| Commit message (Collapse) | Author | Age | Files | Lines |
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ir_triop_csel can return a boolean expression, so we need to handle it
here; we simply forgot when we added it.
Fixes Piglit's EXT_shader_integer_mix/{vs,fs}-mix-if-bool.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: [email protected]
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All shader stages have these fields, so it makes sense to store them in
the common base structure, rather than duplicating them in each.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "10.3" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82804
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "10.3" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82804
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Previously, we were accidentally assuming that the level of both textures
was 0. Now we actually use the correct level in our hacked texture view.
This doesn't 100% fix the meta path because the texture type is getting
lost somewhere in the pipeline. However, it actually copies to/from the
correct layer now.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "10.3" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82804
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Previously, we were using the source images level for both source and
destination. Also, we weren't taking the MinLevel from a potential texture
view into account. This commit fixes both problems.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "10.3" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82804
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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A meta begin/end pair with MESA_META_DRAW_BUFFERS will change visible GL
state. We recreate the draw buffer enums from the buffer bitfield, which
changes GL_BACK to GL_BACK_LEFT (and GL_FRONT to GL_FRONT_LEFT).
This commit modifes the save/restore logic to instead copy the buffer enums
from the gl_framebuffer and then set them on restore using
_mesa_drawbuffers().
It's not clear how this breaks the benchmark in 82796, but fixing meta to not
leak the state change fixes the regression.
No piglit regressions.
Reviewed-by: Kenneth Graunke <[email protected]>
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=82796
Signed-off-by: Kristian Høgsberg <[email protected]>
Cc: [email protected]
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This reverts commit 0fbb9a599df898d4e1166d6d6f00cb34a0524bea.
Rather than adding hacks around the issue drop the sources from the
final tarball, and re-add them back with 'make dist'. This fixes a
problem when running parallel 'make install' fails as it recreates
sources and triggers partial recompilation.
Cc: "10.2 10.3" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83355
Reported-by: Maarten Lankhorst <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Tested-by: Maarten Lankhorst <[email protected]>
Tested-by: Kai Wasserbäch <[email protected]>
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Coverity reported this, and I think this is the right solution,
since cache->items is struct cache_item ** not struct cache_item *,
we also realloc it using struct cache_item * at some point.
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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i965 will have more than 32 bits when BRW_STATE_COMPUTE_PROGRAM is added.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The set of state atoms for compute shaders is currently empty; it will
be filled in by future patches.
Reviewed-by: Jordan Justen <[email protected]>
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The hardware state for compute shaders is almost entirely orthogonal
to the hardware state for 3D rendering. To avoid sending unnecessary
state to the hardware, we'll need to have a separate set of state
atoms for the compute pipeline and the 3D pipeline. That means we
need to maintain two separate sets of dirty bits to determine which
state atoms need to be run.
But the dirty bits are not completely independent; for example, if
BRW_NEW_SURFACES is flagged while doing 3D rendering, then not only do
we need to re-run 3D state atoms that depend on BRW_NEW_SURFACES, but
we also need to re-run compute state atoms that depend on
BRW_NEW_SURFACES. But we'll also need to re-run those state atoms the
next time the compute pipeline is run.
To accomplish this, we record two sets of dirty bits, one for each
pipeline. When bits are dirtied (via SET_DIRTY_BIT() or
SET_DIRTY_ALL()) we set them to the dirty state in both pipelines.
When brw_state_upload() is run, we clear the dirty bits just for the
pipeline that was run.
Note that since the number of pipelines is known at compile time to be
2, the compiler should unroll the loops in SET_DIRTY_BIT() and
SET_DIRTY_ALL().
Reviewed-by: Jordan Justen <[email protected]>
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This will make it easier to extend dirty bit handling to support
compute shaders.
Reviewed-by: Jordan Justen <[email protected]>
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This will make it easier to extend dirty bit handling to support
compute shaders.
Reviewed-by: Jordan Justen <[email protected]>
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This will make it easier to extend dirty bit handling to support
compute shaders.
Reviewed-by: Jordan Justen <[email protected]>
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coverity reported this, Matt said it look like missing parens,
not bad identing, so lets try that.
Cc: "10.2 10.3" <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This fixes crashes if the number of temporaries is greater than 4096.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=66184
v2: added fail paths for realloc failures
Cc: 10.2 10.3 [email protected]
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We were only using it to get at its type, which we already know because
it's a builtin variable.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We were only using it to get at its type, which we already know because
it's a builtin variable.
v2 (Ken): Rebase on Matt's optimized gl_FrontFacing calculations.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The replicated data clear shader needs to be SIMD16, or else the GPU
will hang. So, compile it even if INTEL_DEBUG=no16 is set.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Current method of generating distribution tar-balls involves manually
invoking make + target name in the appropriate places. This temporary
solution is used until we get 'make dist' working.
Currently it does not work, as in order to have the target (which is
also a filename) available in the final Makefile we need to add a PHONY
target + use the correct target name.
Cc: "10.2 10.3" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Now that saturate is implemented natively as an instruction,
we can cut down on unneeded functionality.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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v3: Since the fs backend can emit saturate as a separate instruction, there is
no need to detect for min/max instructions and to rewrite the instruction tree
accordingly. On the other hand, we don't need to emit a separate saturated
mov either when the expression generating src can do saturate directly.
v4: Add can_do_saturate() check before enabling saturate modifer (Ken)
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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Now that saturate is implemented natively as instruction,
we can cut down on unneeded functionality.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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When sel conditon is bounded within 0 and 1.0. This allows code as:
mov.sat a b
sel.ge dst a 0.25F
To be propagated as:
sel.ge.sat dst b 0.25F
v3: - Syntax clarifications in inst->saturate assignment
- Remove extra parenthesis when assigning src_reg value
from copy_entry (Matt Turner)
v4: - Take channels into consideration when propagating saturated instructions.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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When sel conditon is bounded within 0 and 1.0. This allows code as:
mov.sat a b
sel.ge dst a 0.25F
To be propagated as:
sel.ge.sat dst b 0.25F
v3: Syntax clarifications in inst->saturate assignment (Matt Turner)
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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Needed when vertex programs doesn't allow saturate
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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Suggested by Matt. This patch combines and moves back the code-generation
functions from generate_vec4_instruction() into generate_code(). Makes
generate_code() a bit larger, but helps us to count loops in a
straightforward manner.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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According to the cited documentation section (but in the newer docs),
x_scaledown is the same for 2x and 4x MSAA.
+47 piglits.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83081
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.3" <[email protected]>
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In commit 04895f5c I added support for reswizzling writemasks. This test
was checking that we didn't support this.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82881
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brw_meta_fast_clear.c:211:17: warning: 'x_scaledown' may be used
uninitialized in this function [-Wmaybe-uninitialized]
unsigned int x_scaledown, y_scaledown;
Reviewed-by: Kenneth Graunke <[email protected]>
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Just use ir_variable::data.binding... because that's the where the
binding is stored for everything else that can use layout(binding=).
Valgrind massif results for a trimmed apitrace of dota2:
n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B)
Before (32-bit): 50 40,564,927,443 69,185,408 63,683,871 5,501,537 0
After (32-bit): 74 40,580,119,657 69,186,544 63,506,327 5,680,217 0
Before (64-bit): 59 36,822,048,449 96,526,888 89,113,000 7,413,888 0
After (64-bit): 89 36,822,971,897 96,526,616 88,735,296 7,791,320 0
A real savings of 173KiB on 32-bit and 368KiB on 64-bit.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The VertexProgram and FragmentProgram have a Cache member for dealing
with fixed function programs. There are no fixed function geometry
programs, so this should never have existed, and was just copy and
pasted.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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mesa was creating a cube map array texture with just one layer, which is
not legal. This caused an assertion failure when using that texture later
in llvmpipe (when enabling cube map arrays) since it verifies the number
of layers in the view is divisible by 6 (the sampling code might well crash
randomly otherwise) with piglit glsl-resource-not-bound CubeArray -fbo -auto.
v2: use appropriately sized texel array...
Reviewed-by: Ian Romanick <[email protected]> (v1)
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These instructions don't have pop count.
Reviewed-by: Kenneth Graunke <[email protected]>
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The source can be a register as well as an immediate, and disassembling
a register as an immediate can have some strange results.
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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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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