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* i965: add component packing support for tesTimothy Arceri2016-07-071-5/+33
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* i965: add component packing support for gsTimothy Arceri2016-07-072-5/+19
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* nir: use the same driver location for packed varyingsTimothy Arceri2016-07-073-5/+10
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* i965/docs: update Intel Linux Graphics URLsEric Engestrom2016-07-062-2/+2
| | | | Signed-off-by: Eric Engestrom <[email protected]>
* vbo: fix attr resetRob Clark2016-07-063-7/+10
| | | | | | | | | | | | | | | In bc4e0c4 (vbo: Use a bitmask to track the active arrays in vbo_exec*.) we stopped looping over all the attributes and resetting all slots. Which exposed an issue in vbo_exec_bind_arrays() for handling GENERIC0 vs. POS. Split out a helper which can reset a particular slot, so that vbo_exec_bind_arrays() can re-use it to reset POS. This fixes an issue with 0ad (and possibly others). Signed-off-by: Rob Clark <[email protected]> Reviewed-by: Mathias Fröhlich <[email protected]>
* mesa: Strip arrayness from interface block names in some IO validationIan Romanick2016-07-051-8/+90
| | | | | | | | | | | | | | | | | | | Outputs from the vertex shader need to be able to match per-vertex-arrayed inputs of later stages. Acomplish this by stripping one level of arrayness from the names and types of outputs going to a per-vertex-arrayed stage. v2: Add missing checks for TESS_EVAL->GEOMETRY. Noticed by Timothy Arceri. v3: Use a slightly simpler stage check suggested by Ilia. Signed-off-by: Ian Romanick <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96358 Reviewed-by: Kenneth Graunke <[email protected]> Cc: "12.0" <[email protected]> Cc: Gregory Hainaut <[email protected]> Cc: Ilia Mirkin <[email protected]>
* i965: Remove trailing whitespaceIago Toral Quiroga2016-07-051-1/+1
| | | | Reviewed-by: Topi Pohjolainen <[email protected]>
* i965: Make inline function staticIago Toral Quiroga2016-07-051-1/+1
| | | | | | Without this the i965 driver fails to load. Reviewed-by: Topi Pohjolainen <[email protected]>
* mesa: stop copying SamplerUnits twiceTimothy Arceri2016-07-051-4/+0
| | | | | | | The call to _mesa_update_shader_textures_used() already takes care of copying for us. Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* mesa: make attribute binding message more usefulTimothy Arceri2016-07-051-1/+2
| | | | Reviewed-by: Iago Toral Quiroga <[email protected]>
* i965: make more effective use of SamplersUsedTimothy Arceri2016-07-057-19/+10
| | | | Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* mesa: fix build errorTimothy Arceri2016-07-051-1/+1
| | | | Fix build error cased by 6a524c76f5.
* mesa: faster validation of sampler unit mapping for SSOGregory Hainaut2016-07-051-38/+31
| | | | | | | | | | | | | | | | Code was inspired from _mesa_update_shader_textures_used However unlike _mesa_update_shader_textures_used that only check for a single stage, it will check all stages. It avoids to loop on all uniforms, only active samplers are checked. For my use case: high FS frequency switches with few samplers. Perf event (relative to nouveau_dri.so) goes from 5.01% to 1.68% for the _mesa_sampler_uniforms_pipeline_are_valid function. Signed-off-by: Gregory Hainaut <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* Revert "st/glsl_to_tgsi: don't increase immediate index by 1."Dave Airlie2016-07-051-1/+1
| | | | | | | | | | | | | | | This reverts commit 27d456cc87a01998c6fe1dbf45937e2ca6128495. DOH, what seems right and what is right with fp64 are always two different things. This regressed: spec@arb_gpu_shader_fp64@shader_storage@layout-std140-fp64-mixed-shader on radeonsi Reported-by: Michel Dänzer <[email protected]> Cc: "11.2 12.0" <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* i965/urb: Allow blorp to record current settingsTopi Pohjolainen2016-07-043-74/+53
| | | | | | | | | | | | | This makes it possible to skip urb re-configuration if the subsequent renders agree with the settings. Also allows blorp to allocate the maximun amount of vs entries available. Core upload logic already knows how to calculate this. Helps one synthetic benchmark. Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/blorp/gen7+: Do not trigger push constant space reconfigTopi Pohjolainen2016-07-041-2/+1
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp/gen7+: Stop trashing push constant allocationTopi Pohjolainen2016-07-042-92/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | Packet 3DSTATE_CONSTANT_PS is still emitted explicitly as ps stage itself is enabled and hardware may try to prefetch constants from the buffer. From the BSpec: 3D Pipeline - Windower - 3DSTATE_PUSH_CONSTANT_ALLOC_PS "Specifies the size of the PS constant buffer. This value will determine the amount of data the command stream can pre-fetch before the buffer is full." This is not possible on gen6. From the BSpec about 3DSTATE_CONSTANT_PS: "This packet must be followed by WM_STATE." Binding table emissions for stages other than PS can be now dropped, they were only needed for the 3DSTATE_CONSTANT_XS to be effective: From the BSpec: "The 3DSTATE_CONSTANT_* command is not committed to the shader unit until the corresponding (same shader) 3DSTATE_BINDING_TABLE_POINTER_* command is parsed." Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Remove support for push constantsTopi Pohjolainen2016-07-045-145/+12
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Use flat inputs instead of uniformsTopi Pohjolainen2016-07-042-15/+18
| | | | | | | v2 (Jason): Use LOAD_INPUT() macro Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Fix the size requirement for vertex elementsTopi Pohjolainen2016-07-043-16/+29
| | | | | | | | v2: Rebased as this is needed before flat inputs are enabled Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965/blorp: Load tranformation coordinates as vec4Topi Pohjolainen2016-07-042-16/+11
| | | | | | | | | In preparation for loading as flat vertex input. v2: Use LOAD_INPUT() macro Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Rename LOAD_UNIFORM to LOAD_INPUTTopi Pohjolainen2016-07-041-9/+9
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Organize pixel kill and blend/scaled inputs into vec4sTopi Pohjolainen2016-07-043-36/+65
| | | | | | | | | | | | In addition, as these are never used in parallel, add a few assertions. v2 (Jason): Skip some complexity by putting them into a union but pad rectangle grid into a vec4 instead. Also keep the LOAD_UNIFORM macro. Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Prepare for more than two vertex attributesTopi Pohjolainen2016-07-044-3/+22
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Tell vertex fetcher about flat inputsTopi Pohjolainen2016-07-042-8/+30
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Add support for flat input bufferTopi Pohjolainen2016-07-041-3/+65
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Store input read maskTopi Pohjolainen2016-07-042-0/+2
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Rename push constants to inputsTopi Pohjolainen2016-07-045-22/+22
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Use core vertex buffer state setupTopi Pohjolainen2016-07-041-48/+14
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/blorp: Split vertex data and element setupTopi Pohjolainen2016-07-041-21/+25
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: Unify vertex buffer setupTopi Pohjolainen2016-07-042-29/+46
| | | | | | | | On gen >= 8 one doesn't provide ending address but number of bytes available. This is relative to the given offset. Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965/draw: Expose vertex buffer state setupTopi Pohjolainen2016-07-042-18/+37
| | | | | | | Also change the interface to use start and end offsets. Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* i965: don't drop const initializers in vector splittingRob Clark2016-07-021-0/+12
| | | | | Signed-off-by: Rob Clark <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: add driconf to zero-init unintialized varsRob Clark2016-07-026-1/+21
| | | | | | | | | | | | | Some games are sloppy.. perhaps because it is defined behavior for DX or perhaps because nv blob driver defaults things to zero. So add driconf param to force uninitialized variables to default to zero. This issue was observed with rust, from steam store. But has surfaced elsewhere in the past. Signed-off-by: Rob Clark <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa/main: fix error checking logic on CopyImageSubDataAlejandro Piñeiro2016-07-021-5/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | For the case (both src or dst) where we had a texobject, but the texobject target was not the same that the method target, this spec paragraph was appplied: /* Section 18.3.2 (Copying Between Images) of the OpenGL 4.5 Core * Profile spec says: * * "An INVALID_VALUE error is generated if either name does not * correspond to a valid renderbuffer or texture object according * to the corresponding target parameter." */ But for that case, the correct spec paragraph should be: /* Section 18.3.2 (Copying Between Images) of the OpenGL 4.5 Core * Profile spec says: * * "An INVALID_ENUM error is generated if either target is * not RENDERBUFFER or a valid non-proxy texture target; * is TEXTURE_BUFFER or one of the cubemap face selectors * described in table 8.18; or if the target does not * match the type of the object." */ specifically the last sentence: "or if the target does not match the type of the object". This patch fixes the error returned (s/INVALID/ENUM) for that case, and moves up the INVALID_VALUE spec paragraph, as that case (invalid texture object) was handled before. Fixes: GL44-CTS.copy_image.target_miss_match Reviewed-by: Nicolai Hähnle <[email protected]>
* st/glsl_to_tgsi: don't increase immediate index by 1.Dave Airlie2016-07-021-1/+1
| | | | | | | | | Immediates are stored into a separate table, and are consolidated, so if we get an immediate we don't need to offset it as the index it has is correct. Cc: "11.2 12.0" <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* st/mesa: get max supported number of image samples from driverIlia Mirkin2016-07-011-1/+5
| | | | | Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* st/mesa: check the texture image level in st_texture_match_imageNicolai Hähnle2016-07-011-0/+3
| | | | | | | | Otherwise, 1x1 images of arbitrarily high level are accepted. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96639#add_comment Cc: 11.2 12.0 <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* st/mesa: an incomplete texture may have a zero-size first imageNicolai Hähnle2016-07-011-0/+3
| | | | | | | | | | | | | | | Fixes a regression introduced by commit 42624ea83 which triggered an assertion in dEQP-GLES2.functional.texture.completeness.cube.not_positive_level_0 While stImage must have a non-zero size as verified by the caller, we also look at the size of the base image in an attempt to make a better guess at the level0 size (this is important when the base image size is odd). However, the base image may have a zero size even when it exists. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96629 Cc: 12.0 <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* mesa/st: Use 'struct nir_shader' instead of 'nir_shader'.Vinson Lee2016-07-011-6/+6
| | | | | | | | | | | | | | | Fix this build error with GCC 4.4. CC state_tracker/st_nir_lower_builtin.lo In file included from state_tracker/st_nir_lower_builtin.c:61: state_tracker/st_nir.h:34: error: redefinition of typedef ‘nir_shader’ ../../src/compiler/nir/nir.h:1830: note: previous declaration of ‘nir_shader’ was here Suggested-by: Rob Clark <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96235 Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Rob Clark <[email protected]>
* i965: intel_texture_barrier reimplementedAlejandro Piñeiro2016-07-011-1/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes: GL44-CTS.texture_barrier_ARB.same-texel-rw-multipass On Haswell, Broadwell and Skylake (note that in order to execute that test, it is needed to override GL and GLSL versions). On gen6 this test was already working without this change. It keeps working after it. This commit replaces the call to brw_emit_mi_flush for gen6+ with two calls to brw_emit_pipe_control_flush: * The first one with RENDER_TARGET_FLUSH and CS_STALL set to initiate a render cache flush after any concurrent rendering completes and cause the CS to stop parsing commands until the render cache becomes coherent with memory. * The second one have TEXTURE_CACHE_INVALIDATE set (and no CS stall) to clean up any stale data from the sampler caches before rendering continues. Didn't touch gen4-5, basically because I don't have a way to test them. More info on commits: 0aa4f99f562a05880a779707cbcd46be459863bf 72473658c51d5e074ce219c1e6385a4cce29f467 Thanks to Curro to help to tracking this down, as the root case was a hw race condition. v2: use two calls to pipe_control_flush instead of a combination of gen7_emit_cs_stall_flush and brw_emit_mi_flush calls (Curro) v3: no need to const cache invalidation (Curro) Reviewed-by: Francisco Jerez <[email protected]>
* mesa: Close fp on error path.Matt Turner2016-06-301-6/+4
| | | | Reviewed-by: Ian Romanick <[email protected]>
* i965: Simplify foreach_inst_in_block_safe() macro.Matt Turner2016-06-301-3/+2
| | | | | We know what the end looks like without examining .tail: it's NULL. It's always NULL.
* Revert "i965: get PrimitiveMode from the program rather than the shader struct"Andres Gomez2016-06-301-2/+3
| | | | | | | | | | | | | | | | | | | | | This reverts commit 644e015f0b9236e955d679cac4bcc7a1523fc475. PrimitiveMode from the program doesn't always hold a valid value that is neither of GL_TRIANGLES, GL_QUADS nor GL_ISOLINES when reaching this code. This caused regressions in the following CTS tests: GL44-CTS.stencil_texturing.functional GL44-CTS.shading_language_420pack.binding_images GL44-CTS.shading_language_420pack.binding_samplers GL44-CTS.shading_language_420pack.binding_uniform_single_block GL44-CTS.shading_language_420pack.implicit_conversions GL44-CTS.shading_language_420pack.initializer_list GL44-CTS.shading_language_420pack.length_of_vector_and_matrix GL44-CTS.shading_language_420pack.line_continuation Hence, we rather take it from the linked shader. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Andres Gomez <[email protected]>
* glsl/mesa: move duplicate shader fields into new struct gl_shader_infoTimothy Arceri2016-06-307-192/+112
| | | | Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl/main: remove unused params and make function staticTimothy Arceri2016-06-305-12/+8
| | | | Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl/mesa: split gl_shader in twoTimothy Arceri2016-06-3033-94/+225
| | | | | | | | | | | | | | | | | There are two distinctly different uses of this struct. The first is to store GL shader objects. The second is to store information about a shader stage thats been linked. The two uses actually share few fields and there is clearly confusion about their use. For example the linked shaders map one to one with a program so can simply be destroyed along with the program. However previously we were calling reference counting on the linked shaders. We were also creating linked shaders with a name even though it is always 0 and called the driver version of the _mesa_new_shader() function unnecessarily for GL shader objects. Acked-by: Iago Toral Quiroga <[email protected]>
* mesa: don't print name in _mesa_append_uniforms_to_file()Timothy Arceri2016-06-301-1/+1
| | | | | | | This is only used to print linked shaders which always have a name of 0 so this was pointless. Acked-by: Iago Toral Quiroga <[email protected]>
* mesa: remove unreachable code from _mesa_write_shader_to_file()Timothy Arceri2016-06-301-10/+0
| | | | | | | _mesa_write_shader_to_file() is only used to print gl shader objects so Program should never be set as it only gets set for linked shaders. Acked-by: Iago Toral Quiroga <[email protected]>
* mesa: don't use drivers NewShader function when creating shader objectsTimothy Arceri2016-06-301-2/+1
| | | | | | | The drivers function only needs to be used when creating a struct for linked shaders. Reviewed-by: Iago Toral Quiroga <[email protected]>