY]/g' \
-e 's/Const\.FragmentProgram/Const.Program[MESA_SHADER_FRAGMENT]/g'
Suggested-by: Brian Paul <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The GL_ARB_shadow spec says the shadow compare mode should have no
effect when sampling a color texture. As it was, it was up to
drivers to check for that (softpipe, llvmpipe, svga and probably
the rest don't do that). Note: it looks like DX10 allows shadow
compare with some non-depth formats, so this case really should be
handled in the state tracker.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Just use the gl_texture_object::_IsInteger field instead of
computing it from scratch.
Reviewed-by: Roland Scheidegger <[email protected]>
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Const.MaxTextureImageUnits -> Const.FragmentProgram.MaxTextureImageUnits
Const.MaxVertexTextureImageUnits -> Const.VertexProgram.MaxTextureImageUnits
etc.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is the only sane solution for nv50 and nvc0 (really, trust me),
but since on other hardware the border colour is tightly coupled with
texture state they'd have to undo the swizzle, so I've added a cap.
The dependency of update_sampler on the texture updates was
introduced to avoid doing the apply_depthmode to the swizzle twice.
v2: Moved swizzling helper to u_format.c, extended the CAP to
provide more accurate information.
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And the clear color too, though that may be an issue only with GL_RGB if it's
actually RGBA in the driver.
NOTE: This is a candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
v2: The types of st_translate_color parameters were changed to gl_color_union
and pipe_color_union as per Brian's comment.
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As with other recent changes, put the vertex and fragment sampler state
into arrays indexed by the shader type. This will let us easily add
support for other types of shaders in the future.
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