| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes lockups/asserts with depthstencil-render-miplevels tests and r600g.
Should also fix https://bugs.freedesktop.org/show_bug.cgi?id=50033
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Vadim Girlin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Previously, when the environment variable INTEL_DEBUG=aub was set,
mesa would simply instruct DRM to start dumping data to an .aub file,
but we would not provide DRM with any information about the format of
the data in various buffers. As a result, a lot of the data in the
generate .aub file would be unannotated, making further data analysis
difficult.
This patch causes the entire contents of each batch buffer to be
annotated using the data in brw->state_batch_list (which was
previously used only to annotate the output of INTEL_DEBUG=bat). This
includes data that was allocated by brw_state_batch, such as binding
tables, surface and sampler states, depth/stencil state, and so on.
The new annotation mechanism requires DRM version 2.4.34.
Reviewed-by: Eric Anholt <[email protected]>
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When we are generating an AUB dump, we make a final call to
aub_dump_bmp() as the context is being destroyed, to ensure that any
rendering performed before the application exits can be seen during a
simulation run. However, we were doing this before flushing the batch
buffer; as a result simulation runs would not always see the effect of
all rendering commands.
This patch flushes the batch buffer just before making the final call
to aub_dump_bmp(), to ensure that all rendering is properly captured
in the final bitmap.
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Fixes another case of sampler views being created by one context,
shared by another, then deleted by the first, leaving a dangling
pipe context pointer.
Reviewed-by: José Fonseca <[email protected]>
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Use it where performance matters more and the exact method of float->int
conversion/rounding isn't terribly important. There should no net change
here since F_TO_I() is the new name of the old IROUND() function.
Reviewed-by: José Fonseca <[email protected]>
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The different implementations of IROUND() behaved differently and in
the case of fistp, depended on the current x86 FPU rounding mode.
This caused some tests like piglit roundmode-pixelstore and
roundmode-getintegerv to fail on 32-bit x86 but pass on 64-bit x86.
Now IROUND() always rounds to the nearest integer (away from zero).
The new F_TO_I function converts a float to an int by whatever means
is fastest. We'll use this where we're more concerned with performance
and not too worried to how the conversion is done.
Reviewed-by: José Fonseca <[email protected]>
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The IROUND converted all arguments to 0 or 1. That's not what we wanted.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <[email protected]>
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If the MESA_GLSL env var contains "errors", GLSL compilation and
link errors will be reported to stderr.
Reviewed-by: Ian Romanick <[email protected]>
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IRIX isn't used anymore.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The VBO module now can handle primitive restart in software
if required.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The VBO module now can handle primitive restart in software
if required. Therefore this support is no londer required.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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If the PIPE_CAP_PRIMITIVE_RESTART screen param is not set, then enable
PrimitiveRestartInSoftware to enable software primitive restart
support in the VBO module.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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When PrimitiveRestartInSoftware is set, the VBO module will handle
primitive restart scenarios before calling the vbo->draw_prims
drawing function.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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If set, then the VBO module will handle all primitive
restart scenarios before calling the driver draw_prims.
Software primitive restart support is disabled by default.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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vbo_sw_primitive_restart implements primitive restart in software
by splitting primitive draws apart.
This is based on similar support in mesa/state_tracker/st_draw.c.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Otherwise, an incomplete framebuffer could have a NULL
_ColorReadBuffer and we'd deref that.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes assertion failure in piglit:
vs-mat2-struct-assignment.shader_test
vs-mat2-array-assignment.shader_test
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes piglit GL_ARB_shader_objeccts/getactiveuniform-beginend.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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By using the live variables code for determining interference, we can
handle coalescing in the presence of control flow, which the other
register coalescing path couldn't.
Total instructions: 207184 -> 206990
74/1246 programs affected (5.9%)
33993 -> 33799 instructions in affected programs (0.6% reduction)
There is a newerth shader that loses out, because of some extra MOVs
that now get their dead-code nature obscured by coalescing. This
should be fixed by doing better at dead code elimination.
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No functional change. This patch replaces the
brw_blorp_params::exec() method with a global function
brw_blorp_exec() that performs the operation described by the params
data structure.
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch enables MSAA for Gen6, by modifying intel_mipmap_tree to
understand multisampled buffers, adapting the rendering pipeline setup
to enable multisampled rendering, and adding multisample resolve
operations to brw_blorp_blit.cpp. Some preparation work is also
included for Gen7, but it is not yet enabled.
MSAA support is still fairly preliminary. In particular, the
following are not yet supported:
- Fully general blits between MSAA and non-MSAA buffers.
- Formats other than RGBA8, DEPTH24, and STENCIL8.
- Centroid interpolation.
- Coverage parameters (glSampleCoverage, GL_SAMPLE_ALPHA_TO_COVERAGE,
GL_SAMPLE_ALPHA_TO_ONE, GL_SAMPLE_COVERAGE, GL_SAMPLE_COVERAGE_VALUE,
GL_SAMPLE_COVERAGE_INVERT).
Fixes piglit tests "EXT_framebuffer_multisample/accuracy" on
i965/Gen6.
v2:
- In intel_alloc_renderbuffer_storage(), quantize the requested number
of samples to the next higher sample count supported by the
hardware. This ensures that a query of GL_SAMPLES will return the
correct value. It also ensures that MSAA is fully disabled on Gen7
for now (since Gen7 MSAA support doesn't work yet).
- When reading from a non-MSAA surface, ensure that s_is_zero is true
so that we won't try to read from a nonexistent sample.
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This patch expands the "blorp" component to be able to perform blits
as well as HiZ resolves. The new blitting code is located in
brw_blorp_blit.cpp. This includes the necessary fragment shader code
to look up pixels in the source buffer (which is configured as a
texture) and output them to the destination buffer (which is
configured as the render target).
Most of the time the fragment shader code is simple and
straightforward, since it merely has to apply a coordinate offset,
read from the texture, and write to the render target. However, in
the case of blitting stencil buffers, things are more complicated,
since the GPU stores stencil data using W tiling, and W tiling is not
supported for textures or render targets. So, we set up the stencil
buffers as Y tiled, and emit fragment shader code that adjusts the
coordinates to account for the difference between W and Y tiling.
Furthermore, since a rectangular region in W tiling does not
necessarily correspond to a rectangular region in Y tiling, we widen
the rectangle primitive to the nearest tile boundary and have the
fragment shader "kill" any pixels that don't fall inside the actual
desired destination rectangle.
All of this is a necessary prerequisite for implementing MSAA, since
we'll need to be able to blit between multisample color, depth, and
stencil buffers and their non-multisampled counterparts, and none of
the existing blitting mechanisms support multisampling.
In addition, the new blitting code should speed up operations where we
previously fell back to software rasterization, such as blitting of
stencil buffers. The current fallback sequence is: first we try to do
a blit using the hardware blitting engine. If that fails we try to do
a blit using the render path. If that also fails then we do the blit
using a meta-op (which may or may not fall back to software
rasterization).
Note that blitting using the render path has some limitations at the
moment: it only supports a few formats, and it doesn't support
clipping or scissoring. These limitations will be addressed in future
patch series.
v2:
- Add the code that configures the WM program to
gen{6,7}_emit_wm_config() and gen7_emit_ps_config() rather than
creating separate ...enable() functions.
- Call intel_prepare_render before determining which miptrees we are
blitting from/to, because it may cause miptrees to be reallocated.
- Allow the blit to mirror X and/or Y coordinates.
- Disable blorp blits on Gen7 for now, since they aren't working yet.
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This patch exposes the functions brw_get_surface_tiling_bits and
gen7_set_surface_tiling, so that they can be re-used when setting up
surface states in gen6_blorp.cpp and gen7_blorp.cpp.
Reviewed-by: Chad Versace <[email protected]>
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This patch splits up the gen6_blorp_exec and gen7_blorp_exec
functions, which were very long, into simple component functions.
With a few exceptions, there is one function per state packet.
This will allow blit functionality to be added without significantly
complicating the code.
Reviewed-by: Chad Versace <[email protected]>
v2: Rename the functions gen{6,7}_emit_wm_disable() to
gen{6,7}_emit_wm_config() (since the WM is not actually disabled
during HiZ ops; it simply doesn't have a program). Also, on gen7,
split out the configration of 3DSTATE_PS to a separate function
gen7_emit_ps_config().
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This patch groups together the parameters used by the HiZ functions
into a new data structure, brw_hiz_resolve_params, rather than passing
each parameter individually between the HiZ functions. This data
structure is a subclass of brw_blorp_params, which represents the
parameters of a general-purpose blit or resolve operation. A future
patch will add another subclass for blits.
In addition, this patch generalizes the (width, height) parameters to
a full rect (x0, y0, x1, y1), since blitting operations will need to
be able to operate on arbitrary rectangles. Also, it renames several
of the HiZ functions to reflect the expanded role they will serve.
v2: Rename brw_hiz_resolve_params to brw_hiz_op_params. Move
gen{6,7}_blorp_exec() functions back into gen{6,7}_blorp.h.
Reviewed-by: Chad Versace <[email protected]>
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Improves performance in Citybench:
- 320x240: 9.19589% +/- 0.557621%
- 1280x480: 3.90797% +/- 0.774429%
No apparent difference in OpenArena.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Improves performance in Citybench:
- 320x240: 19.8008% +/- 0.937818%
- 1280x480: 6.53856% +/- 0.859083%
No apparent difference in OpenArena nor Xonotic.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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done."
This reverts commit 31866308fcf989df992ace28b5b986c3d3770e90.
Fixes piglit glsl-fs-discard-exit-3 and unigine tropics rendering.
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be convenient when I want to comment out optimization code
to see the raw program being optimized, but more importantly will let
the interference check be used during optimization.
Acked-by: Kenneth Graunke <[email protected]>
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We could do more by handling abs/negate and non-GRF sources, but this is
a good start. Improves tropics performance 0.30% +/- .17% (n=43).
shader-db results:
Total instructions: 208032 -> 207184
60/1246 programs affected (4.8%)
23286 -> 22438 instructions in affected programs (3.6% reduction)
Reviewed-by: Kenneth Graunke <[email protected]>
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When I had a bug causing the backend to never finish optimizing, it
also sent me deep into swap. This avoids extra memory allocation per
trip through optimization, and thus may reduce the peak memory
allocation of the driver even in the success case.
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes compiler warnings.
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Total instructions: 18210 -> 17836
49/163 programs affected (30.1%)
12888 -> 12514 instructions in affected programs (2.9% reduction)
This reduces Lightsmark's "Scale down filter" shader from 395
instructions to 283, a whopping 28%. It also reduces register pressure
significantly: the SIMD8 program now uses 29 registers instead of 101,
giving us more than enough room for a SIMD16 program.
v2: Add && !inst->conditional_mod to the "skip some instructions" check.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This lets you omit some ampersands and is more idiomatic C++. Using
const also marks the function as not altering either register (which
was obvious, but nice to enforce).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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GL_INVALID_VALUE is generated if transpose is not GL_FALSE.
http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
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Instead of having to hack the code to enable these debugging options,
set them through the MESA_DEBUG env var.
Reviewed-by: Eric Anholt <[email protected]>
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This flag has been around for a while but it wasn't actually used anywhere.
Now, setting this flag causes a glFlush() to be issued after each
drawing call (including glBegin/End, glDrawElements, glDrawArrays,
glDrawPixels, glCopyPixels and glBitmap).
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Split the verbose and debug flag setup code into separate functions.
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This was being done in the _mesa_Flush/Finish() calls but if there
was an internal call to _mesa_flush/finish() the FLUSH_VERTICES()
wouldn't happen. Looks like only the intel and radeon drivers made
such calls in MakeCurrent().
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