| Commit message (Collapse) | Author | Age | Files | Lines |
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In the gen6 GS case, we were under-counting and so other state would
get smashed. In the VS case, we were over-counting, so everything was
fine.
Reviewed-by: Kenneth Graunke <[email protected]>
Tested-by: Kenneth Graunke <[email protected]>
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This was copy and paste from the VS where I had similar code. We're
only looking at things derived from BRW_NEW_VERTEX_PROGRAM in this
block.
Reviewed-by: Kenneth Graunke <[email protected]>
Tested-by: Kenneth Graunke <[email protected]>
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I obviously didn't test on gen6 before pushing.
Reviewed-by: Kenneth Graunke <[email protected]>
Tested-by: Kenneth Graunke <[email protected]>
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Fixes GPU hangs in OilRush, Trine, and Amnesia: The Dark Descent,
which all use MRT (multiple render targets).
NOTE: This is a candidate for release branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=38720
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=40059
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=45216
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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It was concerned that the 4 pad bytes on LP64 were uninitialized.
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Reviewed-by: Kenneth Graunke <[email protected]>
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Improves VS state change microbenchmark performance by 7.08729% +/-
1.22289% (n=10) on gen7, because we don't upload the 64 dwords of
unused binding table any more.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is a step toward making the samplers/binding tables reflect
sampler uniform mappings instead of embedding those in the programs.
No significant performance difference on the microbenchmark (n=10).
Reviewed-by: Kenneth Graunke <[email protected]>
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Improves VS state change microbenchmark performance 2.38246% +/-
1.15046% (n=20).
Reviewed-by: Kenneth Graunke <[email protected]>
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We always say no. Improves VS state change microbenchmark performance
7.68747% +/- 1.40826% (n=10).
Reviewed-by: Kenneth Graunke <[email protected]>
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Improves VS state change microbenchmark performance 1.78817% +/-
0.556878% (n=25).
Reviewed-by: Kenneth Graunke <[email protected]>
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With this and the previous patch, 640x480 nexuiz is running 0.169118%
+/- 0.0863696% faster (n=121). On a VS state change microbenchmark,
performance is increased 8.28645% +/- 0.460478% (n=52).
v2: Fix CACHE_NEW_VS comment.
Reviewed-by: Kenneth Graunke <[email protected]>
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This reduces recomputation of state based on non-clipping-related
transform changes, and is a step toward removing VUE map
recomputation.
Reviewed-by: Kenneth Graunke <[email protected]>
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For a 1D texture array, the border only applies to the width. For a 2D
texture array the border applies to the width and height but not the depth.
Sucha cases were not handled correctly in _mesa_init_teximage_fields().
Note: This is a candidate for stable branches
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Avoid setting dirty state flags when enabling or disabling a vertex
attribute arrays when there's no change.
Reviewed-by: José Fonseca <[email protected]>
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NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <[email protected]>
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If you're resorting to the dummy shader, you've probably already turned
off SIMD16 mode. But if you didn't, it would die in a fire.
We could either fail to compile in SIMD16 mode...or just fix it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The dummy FB write failed to specify EOT and a message length, causing
the GPU to hang. Now we can enjoy "everyone's favorite color" again.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Now that we have a index_range_invalid flag, we can just use that rather
than calling vbo_validated_drawrangeelements directly and returning.
NOTE: This is a candidate for release branches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This failed to take basevertex into account:
If basevertex < 0:
(end + basevertex) might actually be in-bounds while 'end' is not.
We would have clamped in this case when we probably shouldn't.
This could break application drawing.
If basevertex > 0:
'end' might be in-bounds while (end + basevertex) might not.
We would have failed to clamp in this place. There's a comment
indicating the TNL module depends on max_index being in-bounds;
if so, it would likely break horribly.
Rather than trying to clamp correctly in the face of basevertex, simply
delete the clamping code and indicate that we don't have a valid range.
This causes _tnl_vbo_draw_prims to use vbo_get_minmax_indices() to
compute the actual bounds, which is much safer.
NOTE: This is a candidate for release branches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Some applications, such as Regnum Online, appear to pass invalid
start/end values to glDrawRangeElements. In particular, the 'start'
index sometimes exceeds the maximum array element. This is clearly
invalid behavior, and although the spec isn't clear, seems to result
in undefined, implementation-specific behavior.
This patch takes the conservative approach and simply ignores the range,
while issuing a warning indicating that the application is broken and
should be fixed.
NOTE: This is a candidate for release branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=45214
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=44701
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41152
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=40361
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=28138
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]> [v1]
Reviewed-by: Roland Scheidegger <[email protected]>
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The application supplied [start, end] range is merely a conservative
hint of the ranges of index values inside the index buffer. There is no
requirement that all vertices in the range [start, end] be referenced.
Passing an 'end' value larger than the maximum legal index is perfectly
acceptible; applications can legally pass 0xffffffff when they don't
have a tighter bound readily available.
Thus, the warning doesn't indicate a correctness issue; it could only
indicate a performance issue. However, it does not even do that.
glDrawRangeElements is designed to optimize non-VBO vertex data uploads
by providing an upper bound on the size of buffers a driver would need
to allocate. With VBOs, the data is already in an uploaded buffer, so
the range doesn't help.
The clincher is: we only know _MaxElement for VBOs. For user-space
arrays, we just set it to 2,000,000,000 (see mesa/main/varray.h:63.)
So we can only check this in the case where it is not useful.
Many applications, including the Unigine demos, currently trigger this
warning, which suggests the applications are buggy when they're actually
fine. Eliminating the warning should confuse users less while not
actually losing any benefit to application developers.
NOTE: This is a candidate for release branches.
Suggested-by: Jose Fonseca <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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There's a serious trap for drivers: RenderTexture() does not indicate
that the texture is currently bound to the draw buffer, despite
FinishRenderTexture() signaling that the texture is just now being
unbound from the draw buffer.
We were acting as if RenderTexture() *was* the start of rendering and
that we could make texturing incoherent with the current contents of
the renderbuffer. This caused intel oglconform sRGB
Mipmap.1D_textures to fail, because we got a call to TexImage() and
thus RenderTexture() on a texture bound to a framebuffer that wasn't
the draw buffer, so we skipped validating the new image into the
texture object used for rendering.
We can't (easily) make RenderTexture() indicate the start of drawing,
because both our driver and gallium are using it as the moment to set
up the renderbuffer wrapper used for things like MapRenderbuffer().
Instead, postpone the setup of the workaround render target miptree
until update_renderbuffer time, so that we no longer need to skip
validation of miptrees used as render targets. As a bonus, this
should make GL_NV_texture_barrier possible.
(This also fixes a regression in the gen4 small-mipmap rendering since
3b38b33c1648b07e75dc4d8340758171e109c598, which switched
set_draw_offset from image->mt to irb->mt but didn't move the irb->mt
replacement up before set_draw_offset).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=44961
NOTE: This is a candidate for the 8.0 branch.
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If we're only starting for new draw buffers, why would we end for old
read buffers along with draw buffers?
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The numeric version was updated in 46883e0.
Signed-off-by: Ian Romanick <[email protected]>
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If the texture format is integer, the incoming user data must also be
integer (and similarly for non-integer textures).
NOTE: This is a candidate for the stable branches.
Reviewed-by: Yuanhan Liu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I recently discovered this text in the BSpec. It seems wise to comply,
though I haven't observed it to fix anything yet.
Fixes a regression in glean/fbo since 28cfa1fa213fe.
NOTE: This is a candidate for stable release branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=45221
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes (with the previous commit) piglit GL_ARB_multisample/pushpop.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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In the table of of push/pop attributes, this one doesn't fall under
the enable group.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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If the generated shader for _TexEnvProgram is empty, force the use of
the fixed-function code. Otherwise, go ahead and use the shader.
This works around a mysterious issue on i915 where fixed-function
software fallbacks are not working correctly.
This isn't really the fix we want, but it works around the issue.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=45872
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=45876
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It was incomplete and didn't take byte swapping into account either.
Reviewed-by: Jose Fonseca <[email protected]>
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st_equal_formats() is no longer used now.
Reviewed-by: Jose Fonseca <[email protected]>
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from st_get/create_texture_sampler_view_from stobj() functions.
No real value in these cases.
Reviewed-by: Jose Fonseca <[email protected]>
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Implement in terms of st_create_texture_sampler_view_format().
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Similar to the previous commit. Also fix incorrect setting of the
sampler view's state after it's created. We need to specify the
first/last_level fields in the template instead.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Jose Fonseca <[email protected]>
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Rather than the one in st_texture_object. This sampler view really has
no connection to the one used for rendering.
Reviewed-by: Jose Fonseca <[email protected]>
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And remove needless & 0xff in _mesa_pack_uint_24_8_depth_stencil_row().
As suggested by José.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Just use _mesa_framebuffer_renderbuffer().
Reviewed-by: Jose Fonseca <[email protected]>
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Just use _mesa_get_fallback_texture() instead.
Reviewed-by: Jose Fonseca <[email protected]>
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Previously, this function only handled 2D textures.
The fallback texture is used when we try to sample from an incomplete
texture object. GLSL says sampling an incomplete texture should return
(0,0,0,1).
v2: use a 1-texel texture image, per José.
Reviewed-by: Jose Fonseca <[email protected]>
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Added in _mesa_pack_uint_24_8_depth_stencil_row(). This could be hit
by something like glDrawPixels(GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8)
into a MESA_FORMAT_Z32_FLOAT_X24S8 buffer.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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The st_renderbuffer_alloc_storage() function is used to allocate both
window-system buffers and user-created renderbuffers. The later kind
are never directly displayed so don't set PIPE_BIND_DISPLAY_TARGET for
those surfaces.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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