| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit 839793680f99b8387bee9489733d5071c10f3ace.
The patch was breaking DRI3 because driGLFormatToImageFormat does not
handle MESA_FORMAT_B8G8R8X8_SRGB which ended up making it fail to
create the renderbuffer and it would later crash. It's not trivial to
add this format because there is no __DRI_IMAGE_FORMAT nor
__DRI_IMAGE_FOURCC define for the format either. I'm not sure how
difficult adding this would be and whether adding a new format would
require some sort of new version for DRI. Seeing as this might take a
while to fix I think it makes sense to just revert the patch in the
meantime in order to avoid regressing master.
It is also not handled in intel_gles3_srgb_workaround and there may be
other cases where it breaks.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93388
Acked-by: Jason Ekstrand <[email protected]>
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If EGL_KHR_surfaceless_context is used then glViewport can be called
with NULL for the draw and read surfaces. This was previously causing
a crash because the i965 driver tries to use this point to invalidate
the surfaces and it was derferencing the NULL pointer.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93257
Cc: Nanley Chery <[email protected]>
Cc: "11.1" <[email protected]>
Tested-by: Nanley Chery <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Previously the GL spec required that whenever glBlitFramebuffer is
used with either buffer being multisampled, the internal formats must
match. However the GL 4.4 spec was later changed to remove this
restriction. In the section entitled “Changes in the released
Specification of July 22, 2013” it says:
“Relax BlitFramebuffer in section 18.3.1 so that format conversion can
take place during multisample blits, since drivers already allow this
and some apps depend on it.”
If most drivers already allowed this in earlier versions I think it's
safe to assume that this is a spec bug and it should also be allowed
in all versions.
This patch just removes the restriction on desktop GL. For GLES there
are conformance tests that assert the previous behaviour so it is
probably safer to leave it in.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92706
Reviewed-by: Ian Romanick <[email protected]>
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This should make the code both faster and slightly clearer.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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v2: (by Ken, incorporating feedback from Matt Turner):
- Rewrite the push constant allocation code to be clearer.
- Only apply the minimum VS entries workaround on Gen 8.
v3: (by Ken)
- Fix a bug in v2 where we failed to allocate the full push constant
space when the number of enabled stages didn't divide the available
push constant space evenly. (Any left over space is now allocated
to the PS, as it was in v1.)
- Fix an off-by-one error in v2's number of enabled stages calculation.
- Use DIV_ROUND_UP for nicer formatting.
- Line wrapping fixes.
Signed-off-by: Chris Forbes <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This is a newer convention, which we prefer over ALIGN(x, n) / n.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The compact VUE map only works when varying packing is in use.
Unfortunately, varying packing is disabled for TCS inputs.
This is needed to fix Piglit's tcs-input-read-array-interface test.
v2: Make lines fit in 80 columns (caught by Jordan Justen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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TCS outputs and TES inputs both refer to a common "patch URB entry"
shared across all invocations. First, there are some number of
per-patch entries. Then, there are per-vertex entries accessed via
an offset for the variable and a stride times the vertex index.
Because these calculations need to be done in both the vec4 and scalar
backends, it's simpler to just compute the offset calculations in NIR.
It doesn't necessarily make much sense to use per-vertex intrinsics
afterwards, but that at least means we don't lose the per-patch vs.
per-vertex information.
v2: Use is_input/is_output helpers (suggested by Jordan Justen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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TES outputs work exactly like VS outputs, so we can simply add a case
statement for those.
TCS inputs are very similar to geometry shaders - they're arrays of
per-vertex data. We use the same method I used for the scalar GS
backend.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Based on a patch by Chris Forbes, but largely rewritten by Ken.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Without varying packing, if a VS writes a compound variable, and the GS
only reads part of it, the base location of the variable may not
actually be in the VUE map.
To cope with this, we do lowering in terms of varying slots, add any
constant offsets to the base, and then do the VUE map remapping. This
ensures we only look up VUE map entries for slots which actually exist.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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My tessellation branch has two additional remap functions. I don't want
to replicate this logic there.
v2: Handle inputs/outputs separately (suggested by Jason Ekstrand).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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GL_DRAW_FRAMEBUFFER does not exist in OpenGL ES 1.x, and since
_mesa_meta_begin hasn't been called yet, we have to work-around API
difficulties. The whole reason that GL_DRAW_FRAMEBUFFER is used instead
of GL_FRAMEBUFFER is that the read framebuffer may be different. This
is moot in OpenGL ES 1.x.
I have another patch series that would also fix this (by removing the
calls to _mesa_BindFramebuffer and friends), but it's not quite ready
yet... and I think it may be a bit heavy for some stable branches.
Consider this a stop-gap fix.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93215
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Remove unused variables from clear_state and use a hardcoded location
for color uniform to get rid of 2 more variables. Modify shaders to use
explicit location for vertex attribute too as extension is enabled.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Previously if the visual didn't have an alpha channel then it would
pick a format that is not sRGB-capable. I don't think there's any
reason not to always have an sRGB-capable visual. Since 28090b30 there
are now visuals advertised without an alpha channel which means that
games that don't request alpha bits in the config would end up without
an sRGB-capable visual. This was breaking supertuxkart which assumes
the winsys buffer is always sRGB-capable.
The previous code always used an RGBA format if the visual config
itself was marked as sRGB-capable regardless of whether the visual has
alpha bits. I think we don't actually advertise any sRGB-capable
visuals (but we just use sRGB formats anyway) so it shouldn't make any
difference. However this patch also changes it to use RGBX if an
sRGB-capable visual is requested without alpha bits for consistency.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92759
Cc: "11.0 11.1" <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Suggested-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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brw_init_surface_formats overrides the render format for RGBX formats
which aren't supported for rendering so that they internally use RGBA
instead. However, B8G8R8X8_SRGB was missing so it wasn't marked as a
renderable format. This patch just adds it.
Cc: "11.0 11.1" <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be used in a subsequent patch as the format for RGB visuals.
Cc: "11.0 11.1" <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Suggested-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The offset for loads is in src[0]. This was a copy+paste error in the
nir_intrinsic_load/store refactoring. This commit fixes a segfault in
ES31-CTS.compute_shader.work-group-size. I have no idea how piglit failed
to catch this...
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93348
Reviewed-by: Kristian Høgsberg <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Based on a patch by Chris Forbes.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Based on code by Chris Forbes and Fabian Bieler.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This is brw_gs_surface_state.c copy and pasted twice with search and
replace.
brw_binding_table.c code is similarly copy and pasted.
v2: Drop dword_pitch related fields.
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Tessellation evaluation shaders work almost identically to vertex
shaders - we have a set of URB writes at the end of the program, and the
last one should terminate it.
Geometry shaders really are the special case, where multiple
EmitVertex() calls trigger URB writes in the middle of the program.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Tessellation evaluation shaders will use g4 instead. For now, make an
fs_reg called urb_handle and use that in place of hardcoding g1.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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I want to use this directly from brw_vec4_generator.cpp.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This is a helper function for setting up the local invocation ID
payload according to the cs_prog_data generated by the compiler. It's
intended to be available to users of libi965_compiler so move it there.
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When GL_FRAMEBUFFER_SRGB is enabled any single-sampled renderbuffers
are resolved in intel_update_state because the hardware can't cope
with fast clears on SRGB buffers. In that case it's pointless to do a
fast clear because it will just be immediately resolved.
Reviewed-by: Topi Pohjolainen <[email protected]>
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SRGB buffers are not marked as losslessly compressible so previously
they would not be used for fast clears. However in practice the
hardware will never actually see that we are using SRGB buffers for
fast clears if we use the linear equivalent format when clearing and
make sure to resolve the buffer as a linear format before sampling
from it.
This is an important use case because by default the window system
framebuffers are created as SRGB so without this fast clears won't be
used there.
Reviewed-by: Topi Pohjolainen <[email protected]>
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SKL can't cope with the CCS buffer for SRGB buffers. Normally the
hardware won't see the SRGB formats because when GL_FRAMEBUFFER_SRGB
is disabled these get mapped to their linear equivalents. In order to
avoid relying on the CCS buffer when it is enabled this patch now
makes it flush the renderbuffers.
Reviewed-by: Topi Pohjolainen <[email protected]>
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For single-sampled textures the MCS buffer is only used to implement
fast clears. However the surface always needs to be resolved before
being used as a texture anyway so the the MCS buffer doesn't actually
achieve anything. This is important for Gen9 because in that case SRGB
surfaces are not supported for fast clears and we don't want the
hardware to see the MCS buffer in that case.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Adds MESA_META_FRAMEBUFFER_SRGB to the meta save state so that
GL_FRAMEBUFFER_SRGB will be disabled when performing the fast clear.
That way the render surface state will be programmed with the linear
equivalent format during the clear. This is important for Gen9 because
the SRGB formats are not marked as losslessly compressible so in
theory they aren't support for fast clears. It shouldn't make any
difference whether GL_FRAMEBUFFER_SRGB is enabled for the fast clear
operation because the color is not actually written to the framebuffer
so there is no chance for the hardware to apply the SRGB conversion on
it anyway.
Reviewed-by: Topi Pohjolainen <[email protected]>
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If we have a dmat2[4], then dmat2[0] is at 17, dmat2[1] at 19,
dmat2[2] at 21 etc. The old code was returning 17,18,19.
I think this code is also wrong for float matricies as well.
There is now a piglit for the float case.
This partly fixes:
GL41-CTS.vertex_attrib_64bit.limits_test
[airlied: update with Tapani suggestion to clean it up].
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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There is some special-casing needed in a competent back-end. However, they
can do their special-casing easily enough based on whether or not the
offset is a constant. In the mean time, having the *_indirect variants
adds special cases a number of places where they don't need to be and, in
general, only complicates things. To complicate matters, NIR had no way to
convdert an indirect load/store to a direct one in the case that the
indirect was a constant so we would still not really get what the back-ends
wanted. The best solution seems to be to get rid of the *_indirect
variants entirely.
This commit is a bunch of different changes squashed together:
- nir: Get rid of *_indirect variants of input/output load/store intrinsics
- nir/glsl: Stop handling UBO/SSBO load/stores differently depending on indirect
- nir/lower_io: Get rid of load/store_foo_indirect
- i965/fs: Get rid of load/store_foo_indirect
- i965/vec4: Get rid of load/store_foo_indirect
- tgsi_to_nir: Get rid of load/store_foo_indirect
- ir3/nir: Use the new unified io intrinsics
- vc4: Do all uniform loads with byte offsets
- vc4/nir: Use the new unified io intrinsics
- vc4: Fix load_user_clip_plane crash
- vc4: add missing src for store outputs
- vc4: Fix state uniforms
- nir/lower_clip: Update to the new load/store intrinsics
- nir/lower_two_sided_color: Update to the new load intrinsic
NIR and i965 changes are
Reviewed-by: Kenneth Graunke <[email protected]>
NIR indirect declarations and vc4 changes are
Reviewed-by: Eric Anholt <[email protected]>
ir3 changes are
Reviewed-by: Rob Clark <[email protected]>
NIR changes are
Acked-by: Rob Clark <[email protected]>
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There was way too much incrementing of things going on. Instead, let's
just start everything off at the right base location, and then increment in
the loop.
Reviewed-by: Kenneth Graunke <[email protected]>
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According to the GLES3 spec, blitting between multisample FBOs with
different internal formats should not be allowed. The
compatible_resolve_formats function implements this check. Previously
it had a shortcut where if the Mesa formats of the two renderbuffers
were the same then it would assume the blit is ok. However some
drivers map different internal formats to the same Mesa format, for
example it might implement both GL_RGB and GL_RGBA textures with
MESA_FORMAT_R8G8B8A_UNORM. The function is used to generate a GL error
according to what the GL spec requires so the blit should not be
allowed in that case. This patch just removes the shortcut so that it
only ever looks at the internal format.
Note that I posted a related patch to disable this check altogether
for desktop GL. However this function is still used on GLES3 because
there are conformance tests that require this behaviour so this patch
is still useful.
Cc: Marek Olšák <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The tiled memcpy doesn't work for copying from RGBX to RGBA because it
doesn't override the alpha component to 1.0. Commit 2cebaac479d4 added
a check to disable it for RGBX formats by looking at the TexFormat.
However a lot of the rest of the code base is written with the
assumption that an RGBA texture can be used internally to implement a
GL_RGB texture. If that is done then this check breaks. This patch
makes it instead check the base format of the texture which I think
more directly matches the intention.
Reviewed-by: Jason Ekstrand <[email protected]>
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Since Gen8 this is allowed as a rendering target so we don't need to
override it to B8G8R8A8. This is helpful on Gen9+ where using this
override causes fast clears not to work.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Previously fast clear was disallowed on Gen9 for MSRTs with the claim
that some formats don't work but we didn't understand why. On further
investigation it seems the formats that don't work are the ones where
the render surface format is being overriden to a different format
than the one used for texturing. The one used for texturing is not
actually a renderable format. It arguably makes sense that the sampler
hardware doesn't handle the fast color correctly in these cases
because it shouldn't be possible to end up with a fast cleared surface
that is non-renderable.
This patch changes the limitation to prevent fast clear for surfaces
where the format for rendering is overriden.
Reviewed-by: Ben Widawsky <[email protected]>
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If GL_FRAMEBUFFER_SRGB is enabled when writing to an SRGB-capable
framebuffer then the color will be converted from linear to SRGB
before being written. There is no chance for the hardware to do this
itself because it can't modify the clear color that is programmed in
the surface state so it seems pretty clear that the driver should be
handling this itself.
Note that this wasn't a problem before Gen9 because previously we were
only able to do fast clears to 0 or 1 and those values are the same in
linear and SRGB space.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Enable ARB_compute_shader on gen7+, on hardware that supports the
OpenGL 4.3 requirements of a local group size of 1024.
With SIMD16 support, this is limited to Ivy Bridge and Haswell.
Broadwell will work with a local group size up to 896 on SIMD16
meaning programs that use this size or lower should run when setting
MESA_EXTENSION_OVERRIDE=GL_ARB_compute_shader.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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v3:
* Update based on latest SSBO code (Iago)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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v3:
* Check shared variable size at link time
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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v4:
* Apply similar optimization for shared variable stores as
0cb7d7b4b7c32246d4c4225a1d17d7ff79a7526d. This was causing a
OpenGLES 3.1 CTS failure, but
867c436ca841b4196b4dde4786f5086c76b20dd7 fixes that.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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v3:
* Remove extra #includes (Iago)
* Use recently added GEN7_BTI_SLM instead of BRW_SLM_SURFACE_INDEX (curro)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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