| Commit message (Collapse) | Author | Age | Files | Lines |
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If the source region for a glCopyPixels is completely outside the
source buffer bounds, no-op the copy. Fixes a failed assertion.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Jose Fonseca <[email protected]>
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The field wasn't actually used before and it's not used now either.
But this is a more logical place for it and will hopefully allow
doing smarter draw/array validation (per array object) in the future.
Reviewed-by: Mathias Fröhlich <[email protected]>
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Our previous live interval analysis just said that anything in a loop
was live for the whole loop. If you had to spill a reg in a loop,
then we would consider the unspilled value live across the loop too,
so you never made progress by spilling. Eventually it would consider
everything in the loop unspillable and fail out.
With the new analysis, things completely deffed and used inside the
loop won't be marked live across the loop, so even if you
spill/unspill something that used to be live across the loop, you
reduce register pressure. But you usually don't even have to spill
any more, since our intervals are smaller than before.
This fixes assertion failure trying to compile the shader for the
"glyphy" text rasterier and piglit glsl-fs-unroll-explosion.
Improves Unigine Tropics performance 1.3% +/- 0.2% (n=5), by allowing
more shaders to be compiled in 16-wide mode.
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I'm about to replace the insides of this using the new analysis.
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This takes the fs_inst list generated by the visitor, and generates a
list of basic blocks with edges between them. This is a building
block for data-flow analysis.
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This reverts commit 0de5a21470b3bff9b7c8714e5d960d5ed9d01b9c.
I was wrong, we use it in the vbo module too.
This fixes a performance regression in Nexuiz.
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If a non-default array object was bound at context destruction time
we'd try to unreference the array object after it was already deleted
in _mesa_free_varray_data(). Now do the unref first.
Fixes a regression from commit 86f53e6d6bd07e2bc3ffcadeb9a4418fbae06e0b.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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It's not nice when you have several variables pointing to the same array
and you wanna ask your editor "where is this used" and you only get an answer
for one of the four currval, legacy_currval, generic_currval, mat_currval,
which is quite useless, because you never see the whole picture.
Let's get rid of the additional pointers.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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It's already done in _mesa_validate_Draw* and it's not needed to do it again
unless I am missing something.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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This is a frequently-updated state and _NEW_ARRAY already causes revalidation
of the vbo module. It's kinda counter-productive to recompute arrays
in the vbo module if _NEW_ARRAY is set and then set _NEW_ARRAY again.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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This moves the RebindArrays flag into the vbo module, consolidates the code,
and adds missing vbo_draw_method calls.
Also with this change, the vertex arrays are not needlessly recalculated twice.
The issue with the old code was:
- If recalculate_input_bindings updates vp_varying_inputs, _NEW_ARRAY is set.
- _mesa_update_state is called and the vp_varying_inputs change causes
regeneration of the fixed-function shaders, which also sets _NEW_PROGRAM.
- The occurence of either _NEW_ARRAY or _NEW_PROGRAM sets
the recalculate_inputs flag to TRUE again.
- The new code sets the flag to FALSE after the second _mesa_update_state,
because there can't possibly be any change which would require recalculating
the arrays.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Now that we use separate binding tables for WM, VS, and GS, and have
BRW_MAX_VS_SURFACES and BRW_MAX_GS_SURFACES macros, we really shouldn't
have an unqualified BRW_MAX_SURFACES macro. It's confusing.
Signed-off-by: Kenneth Graunke <[email protected]>
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They had a number of issues:
- A paragraph states that we use a single binding table, but we don't.
- We labelled the WM binding table diagram as SOL/WM.
- The WM diagram had an "Only relevant to the WM" comment. Duh.
Signed-off-by: Kenneth Graunke <[email protected]>
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This change uses the array object factory for gl_array_objects. This
prevents crashes when deriving from gl_array_object.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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There's no reason to do that. The buffer being used for rendering is always
mapped as unsynchronized.
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There's no reason to do that. The buffer being used for rendering is always
mapped as unsynchronized.
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instead of recreating the vertex buffer for each draw_vbo call.
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Accelerates a few glReadPixels cases for WebGL.
See https://bugs.freedesktop.org/show_bug.cgi?id=48545
v2: Per Jose, use bit twiddling for the swizzle case instead of ubyte
arrays (it's about 44% faster).
Note: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <[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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v2: Fix writemask setup for non-vec4 assignments.
Reviewed-by: Kenneth Graunke <[email protected]>
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This lets us significantly shorten p->instructions->push_tail(ir), and
will be used in a few more places.
Reviewed-by: Kenneth Graunke <[email protected]>
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Now we can fold a bunch of our expression setup in ff_fragment_shader
into single-line, parseable commits.
v2: Make it actually work. I wasn't setting num_components in the
mask structure, and not setting up a mask structure is way easier.
Reviewed-by: Kenneth Graunke <[email protected]>
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Having to explicitly dereference is irritating and bloats the code,
when the compiler can detect and do the right thing.
v2: Use a little shim class to produce the automatic dereference
generation at compile time as opposed to runtime, while also
allowing compile-time type checking.
Reviewed-by: Kenneth Graunke <[email protected]>
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The C++ constructors with placement new, while functional, are
extremely verbose, leading to generation of simple GLSL IR expressions
like (a * b + c * d) expanding to many lines of code and using lots of
temporary variables. By creating a new ir_builder.h that puts simple
generators in our namespace and taking advantage of ralloc_parent(),
we can generate much more compact code, at a minor runtime cost.
v2: Replace ir_instruction usage with just ir_rvalue.
v3: Drop remaining missed as_rvalue() in v2.
Reviewed-by: Kenneth Graunke <[email protected]>
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TEXTURED_TRIANGLE and MULTITEX_TRIANGLE are both a bit special in that if
you use any other graph object in the meantime they'll forget their state
and spew a lovely METHOD_CNT error at you when you try to draw.
The pre-newlib driver has a flush_notify() hook which does this state
re-emit, and a number of random workarounds like extra flushes and state
dirtying after various operations to solve this issue.
I'm taking a slightly different approach to things instead, which has the
nice side-effect of removing the divergent code-paths for ttri/mtri, the
flush/dirty workarounds and the need for flush_notify. Also gives a few
FPS boost in OA, yay.
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This adds the blend mode mapping, it also uses the var->index in the
glsl to tgsi convertor - this is the other half of my using 4 in the GLSL
compiler.
Signed-off-by: Dave Airlie <[email protected]>
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Add implementations of the two API functions,
Add a new strings to uint mapping for index bindings
Add the blending mode validation for SRC1 + SRC_ALPHA_SATURATE
Add get for MAX_DUAL_SOURCE_DRAW_BUFFERS
v2:
Add check in valid_to_render to address case in spec ERRORS.
v3:
Add index to ir.h so this patch compiles on its own
fixup comment
v4: fixup Brian's comments
The GLSL patch will setup the indices.
Signed-off-by: Dave Airlie <[email protected]>
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Noticed by clang:
brw_wm_surface_state.c:330:30: warning: initializer overrides prior
initialization of this subobject [-Winitializer-overrides]
[MESA_FORMAT_Z24_S8] = 0,
^
brw_wm_surface_state.c:326:30: note: previous initialization is here
[MESA_FORMAT_Z24_S8] = 0,
^
No functionality change, since the array is declared static so
it was zero-initialized by default.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Silences a clang warning:
format_pack.c:2546:30: warning: implicit conversion from 'int' to
'GLubyte' (aka 'unsigned char') changes value from 65535 to 255
[-Wconstant-conversion]
d[i] = d[i] ? 0xffff : 0x0;
~ ^~~~~~
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Fix uninitialized scalar field defect reported by Coverity.
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The param wasn't added until drm-intel-next for 3.4, so we were
missing our various LLC fast-paths.
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By making a bool fs_reg only have a defined low bit (matching CMP
output), instead of being a full 0 or 1 value, we reduce the ANDs
generated in logic chains like:
if (v_texcoord.x < 0.0 || v_texcoord.x > texwidth ||
v_texcoord.y < 0.0 || v_texcoord.y > 1.0)
discard;
My concern originally when writing this code was that we would end up
generating unnecessary ANDs on bool uniforms, so I put the ANDs right
at the point of doing the CMPs that otherwise set only the low bit.
However, in order to use a bool, we're generating some instruction
anyway (e.g. moving it so as to produce a condition code update), and
those instructions can often be turned into an AND at that point. It
turns out in the shaders I have on hand, none of them regress in
instruction count:
Total instructions: 262649 -> 262545
39/2148 programs affected (1.8%)
14253 -> 14149 instructions in affected programs (0.7% reduction)
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