| Commit message (Collapse) | Author | Age | Files | Lines |
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Ben was asking about the undocumented restriction that the math
instruction cannot use the dependency control hints. I went to reconfirm
and disabled the is_math() check in opt_set_dependency_control() and saw
that the disassembled math instructions with dependency hints had a
bogus math function. We were mistakenly overwriting it by setting an
empty conditional mod.
Unfortunately, this wasn't the cause of the aforementioned problem (I
reproduced it). This bug is benign, since we don't set dependeny hints
on math instructions -- but maybe some day.
Reviewed-by: Kenneth Graunke <[email protected]>
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The math function field is at the same location as conditional mod.
Reviewed-by: Kenneth Graunke <[email protected]>
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This was just returning the same value as GL_CURRENT_MATRIX_ARB.
Spotted while investigating something else in apitrace.
Signed-off-by: Chris Forbes <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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When converting a uniform array reference to a pull constant load, the
`reladdr` expression itself may have its own `reladdr`, arbitrarily
deeply. This arises from expressions like:
a[b[x]] where a, b are uniform arrays (or lowered const arrays),
and x is not a constant.
Just iterate the lowering to pull constants until we stop seeing these
nested. For most shaders, there will be only one pass through this loop.
Fixes the piglit test:
tests/spec/glsl-1.20/linker/double-indirect-1.shader_test
Signed-off-by: Chris Forbes <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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In commit 5e37a2a4a8a, I made the pull constant code stop calling
_mesa_load_state_parameters() when there were no pull parameters.
This worked fine on Gen6+ because the push constant code also called
it if there were any push constants. However, the Gen4-5 push constant
code wasn't doing this. This patch makes it do so, like the Gen6+ code.
A better long term solution would be to make core Mesa just handle this
for us when necessary.
Fixes around 8766 Piglit tests on Ironlake, and probably Gen4 as well.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Tested-by: Mark Janes <[email protected]>
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Fix one of the few cases where we can't reliable touch the destination hazard
bits. I am explicitly doing this patch individually so it is easy to backport. I
was tempted to do this patch before the previous patch which reorganized the
code, but I believe even doing that first, this is still easy to backport.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=84212
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Move this to a separate function so that we can begin to add other little
caveats without making too big a mess.
NOTE: There is some desire to improve this function eventually, but we need to
fix a bug first.
v2:
Use const for the inst for the hazard check (Matt)
Invert safe logic to get rid of the double negative (Matt)
Add PRM reference for predicates (Matt)
Add note about empirical evidence for math (Matt)
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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The visitor emits MOVs to temporary registers for immediates, so these
never trigger. For further proof, check case ir_triop_fma.
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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texture_offset was only used by some texturing operations, and offset
was only used by spill/unspill and some URB operations. These fields are
never used at the same time.
Reviewed-by: Jason Ekstrand <[email protected]>
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Check that the target is GL_TEXTURE_CUBE_MAP before emitting
TEXCOORDTYPE_VECTOR texture coordinates.
I'm not sure if the hardware would like CARTESIAN coordinates
with cube maps, and as I'm too lazy to find out just emit the
VECTOR coordinates for cube maps always. For other targets use
CARTESIAN or HOMOGENOUS depending on the number of texture
coordinates provided.
Fixes rendering of the "electric" background texture in chromium-bsu
main menu. We appear to be provided with three texture coordinates
there (I'm guessing due to the funky texture matrix rotation it does).
So the code would decide to use TEXCOORDTYPE_VECTOR instead of
TEXCOORDTYPE_CARTESIAN even though we're dealing with a 2D texure.
The results weren't what one might expect.
demos/cubemap still works, which hopefully indicates that this doesn't
break things.
Also tested with:
bin/glean -o -v -v -v -t +texCube --quick
bin/cubemap -auto
from piglit.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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Add support for decoding the new branch control bit. I saw two things wrong with
the existing code.
1. It didn't bother trying to decode the bit.
- While we do not *intentionally* emit this bit today, I think it's interesting
to see if we somehow ended up with the bit set. It may also be useful in the
future.
2. It seemed to be the wrong bit.
- The docs are pretty poor wrt which bit this actually occupies. To me, it
/looks/ like it should be bit 28. I am not sure where Ken got 30 from. I
verified it should be 28 by looking at the simulator code.
I also added the most basic support for GOTO simply so we don't need to remember
to change the function in the future.
v2:
Move the branch_ctrl check out of the if gen >= 6 check to make it more
readable. (Matt)
ENDIF doesn't have branch_ctrl (Matt + Ken)
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Saves a tiny bit of CPU overhead.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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Fixes regression of WebGL Conformance test texture-size-limit [1] on
Ivybridge Mobile GT2 0x0166 with Google Chrome R38.
Regression introduced by
commit 6c044231535b93c5d16404528946cad618d96bd9
Author: Kenneth Graunke <[email protected]>
Date: Sun Feb 2 02:58:42 2014 -0800
i965: Bump GL_MAX_CUBE_MAP_TEXTURE_SIZE to 8192.
The test regressed because the pointer offset arithmetic in
intel_miptree_map_gtt() overflows for large textures. The pointer
arithmetic is not 64-bit safe.
[1] https://github.com/KhronosGroup/WebGL/blob/52f0dc240f04dce31b1b8e2b8107fe2b8332dc90/sdk/tests/conformance/textures/texture-size-limit.html
Cc: "10.3 10.4" <[email protected]>
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=78770
Fixes: Intel CHRMOS-1377
Reported-by: Lu Hua <[email protected]>
Reviewed-by: Ian Romanic <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Not all drivers can set gl_Layer from VS. Add a fallback that passes the
instance id from VS to GS, and then uses the GS to set the layer.
Tested by adding
quad_buffers |= clear_buffers;
clear_buffers = 0;
to the st_Clear logic, and forcing set_vertex_shader_layered in all
cases. No piglit regressions (on piglits with 'clear' in the name).
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.4 10.3" <[email protected]>
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DRI_PRIME setups have different issues due the lack of dma-buf fences
support in the drivers. For DRI3 DRI_PRIME, a race can appear, making
tearings visible, or worse showing older content than expected. Until
dma-buf fences are well supported (and by all drivers), an alternative
is to send the buffers to the server only when rendering has finished.
Since waiting the rendering has finished in the main thread has a
performance impact, this patch uses an additional thread to offload the
wait and the sending of the buffers to the server.
Acked-by: Jose Fonseca <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Implements vblank_mode and throttling, which allows us change default ratio
between framerate and input lag.
Acked-by: Jose Fonseca <[email protected]>
Signed-off-by: David Heidelberg <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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The sampler_array_size field was added by "mesa/st: add support for
dynamic sampler offsets". But the field wasn't getting copied in
the get_pixel_transfer_visitor() or get_bitmap_visitor() functions.
The count_resources() function then didn't properly compute the
glsl_to_tgsi_visitor::samplers_used bitmask. Then, we didn't declare
all the sampler registers in st_translate_program(). Finally, we
asserted when we tried to emit a tgsi ureg src register with File =
TGSI_FILE_UNDEFINED.
Add the missing assignments and some new assertions to catch the
invalid register sooner.
Cc: "10.3, 10.4" <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Almost all drivers ignore them.
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Tested-by: Nick Sarnie <[email protected]>
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Tested-by: Nick Sarnie <[email protected]>
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This reverts commit 8d3f739383fbdf671752fdec707f1c2b9b2aa6a3.
In the last commit we've updated our check to determine if the actual
code is buildable, rather than if the compiler acknowledges the option.
I.e. did anyone provide -mno-sse4.1 vs is my compiler too old.
Now this code will never be attemped to be build, in both cases.
Confirmed by building mesa with
export CFLAGS='-march=native -mno-sse4.1'
./configure && make
Tested-by: David Heidelberg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This will be reused for the scalar VS pass.
v2 (Ken): Rebase on master.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We'll reuse this toplevel optimization driver for the scalar VS.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These last few operations all only apply when we've actually generated
code, optimized and allocated registers. The dummy and the repclear
shaders don't need the gen4 send workaround, and don't spill. This
means we can move these lines into the else-branch, which will make
the following refactoring easier.
v2 (Ken): Rebase on master, which removed the uncompressed stack.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We split out SIMD8 and SIMD16 generation into seperate calls to
new method generate_code(), which returns the start offset for the
generated code. A new get_assembly() method returns the generated code.
This avoids asserting MESA_SHADER_FRAGMENT and accessing wm_prog_data
in the generator.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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on ES contexts.
The latest version of the specs explicitly allow it, and given that Mesa
universally supports KHR_debug we should definitely support it.
Totally untested. (Just happened to noticed this while implementing
GLX_EXT_create_context_es2_profile for st/xlib.)
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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17 insertions(+), 102 deletions(-). Works just as well.
v2: Make emit_math take const references (suggested by Matt),
drop redundant WRITEMASK_XYZW setting (Matt and Curro).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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We do this almost everywhere else; this should make it easier to modify.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Every other unit in the geometry pipeline automatically enables
statistics gathering. This part of the pipe has been controlled by the
DEBUG_STATS variable, but this is asymmetric. This dates back to the
original implementation, and I am not sure if there is a reason for it.
I need access to these stats to implement ARB_pipeline_statistics_query.
Eric wrote it, and Ken touched it last. Do you have any opposition?
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86145
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
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According to gen2 BSpec the pipeline must be flushed at least up to the
windower before changing the scissor rect enable field. Emitting the
3DSTATE_SCISSOR_RECTANGLE_0 before 3DSTATE_SCISSOR_ENABLE is sufficient
to do that.
gen3 BSpec no longer has that piece of text, but let's make the same
change there too for symmetry. The spec does still say that the scissor
rectangle must be defined before enabling it, so the new order does seem
more in line with the spec.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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Gen2 doesn't have fragment shaders so we shouldn't be calling
_mesa_meta_glsl_Clear() on gen2. Restore the appropriate
ARB_fragment_shader check to the clear path which was lost in:
commit 94f22fbe787214580a1a13a774114d2650c166cb
Author: Tapani Pälli <[email protected]>
Date: Wed Aug 8 20:46:45 2012 +0300
intel: use _mesa_meta_Clear with OpenGL ES 1.1 v2
v2: Fix spelling in commit message
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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TEXTURE_SET() is the only register macro that forgets to wrap the
argument evaluation in parens. Only simple integers are passed to this
macro so there's no bug but sitll it seems prudent to add the
parens.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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ctx.hw_stencil is not used anywhere so kill it.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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Gen2 doesn't support depth/stencil textures, and since
commit c1d4d4999303f9167b20f4e0674b9436e6295cf7
Author: Ville Syrjälä <[email protected]>
Date: Thu Apr 24 14:11:43 2014 +0300
i915: Don't advertise Z formats in TextureFormatSupported on gen2
depth/stencil formats are no longer accepted as texture formats.
However we still want depth/stencil renderbuffers, so add explicit
format checks to intel_alloc_renderbuffer_storage() to allow such
things.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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gen2 doesn't supporte linear mip filter with anisotropic min/mag
filtering. The hardware would automagically downgrade the min/mag
filters to linear in such cases, which IMO looks worse than forcing
the mip filter to nearest.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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Gen2 doesn't support the A8 texture format. Currently the driver
substitutes it with I8, but that results in incorrect RGB values.
Use A8L8 instead. We end up wasting a bit of memory, but at least
we should get the correct results.
v2: Handle the fallback in _mesa_choose_tex_format() and also
do it for all alpha formats that currently accept A8
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72819
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=80050
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=38873
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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The spec says using DOT4 for alpha is undefined unless DOT4 is also used
for color. It seems to do the right thing anyway, but better safe than sorry.
Also override numAlphaArgs to 2 for DOT4 since that's what it wants.
This migth fix something in case the specified alpha mode has only one
argument. Also avoids emitting a needless 3DSTATE_MAP_BLEND_ARG if
the specified alpha mode has three arguments.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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I used these in the SEL peephole, but they require extra tracking and
fix ups. The SEL peephole can pretty easily find the blocks it needs
without these.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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It appears to be completely unused since f9be8543 (February 2012).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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There are no uniforms in OpenGL ES 1.x, so we can't even get to this
code in that API.
Also, reorder the checks. First check that transpose is true, then
check whether or not that is legal in the current API. transpose should
never be true in an ES2 context, so this gets one check (the more
expensive one) out of the main path.
Valgrind callgrind results for a trace of Tesseract:
_mesa_UniformMatrix4fv _mesa_UniformMatrix3fv
Before (64-bit): 96,119,025 24,240,510
After (64-bit): 90,726,569 22,926,662
_mesa_UniformMatrix4fv _mesa_UniformMatrix3fv
Before (32-bit): 132,434,452 29,051,808
After (32-bit): 126,658,112 27,989,316
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Before ARB_explicit_uniform_location, Mesa's location encoding allowed
locations for non-array types that had non-zero array indices.
Basically, part of the location was the uniform and part was the array
index. This meant that some checks had to occur for arrays and
non-arrays. This is no longer possible, we the checks can be split up.
Valgrind callgrind results for a trace of Tesseract:
_mesa_Uniform4fv _mesa_Uniform4f _mesa_Uniform1i
Before (64-bit): 50,499,557 17,487,316 686,227
After (64-bit): 50,023,791 17,274,432 684,293
_mesa_Uniform4fv _mesa_Uniform4f _mesa_Uniform1i
Before (32-bit): 62,968,039 21,732,380 828,147
After (32-bit): 62,373,967 21,490,756 826,223
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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