| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The thread scratch space is thread-local so using the full IA-coherent
stateless surface index (255 since Gen8) is unnecessary and
potentially expensive. On Gen8 and early steppings of Gen9 this is
not a functional change because the kernel already sets bit 4 of
HDC_CHICKEN0 which overrides all HDC memory access to be non-coherent
in order to workaround a hardware bug.
This happens to fix a full system hang when running any spilling code
on a pre-production SKL GT4e machine I have on my desk (forcing all
HDC access to non-coherent from the kernel up to stepping F0 might be
a good idea though regardless of this patch), and improves performance
of the OglPSBump2 SynMark benchmark run with INTEL_DEBUG=spill_fs by
33% (11 runs, 5% significance) on a production SKL GT2 (on which HDC
IA-coherency is apparently functional so it wouldn't make sense to
disable globally).
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Unfortunately Gen7 scratch block reads and writes seem to be hardwired
to BTI 255 even on Gen9+ where that index causes the dataport to do an
IA-coherent read or write. This change is required for the next patch
to be correct, since otherwise we would be writing to the scratch
space using non-coherent access and then reading it back using
IA-coherent reads, which wouldn't be guaranteed to return the value
previously written to the same location without introducing an
additional HDC flush in between.
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
| |
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
No drivers currently implement ARB_geometry_shader4, nor are there
any plans to implement it. We only support the version of geometry
shaders that was incorporated into OpenGL 3.2 / GLSL 1.50.
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Patch adds additional mask for tracking which vertex arrays have
associated vertex buffer binding set. This array can be directly
compared to which vertex arrays are enabled and should match when
drawing.
Fixes following CTS tests:
ES31-CTS.draw_indirect.negative-noVBO-arrays
ES31-CTS.draw_indirect.negative-noVBO-elements
v2: update mask in vertex_array_attrib_binding
v3: rename mask and make it track _BoundArrays which matches what
was actually originally wanted (Fredrik Höglund)
v4: code cleanup, check for GLES 3.1 (Fredrik Höglund)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Fredrik Höglund <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
While we correctly set output[] for composite varyings, we set completely
bogus values for output_components[], making emit_urb_writes() output
zeros instead of the actual values.
Unfortunately, our simple approach goes out the window, and we need to
recurse into structs to get the proper value of vector_elements for each
field.
Together with the previous patch, this fixes rendering in an upcoming
game from Feral Interactive.
v2: Use pointers instead of pass-by-mutable-reference (Jason, Matt).
Cc: "11.1 11.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Apparently we have literally no support for FS varying struct inputs.
This is somewhat surprising, given that we've had tests for that very
feature that have been passing for a long time.
Normally, varying packing splits up structures for us, so we don't see
them in the backend. However, with SSO, varying packing isn't around
to save us, and we get actual structs that we have to handle.
This patch changes fs_visitor::emit_general_interpolation() to work
recursively, properly handling nested structs/arrays/and so on.
(It's easier to read with diff -b, as indentation changes.)
When using the vec4 VS backend, this fixes rendering in an upcoming
game from Feral Interactive. (The scalar VS backend requires additional
bug fixes in the next patch.)
v2: Use pointers instead of pass-by-mutable-reference (Jason, Matt).
Cc: "11.1 11.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The enable of AMD_performance_monitor is no longer related to whether
queries are run by the GPU since the commit mentioned below.
Suggested-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
commit ddf27a3dd062c78ff49a69a1396be4de9c1b5d37
Author: Nicolai Hähnle <[email protected]>
Date: Tue Nov 10 13:35:01 2015 +0100
gallium: remove pipe_driver_query_group_info field type
|
|
|
|
| |
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Most applications never use performance counters, so allow drivers to
skip potentially expensive initialization steps.
A driver that wants to use this must enable the appropriate extension(s)
at context initialization and set the InitPerfMonitorGroups driver function
which will be called the first time information about the performance monitor
groups is actually used.
The init_groups helper is called for API functions that can be called before
a monitor object exists. Functions that require an existing monitor object
can rely on init_groups having been called before.
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
| |
Acked-by: Kenneth Graunke <[email protected]>
|
|
|
|
| |
Fixes a warning introduced by commit dcadd855.
|
|
|
|
| |
(And add an unreachable() in one place that didn't have a default case)
|
|
|
|
|
|
|
|
|
| |
This setting is only used by glTexCoordPointer and related glEnable
calls. Since the preceeding commits removed all of those, it is not
necessary to save, reset to default, or restore this state.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
| |
Nothing left in meta does anything with the VBO binding, so we don't
need to save or restore it. The VAO binding is still modified.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
| |
_mesa_meta_DrawTex
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
| |
_mesa_meta_DrawTex
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
_mesa_meta_setup_vertex_objects
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: Anuj Phogat <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The fixed-function attribute paths don't get the DSA treatment because
there are no DSA entry-points for fixed-function attributes. These
could have been added, but this is a temporary patch intended to make
later patches easier to review.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Meta currently does this, but future changes will make this impossible.
Explicitly do it as a step in the patch series now to catch any possible
kinks.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
| |
_mesa_meta_setup_vertex_objects
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Instead of going through the GL API implementation functions, use the
lower-level functions. This means that we have to keep track of a
pointer to the gl_buffer_object and the gl_vertex_array_object.
This has two advantages. First, it avoids a bunch of CPU overhead in
looking up objects and validing API parameters. Second, and much more
importantly, it will allow us to stop calling _mesa_GenBuffers /
_mesa_CreateBuffers and pollute the buffer namespace (next patch).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Future patches will use the brw_context instead. Keeping this
non-functional change separate should make the function changes easier
to review.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
_mesa_enable_vertex_array_attrib
Pulls the parts of enable_vertex_array_attrib that aren't just parameter
validation out into a function that can be called from other parts of
Mesa (e.g., meta).
_mesa_enable_vertex_array_attrib can also be used to enable
fixed-function arrays.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Pulls the parts of update_array_format 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: Anuj Phogat <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This reverts commit a280e83d71bb046098ed5380cb053318f9e8cf8e.
It breaks INTEL_DEBUG=fs output. For example,
glsl-fs-discard-01.shader_test has 11 instructions but only prints 5.
Acked-by: Matt Turner <[email protected]>
|
|
|
|
| |
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
| |
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
It's only called from C, it compiles as C, so just compile it as C.
Notice the missing extern "C" on the definition of the function, which
would screw things up if the prototype wasn't parsed before the
definition.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
| |
brw_inst.h is only for the brw_inst/brw_compact_inst functions.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
| |
It's never used.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
We were including it in headers, which then caused it to be included in
tons of places it wasn't needed.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
| |
These functions' prototypes are marked with extern "C", which apparently
overrides a lack of extern "C" at the definition site if the prototype
has been seen first.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
| |
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
Added in commits 36fd65381 and 337dad8ce even though the existing
include was in view.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
| |
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
| |
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
| |
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
Now that backend_reg inherits from brw_reg, we have to be careful to
avoid the object slicing problem.
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In the next patch, I make backend_reg's inheritance from brw_reg
private, which confuses clang when it sees the type "struct brw_reg" in
the derived class constructors, thinking it is referring to the
privately inherited brw_reg:
brw_fs.cpp:366:23: error: 'brw_reg' is a private member of 'brw_reg'
fs_reg::fs_reg(struct brw_reg reg) :
^
brw_shader.h:39:22: note: constrained by private inheritance here
struct backend_reg : private brw_reg
^~~~~~~~~~~~~~~
brw_reg.h:232:8: note: member is declared here
struct brw_reg {
^
Avoid this by marking brw_reg with the scope resolution operator.
|