| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Only do so if there is a shader writing gl_ViewportIndex.
This removes a lot of CPU overhead for the most common case.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 17.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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cso does that too
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: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Mainly don't (indirectly) call util_format_description here.
If the driver supports texture swizzling, this will always do the right
thing. If the driver doesn't support it, it doesn't matter.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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- Don't check GL_NONE (that was only for buffers).
- Don't use util_format_is_depth_or_stencil.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Remove handling of buffers from all texture paths.
This simplifies things for both buffers and textures.
get_sampler_view_format is also cleaned up not to call
util_format_is_depth_and_stencil.
v2: also update st_NewTextureHandle
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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It can just return a NULL sampler view, which is better than not doing
anything at all.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The linker takes care of it.
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: 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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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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This is now sensible thanks to the NewBlendColor flag.
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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This is a v2 of the previous patch (v1 didn't skip st_finalize_texture).
Reviewed-by: Samuel Pitoiset <[email protected]>
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v2: also update _mesa_uniform_handle for bindless textures
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
Reviewed-by: Brian Paul <[email protected]> (v1)
Reviewed-by: Timothy Arceri <[email protected]> (v1)
Reviewed-by: Samuel Pitoiset <[email protected]>
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This has the benefit that we get to set up constants for exactly
the shader stage that needs it.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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There are several new driver flags here so that it maps nicely to gallium.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Now AlphaFunc avoids the blend state update in st/mesa and avoids
_mesa_update_state_locked.
The GL_ALPHA_TEST enable won't trigger blend state updates in st/mesa
after st/mesa stops relying on _NEW_COLOR.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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skipping _mesa_update_state_locked
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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These are only used in the GL compatibility profile.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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st/mesa doesn't need the draw bounds for draw calls. I've added the call
where it's necessary in core Mesa and drivers, but I suspect that most
drivers can just move the call to the right places.
The core Mesa places aren't hot paths, so the call overhead doesn't matter
there.
For now, only st/mesa is made such that this function is invoked very
rarely.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This bypasses _mesa_update_state_locked.
Before:
DrawElements ( 1 VBOs, 4 UBOs, 8 Tex) w/ stencil enable change: 3.99 million
DrawArrays ( 1 VBOs, 4 UBOs, 8 Tex) w/ stencil enable change: 4.56 million
After:
DrawElements ( 1 VBOs, 4 UBOs, 8 Tex) w/ stencil enable change: 4.93 million
DrawArrays ( 1 VBOs, 4 UBOs, 8 Tex) w/ stencil enable change: 5.84 million
It's quite a difference in the draw call rate when ctx->NewState stays
equal to 0 the whole time.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The idea is to remove the dependency on _mesa_update_state_locked,
so that st/mesa can skip it for stencil state updates, and then stop
setting _NEW_STENCIL in mesa/main if the driver is st/mesa.
The main motivation is to stop invoking _mesa_update_state_locked for
certain state groups.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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I just noticed a warning with a non-debug build, but really
this could all be one line, and I'm not even 100% the assert
makes sense here.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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If you want to keep it for your driver, please raise your hand.
The prefix will probably have to be added into the driver instead of here.
I cringe when I look at my long renderer string:
Gallium 0.4 on AMD Radeon R9 Fury Series (DRM 3.17.0 / 4.11.0-staging-01277-gab25a9e, LLVM 5.0.0)
I'm sincerely sorry for all apps that detect Mesa by expecting "Gallium"
in the string.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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