| Commit message (Collapse) | Author | Age | Files | Lines |
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Unlocking the texture is not safe: another thread could come in and grab
it. Now that we use a recursive mutex, this should work. This also fixes
texture lock deadlocks in the new meta fast clear path.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Tested-by: Chris Forbes <[email protected]>
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This avoids problems with things like meta operations calling functions
that want to take the lock while the lock is already held. Basically,
the point is to guard against API reentrancy across threads...not to
guard against ourselves.
Dave Airlie opposed this change, but it makes master usable again and no
one proposed a better solution. We can revert this if/when someone
does.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Tested-by: Chris Forbes <[email protected]>
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total instructions in shared programs: 4288033 -> 4266151 (-0.51%)
instructions in affected programs: 930915 -> 909033 (-2.35%)
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Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Timothy Arceri <[email protected]>
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The docs say "When performing a render target resolve, PIPE_CONTROL with end
of pipe sync must be delivered.", which doesn't actually tell us whether we
need to do it before or after. Blorp did it before and after, and doing it
before certainly makes sense. The resolve operation needs to read from the
MCS and if we don't flush the render cache it won't get up-to-date data.
On the other hand, doing it after should not be necessary, since we call
brw_render_cache_set_check_flush() after the resolve.
Fixes rendering corruption in kwin's cover switch effect and various steam
games.
Missing flush spotted by Ken.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Kristian Høgsberg <[email protected]>
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The extension requires GL 3.0, so enable on just the generations
exposing that.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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total instructions in shared programs: 4344280 -> 4288033 (-1.29%)
instructions in affected programs: 397468 -> 341221 (-14.15%)
Reviewed-by: Kenneth Graunke <[email protected]>
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This is a follow-on fix to commit 39b40ad144. Fixes a crash if the
user calls glDrawBuffers(0, NULL).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82814
Cc: "10.2" <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Tobias Klausmann <[email protected]>
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Also add an extension bit so we can safely enable
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Tobias Klausmann <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Tobias Klausmann <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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The loop over all instructions is now two-fold, over all of the blocks
and all of the instructions in each block.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Use this as an opportunity to rename 'block_num' to 'num'. block->num is
clear, and block->block_num has always been redundant.
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The next patch adds a foreach_block (block, cfg) macro, which works
better if it provides a direct bblock_t pointer, rather than a
bblock_link pointer that you have to use to find the actual block.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Doesn't use fewer instructions, but it does avoid writing the flag
register and if we want to switch the representation of true for Gen4/5
in the future, we can just delete the AND instruction.
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total instructions in shared programs: 4288650 -> 4282838 (-0.14%)
instructions in affected programs: 595018 -> 589206 (-0.98%)
Reviewed-by: Anuj Phogat <[email protected]>
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total instructions in shared programs: 4292303 -> 4288650 (-0.09%)
instructions in affected programs: 299670 -> 296017 (-1.22%)
Reviewed-by: Anuj Phogat <[email protected]>
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AND, OR, and XOR can generate the conditional code directly.
total instructions in shared programs: 4293335 -> 4292303 (-0.02%)
instructions in affected programs: 121408 -> 120376 (-0.85%)
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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Dead since the call to _mesa_generate_parameters_list_for_uniforms
was removed in commit 12751ef2. So this was why all of that code that
was supposed to fix up the value of a uniform bool to wasn't happening.
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
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JIP/UIP were previously in units of compacted instructions. On Gen8
they're in units of bytes.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Fredrik Höglund <[email protected]>
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If ->sys is non-null, we might decide that it's where the data is
stored.
Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: <[email protected]>
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The function should return GLboolean, not GLenum.
If we detect invalid compressed pixel storage parameters, we should
return GL_TRUE, not GL_FALSE so that the function is no-op'd.
An update to the piglit s3tc-errors test will check this.
Reviewed-by: Matt Turner <[email protected]>
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to pixelstore.c, add const qualifier to the 'packing' parameter.
Add comments.
Reviewed-by: Matt Turner <[email protected]>
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Replace the gl_texture_image parameter with mesa_format since we only
used the image's format.
Add some comments.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: <[email protected]>
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For gen6 we will use the ALL_SLICES_AT_EACH_LOD miptree layout for
separate stencil/hiz. This is needed because gen6 hiz and separate
stencil only support a single miplevel. When accessing the other LODs,
we will program a tile aligned offset for the bo.
PRM Volume 1, Part 1, 7.18.3.7.2 For separate stencil buffer [DevILK]
to [DevSNB]:
"The separate stencil buffer does not support mip mapping, thus the
storage for LODs other than LOD 0 is not needed."
We still allocate storage for the other stencil mip-levels within a
single texture, but each mip-level will use non-mip-array spacing.
PRM Volume 2, Part 1, 7.5.3 Hierarchical Depth Buffer
"[DevSNB]: The hierarchical depth buffer does not support the LOD
field, it is assumed by hardware to be zero. A separate
hierarachical depth buffer is required for each LOD used, and the
corresponding buffer’s state delivered to hardware each time a new
depth buffer state with modified LOD is delivered."
We allocate storage for the other hiz mip-levels within a single
texture, but each mip-level will use non-mip-array spacing.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Since gen6 separate stencil & hiz only supports LOD0, we need to
program an offset to the LOD when emitting the separate stencil/hiz.
v3:
* Use new array_layout enum
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Gen6 doesn't support multiple miplevels for hiz and stencil.
Therefore, we must point to the LOD directly during rendering.
But, we also have removed the tile offsets from normal depth surfaces,
so we need to align each LOD to a tile boundary for hiz and stencil.
v3:
* Use new array_layout enum
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Previously array_layout ALL_SLICES_AT_EACH_LOD was only used for array
spacing lod0 on gen7+ and therefore was only used with a single mip
level.
gen6 separate stencil & hiz only support LOD0, so we need to allocate
the miptree similar to gen7+ array spacing lod0, except we also need
space for multiple mip levels. (Since OpenGL stencil and depth support
multiple LODs.)
The miptree is allocated with tightly packed array slice spacing, but
we still also pack the miplevels into the region similar to a normal
multi mip level packing.
A 2D Array texture with 2 slices and multiple LODs would look somewhat
like this:
+----------+
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+----------+
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+----------+
+---+ +-+
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+---+ +-+
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+---+
v3:
* Use new array_layout enum
* ASCII art!
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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gen6 does not support multiple miplevels with separate
stencil/hiz. Therefore we need to layout its miptree with no mipmap
spacing between the slices of each miplevel.
v3:
* Use new array_layout enum
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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We will want to setup gen6 separate stencil and hiz miptrees in a
layout that is similar to array_spacing_lod0. This is needed because
gen6 hiz and stencil only support a single mip-level.
In both use cases (gen7+ LOD0 spacing & gen6 separate stencil/hiz),
the array slices will be packed at each LOD without reserving extra
space for LODs within each array slice.
So, we generalize the name of this field and add comments to indicate
the old and new uses.
Motivation for the gen6 change comes from the PRM:
PRM Volume 1, Part 1, 7.18.3.7.2 For separate stencil buffer [DevILK]
to [DevSNB]:
"The separate stencil buffer does not support mip mapping, thus the
storage for LODs other than LOD 0 is not needed."
PRM Volume 2, Part 1, 7.5.3 Hierarchical Depth Buffer
"[DevSNB]: The hierarchical depth buffer does not support the LOD
field, it is assumed by hardware to be zero. A separate
hierarachical depth buffer is required for each LOD used, and the
corresponding buffer’s state delivered to hardware each time a new
depth buffer state with modified LOD is delivered."
v2:
* Rename array_spacing_lod0 to non_mip_arrays
v3:
* Instead, replace array_spacing_lod0 with array_layout enum
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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(bf25ee2 for gen6)
Previously we would always find the 2D sub-surface of interest,
and then program the surface to this location. Now we always
program the 3DSTATE_DEPTH_BUFFER at the start of the surface.
To select the lod/slice, we utilize the lod & minimum array
element fields.
We also must disable brw_workaround_depthstencil_alignment for
gen >= 6. Now the hardware will handle alignment when rendering
to additional slices/LODs.
v3:
* Set depth_mt bo RELOC offset to 0, as was done in bf25ee2
Signed-off-by: Jordan Justen <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=56127
Reviewed-by: Topi Pohjolainen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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(f3c886b for gen6)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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(e3a49e1 for gen6)
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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(a23cfb8 for gen6)
In layered rendering this will be 0. Otherwise it will be the
selected slice.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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