| Commit message (Collapse) | Author | Age | Files | Lines |
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Shorter than compiler->scalar_stage[MESA_SHADER_VERTEX], which can
help with line-wrapping.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The RS and hardware binding tables are only supported on the 3D
pipeline and can lead to corruption if left enabled during a GPGPU
workload. Disable it when switching to the GPGPU (or media) pipeline
and re-enable it when switching back to the 3D pipeline.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
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pipeline.
This hardware bug can supposedly lead to a hang on IVB and VLV.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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AFAIK brw_emit_select_pipeline() is only called once during context
init on Gen4-5, at which point the pipeline is likely to be already
idle so it may just happen to work by luck regardless of the MI_FLUSH.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Switching the current pipeline while it's not completely idle or the
read and write caches aren't flushed can lead to corruption. Fixes
misrendering of at least the following Khronos CTS test:
ES31-CTS.shader_image_load_store.basic-allTargets-store-fs
The stall and flushes are no longer required on Gen8+.
v2: Emit PIPE_CONTROL with non-zero post-sync op before the write
cache flush on SNB due to hardware bug. (Ken)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93323
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This hardware bug can cause a hang on context restore while the
current pipeline is set to GPGPU (BDWGFX HSD 1909593). In addition to
clearing the valid bit, mark the CC state as dirty to make sure that
the CC indirect state pointer is re-emitted when we switch back to the
3D pipeline.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be used on Gen8+ to make sure that the color calculator
state pointers are re-emitted when switching back to the 3D pipeline
after some GPGPU workload due to a hardware workaround. There are
other state bits already defined that could be used to achieve the
same effect but they all cause a ton of unrelated state to be
re-emitted (e.g. BRW_NEW_STATE_BASE_ADDRESS), so just define a new
one, state bits are cheap.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This fixes the recently posted mipmap + texture views piglit test.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This patch adds a new interface to support hardware mipmap generation.
PIPE_CAP_GENERATE_MIPMAP is added to allow a driver to specify
if this new interface is supported; if not supported, the state tracker will
fallback to mipmap generation by rendering/texturing.
v2: add PIPE_CAP_GENERATE_MIPMAP to the disabled section for all drivers
v3: add format to the generate_mipmap interface to allow mipmap generation
using a format other than the resource format
v4: fix return type of trace_context_generate_mipmap()
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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To silence a compiler warning. Trivial.
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The OpenGL specifications for bitfieldExtract() says:
The result will be undefined if <offset> or <bits> is negative, or if
the sum of <offset> and <bits> is greater than the number of bits
used to store the operand.
Therefore passing bits=32, offset=0 is legal and defined in GLSL.
But the earlier SM5 ubfe/ibfe opcodes are specified to accept a bitfield width
ranging from 0-31. As such, Intel and AMD instructions read only the low 5 bits
of the width operand, making them not able to implement the GLSL-specified
behavior directly.
This commit adds ubfe/ibfe operations from SM5 and a lowering pass for
bitfield_extract to to handle the trivial case of <bits> = 32 as
bitfieldExtract:
bits > 31 ? value : bfe(value, offset, bits)
Fixes:
ES31-CTS.shader_bitfield_operation.bitfieldExtract.uvec3_0
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92595
Reviewed-by: Connor Abbott <[email protected]>
Tested-by: Marta Lofstedt <[email protected]>
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We check that a bunch of raster operations are disabled in
blit_copy_pixels(). We also need to check that color logicop is
disabled.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Drivers are expected to avoid unnecessary work when possible in this code
path.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Change the check to be in line with what the quoted spec fragment says.
I have sent out a piglit test for this as well.
Reviewed-by: Ian Romanick <[email protected]>
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The internal Mesa format used for a texture might not match the one
requested in the internalFormat when the texture was created, for
example if the driver is internally remapping RGB textures to RGBA.
Otherwise it can cause false positives for completeness if one mipmap
image is created as RGBA and the other as RGB because they would both
have an RGBA Mesa format. If we check the InternalFormat instead then
we are directly checking the API usage which I think better matches
the intention of the check.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93700
Reviewed-by: Anuj Phogat <[email protected]>
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I spotted this while looking for what needs updating in future platforms.
I'm too lazy to go through the git logs, but it was probably missed by Jason
when all the brw refactoring happened.
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Ilia changed shader-db's run.c to not expect messages to contain a
newline in shader-db commit 51bbc8035.
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TGSI doesn't use these - it just translates ir_quadop_bitfield_insert
directly. NIR can handle ir_quadop_bitfield_insert as well.
These opcodes were only used for i965, and with Jason's recent patches,
we can do this lowering in NIR (which also gains us SPIR-V handling).
So there's not much point to retaining this GLSL IR lowering code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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A shader in Unreal4 uses the result of divide by zero in its color
output, producing NaN and triggering this assertion since NaN is not
equal to itself.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93560
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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To silence a compiler warning about a const/non-const mismatch.
Reviewed-by: Ian Romanick <[email protected]>
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I added this code right at the end, and got it wrong.
Only used by the WGL_ARB_render_texture code.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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The RGBX surface formats aren't renderable so we internally remap them
to RGBA when rendering. They are retained as RGBX when used as
textures. However since the previous patch fast clears are disabled
for surfaces that use a different format for rendering than for
texturing. To avoid this situation we can just pretend not to support
RGBX formats at all. This will cause the upper layers of mesa to pick
an RGBA format internally instead. This should be safe because we
always override the alpha component to 1.0 for RGBX in the texture
swizzle anyway. We could also do this for all gens except that it's a
bit more difficult when the hardware doesn't support texture
swizzling. Gens using the blorp have further problems because that
doesn't implement this swizzle override.
Reviewed-by: Anuj Phogat <[email protected]>
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Fixes regression on SSO tests that have both non-compute and
compute programs in a program pipeline.
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93532
Reviewed-by: Marta Lofstedt <[email protected]>
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Reviewed-by: Tapani Pälli <[email protected]>
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This adds barrier dependencies around TCS_OPCODE_URB_WRITE, preventing
reads and writes from being incorrectly scheduled.
Fixes rendering in GFXBench 4.0's tessellation demo.
For some reason, we haven't ever listed URB writes as having
side-effects. This hasn't been a problem because in most stages, we
never read from the URB, and only write to each location once.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93526
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Patch changes linker to allocate gl_shader_variable instead of using
ir_variable. This makes it possible to get rid of ir_variables and ir
in memory after linking.
v2: check that we do not create duplicate entries with
packed varyings
v3: document 'patch' bit (Ilia Mirkin)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We already check if the driver changed the completeness, we don't
need to duplicate that check. Let's just early out there instead.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The path that depends on this will be avoided (by fallback_required) if
the extension is not supported. _mesa_set_sampler_srgb_decode does not
generate GL errors (by design), so there are no problems there.
I kept this change separate and last because it is one of the few in the
series that is not a candidate for the stable branch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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All of the calls after the first _mesa_bind_sampler call are DSA style
calls that don't depend on the current binding.
I kept this change separate and last because it is one of the few in the
series that is not a candidate for the stable branch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Jason Ekstrand <[email protected]>
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instead of GL API object handle
Some meta operations can be called recursively. Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used. If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Jason Ekstrand <[email protected]>
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instead of GL API object handle
Some meta operations can be called recursively. Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used. If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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API object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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_mesa_meta_setup_sampler
tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Jason Ekstrand <[email protected]>
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GL API object handle
Some meta operations can be called recursively. Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used. If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.
v2: Add a comment explaining why samp_obj_save is set to NULL in
_mesa_meta_fb_tex_blit_begin. This came out of review feedback from
Jason.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This requires tracking the sampler object using the gl_sampler_object*
instead of the object name.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Pulls the parts of _mesa_BindSampler that aren't just parameter
validation out into a function that can be called from other parts of
Mesa (e.g., meta).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Add filter enum assertions. Suggested by Jason.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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I was going to send this as review for dce1e1a8, but I missed that
window. This saves 64 bytes of unshared data and prelaces it with 96
bytes shared text. My guess is that some of the calls to memcpy get
optimized to something else.
text data bss dec hex filename
7847613 220208 27432 8095253 7b8615 i965_dri.so before
7847709 220144 27432 8095285 7b8635 i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: Brian Paul <[email protected]>
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Gen9+ requires us to emit 3DSTATE_BINDING_TABLE_POINTERS_HS for the
hull shader push constants to take effect. The passthrough TCS uses
push constants for the default tessellation levels. So, when those
change, we need to re-upload the binding table as well.
Fixes five Piglit tests on Skylake:
- spec/arb_tessellation_shader/vs-tes-vertex
- spec/arb_tessellation_shader/vs-tes-tessinner-tessouter-inputs-quads
- spec/arb_tessellation_shader/vs-tes-tessinner-tessouter-inputs-tris
- spec/arb_tessellation_shader/tes-read-texture
- spec/arb_tessellation_shader/tess_with_geometry
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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