| Commit message (Collapse) | Author | Age | Files | Lines |
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64934
NOTE: This is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <[email protected]>
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It turns out the MI_LOAD_REGISTER_IMM approach doesn't work on Haswell,
and regressed essentially all the transform feedback Piglit tests.
This morally reverts eaa6fbe6d54dc99efac4ab8e800edef65ce8220d. However,
the code is still simpler than it was. On BeginTransformFeedback, we
simply flush the batch and set the SOL reset flag so that the next batch
will start with zeroed offsets. There's still no software counting.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64887
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Enables guardband clipping when the viewport covers the entire render
target.
No piglit regressions on Ironlake.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Relaxes the validation of
OPTION ARB_precision_hint_{nicest,fastest};
to allow duplicate options. The spec says that both /nicest/ and
/fastest/ cannot be specified together, but could be interpreted
either way for respecification of the same option.
Other drivers (NVIDIA etc) accept this, and at least one Unity3D game
expects it to succeed (Kerbal Space Program).
V2: Add spec quote.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=59440
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The hardware does it, so no need for this workaround.
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
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This should already be handled by _mesa_base_tex_format() calls in
TexImage*.
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Most of the work in BeginTransformFeedback is only necessary on Gen6.
We may as well just skip it on Gen7+.
v2: Add an intel->gen == 6 assert.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now that we have hardware contexts, we don't need to continually
reprogram the GS_SVBI_INDEX registers. They're automatically saved and
restored with the context, so they can just increment over time. We
only need to reset them when starting transform feedback.
There's also no reason to delay until the next drawing operation; we can
just emit the packet immediately. However, this means we must drop the
initialization in brw_invariant_state, as BeginTransformFeedback may
occur before the first drawing in a context.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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EXT_transform_feedback isn't yet supported on Gen4-5, so none of this
query code is actually used. This also means we can remove some of the
surrounding support code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This was only used for the the non-hardware context code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We can just do it ourselves with MI_LOAD_REGISTER_IMM.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Failing to get a hardware context now means failing to load the driver,
so this code will never get hit.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Using a function-like macro makes it easy to loop over all four streams.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64745
Note: This is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <[email protected]>
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meta.h should be included in brw_state_upload.c to get access to
function _mesa_meta_in_progress().
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Now that we have hardware contexts and can use MI_STORE_REGISTER_MEM,
we can use the GPU's pipeline statistics counters rather than going out
of our way to count primitives in software.
Aside from being simpler, this also paves the way for Geometry Shaders,
which can output an arbitrary number of primitives on the GPU. It will
also allow us to use hardware primitive restart when these queries are
in use.
The GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN query is easy: it
corresponds to the SO_NUM_PRIMS_WRITTEN/SO_NUM_PRIMS_WRITTEN0_IVB
counters.
The GL_PRIMITIVES_GENERATED query is trickier. Gen provides several
statistics registers which /almost/ match the semantics required:
- IA_PRIMITIVES_COUNT
The number of primitives fetched by the VF or IA (input assembler).
This undercounts when GS is enabled, as it can output many primitives.
- GS_PRIMITIVES_COUNT
The number of primitives output by the GS. Unfortunately, this
doesn't increment unless the GS unit is actually enabled, and it
usually isn't.
- SO_PRIM_STORAGE_NEEDED*_IVB
The amount of space needed to write primitives output by transform
feedback. These naturally only work when transform feedback is on.
We'd also have to add the counters for all four streams.
- CL_INVOCATION_COUNT
The number of primitives processed by the clipper. This doesn't work
if the GS or SOL throw away primitives for rasterizer discard.
However, it does increment even if the clipper is in REJECT_ALL mode.
Dynamically switching between counters would be painfully complicated,
especially since GS, rasterizer discard, and transform feedback can all
be switched on and off repeatedly during a single query.
The most usable counter is CL_INVOCATION_COUNT. The previous two
patches reworked rasterizer discard support so that all primitives hit
the clipper, making this work.
v2: Occlusion query bug fixes removed and squashed in earlier patches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This has more of a negative impact than the previous patch, as on Gen6
passing primitives through to the clipper means we actually have to make
the GS thread write them to the URB.
I don't see another good solution though, and rasterizer discard is not
the most common of cases, so hopefully it won't be too terrible.
v2: Add a perf_debug; resolve rebase conflicts on the brw dirty flags;
remove the rasterizer_discard field from brw_gs_prog_key.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> [v1]
Reviewed-by: Paul Berry <[email protected]>
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In order to implement the GL_PRIMITIVES_GENERATED query in a sane
fashion on our hardware, we can't discard primitives until the clipper.
The patch after next explains the rationale.
By setting the clipper to REJECT_ALL mode, all primitives get thrown away,
so rendering is still appropriately disabled.
This may negatively impact performance in the rasterizer discard case,
but it's unclear how much and this hasn't been observed to be a
bottleneck in any application we've looked at. The clipper is the very
next stage in the pipeline, so I don't think it will be terrible.
v2: Add a perf_debug; resolve rebase conflicts on the brw dirty flags.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We don't currently use the clipper statistics, but we'll soon use
CL_INVOCATIONS_COUNT to implement the GL_PRIMITIVES_GENERATED query.
The number of primitives generated is not supposed to be altered during
operations such as glGenerateMipmap.
Prevents spec/EXT_transform_feedback/generatemipmap prims_generated
from breaking when we start using pipeline statistics registers to
implement the GL_PRIMITIVES_GENERATED query in a few commits.
v2: Use the BRW_NEW_META_IN_PROGRESS flag for correct state handling.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> [v1]
Reviewed-by: Paul Berry <[email protected]>
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This will allow us to disable statistics during meta operations.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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These come from the Ivybridge PRM, Volume 1, Part 3.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Hardware contexts greatly simplify the query object code. The pipeline
statistics counters get saved and restored with the context, which means
that we don't need to worry about other workloads polluting them.
This means that we can simply write a single pair of values (one at
BeginQuery and one at EndQuery) rather than a series of pairs. This
also means we don't need to worry about the BO getting full. We also
don't need to delay BO allocation and starting snapshot until the first
draw.
The generation split here is a little off: technically, Ironlake can also
support hardware contexts. However, the kernel currently doesn't, and
even if it were to do so someday, we'd need to wait a while before
bumping the kernel requirement to take advantage of it.
v2: Incorporate Paul's feedback.
- Clarify which functions are Gen4/5-only via assertions and comments.
- Change how driver hook initialization happens.
- Update comments.
- Squash a bug fix from a later commit here where it belongs.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> [v1]
Acked-by: Paul Berry <[email protected]>
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BLORP is used for operations like glClear, glCopyTexImage, and
glBlitFramebuffer which aren't supposed to contribute fragments toward
occlusion queries.
This prevents Piglit tests from breaking in the next commit.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Hardware contexts are necessary to reasonably support OpenGL 3.2.
In particular, we currently maintain software counters for transform
feedback buffer offsets and counters, which relies on knowing the number
of primitives generated. Geometry shaders violate that assumption.
At the time of writing, Debian has moved to Kernel 3.8, which means most
people probably have a newer kernel by now. It's also worth noting that
this patch won't land until Mesa 10 which is currently targeted for
September. By that point, even more people will have a newer kernel.
Also, don't bother trying to allocate contexts on pre-Gen6, as it
currently will always fail, and if this changes in the future, we'll
need to reevaluate our hw_ctx/gen checks.
This patch leaves the code for flagging BRW_NEW_CONTEXT on new
batchbuffers if hw_ctx == NULL since that still occurs pre-Gen6.
Also remove the Gen7+ check for kernel 3.3, since it's now redundant.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Kernel 3.3 introduced the SOL reset execbuf parameter, needed for GL 3.0
on Ivybridge. Bumping the requirement will give an obvious error
message rather than simply reporting GL 2.1.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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brw_link_shader() unconditionally calls lower_vector_insert() with true
as the second parameter. This means that both constant and variable
indexed expressions will get lowered, so we should never see this in the
backend.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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do_vec_index_to_swizzle() should remove any vector extract operations
with a constant index. It's unconditionally called from
do_common_optimization().
do_vec_index_to_cond_assign() should remove the rest, and it is
unconditionally called from brw_link_shader(). This means that we
should never see ir_binop_vector_extract in the backend.
Silences compiler warnings.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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I don't know what this code was trying to do but whatever it was it couldn't
have worked since negation of integer boolean inputs while not specified as
outright illegal (not yet at least) won't do anything since it doesn't affect
the result of comparison with zero at all. In fact it looks like the whole
instruction can just be omitted.
Reviewed-by: Marek Olšák <[email protected]>
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Now that the rb has a reference to the teximage, we didn't need anything
else out of the attachment.
Reviewed-by: Kenneth Graunke <[email protected]>
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We keep having to pass the attachments around with our gl_renderbuffers
because that's the only way to find what the gl_renderbuffer actually
refers to. This is a step toward removing that (though drivers still need
the Zoffset as well).
Reviewed-by: Kenneth Graunke <[email protected]>
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I should have killed this in my previous cleanup.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is the opportunity that radeon and intel drivers rely on for flushing
render targets that may get reused as textures. Before EGL, that only
happened for GL_TEXTURE attachments.
Fixes piglits:
KHR_gl_renderbuffer_image/renderbuffer-texture
OES_EGL_image/renderbuffer-texture
NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
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When an application is using PBOs, we attempt to use the BLT engine to
perform ReadPixels. If that fails due to some restrictions, it's useful
to raise a performance warning.
In the non-PBO case, we always use a CPU mapping since getting the data
into client memory requires a CPU-side copy. This is a very common case,
so raising a performance warning is annoying. In particular, apitrace's
image dumping code hits this path, causing it to print hundreds of
thousands of performance warnings via ARB_debug_output. This tends to
obscure actual errors or other important messages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When intel_finalize_mipmap_tree() calls intel_miptree_copy_teximage()
to reassemble a depth miptree that has been broken apart into pieces
(to deal with misalignment of levels/layers within the miptree), it
just copies the depth data, not the HiZ data. This is reasonable,
since the alignment restrictions of HiZ are a large part of the reason
why the miptree had to be broken apart in the first place. However,
in order for the depth copy to be sufficient, we need to do a depth
resolve first, to make sure any deferred depth writes that are in the
HiZ buffer get performed.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=64662 and
https://bugs.freedesktop.org/show_bug.cgi?id=64659.
NOTE: This is a candidate for stable release branches.
Reviewed-by: Chad Versace <[email protected]>
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There were 2 issues with it:
1) The texture format which should be used for texturing was only set
in gl_texture_image::TexFormat, which wasn't used for sampler views.
2) Textures are sometimes reallocated under some circumstances
in st_finalize_texture, which is unacceptable if the texture comes
from a window system.
The issues are resolved as follows:
1) If surface_based is true (texture_from_pixmap, etc.), store the format
in a new variable st_texture_object::surface_format.
2) Don't reallocate a surface-based texture in st_finalize_texture.
Also don't use st_ChooseTextureFormat is st_context_teximage, because
the format is dictated by the caller.
This fixes the glx-tfp piglit test.
Reviewed-by: Adam Jackson <[email protected]>
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This should have no change on driver operation, but it means that when you
wonder why some format isn't supported natively, you can just look at the
table above, instead of wondering if maybe there's an appropriate entry in
the surface formats table that is already supported.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously we would expand it to RGBA_FLOAT16. This format now comes out
as framebuffer incomplete, but it seems worth the memory savings if that's
what people are asking for (and GL3 does list it under "texture-only"
color formats)
Reviewed-by: Kenneth Graunke <[email protected]>
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The next commit introduces what is apparently our first one, which tripped
over this in glReadPixels.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This is a step on the way to removing some of our code for forcing alpha
to 1, but I want easy bisecting so I'll add groups of formats separately.
Reviewed-by: Kenneth Graunke <[email protected]>
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All drivers now clamp this to the appropriate range for the bound
stencil buffer when emitting stencil state.
NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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V2: Drop spurious mask with 0xff.
NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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