| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This commit unifies the CCS_E and CCS_D cases. This should fix a couple
of subtle issues. One is that when you use INTEL_DEBUG=norbc to disable
CCS_E, we don't get the sRGB blending workaround. By unifying the code,
we give CCS_D that workaround as well.
The second issue fixed by this refactor is that the blending workaround
was appears to be enabled on all gens but really only applies on gen9.
Due to a happy accident in the way code was laid out, it was only
getting enabled on gen9: gen8 and earlier don't support non-zero-one
clear colors, and gen10 supports sRGB for CCS_E so it got caught in the
format_ccs_e_compat_with_miptree case. This refactor moves it above the
format_ccs_e_compat_with_miptree case so it's an explicit early exit and
makes it explicitly only on gen9.
Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "17.3" <[email protected]>
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This reverts commit ee57b15ec764736e2d5360beaef9fb2045ed0f68, "i965:
Disable regular fast-clears (CCS_D) on gen9+". How taht we've fixed the
issue with too many different aux usages in the render cache, it should
be safe to re-enable CCS_D for sRGB.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104163
Tested-by: Eero Tamminen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "17.3" <[email protected]>
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This lets us perform render cache flushes whenever a surface goes from
being used with one aux+format to a different aux+format.
This is the "proper" fix for https://bugs.freedesktop.org/102435.
ee57b15ec764736e2d5360beaef9fb2045ed0f68 which was really just a partial
revert of 3e57e9494c2279580ad6a83ab8c065d01e7e634e was just a hack to
get rid of a hang in a bunch of Valve games. This solves the actual
problem responsible for the hang and lets us enable CCS_E once again.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102435
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "17.3" <[email protected]>
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This makes sure we flush things out of other caches prior to using a
surface through the render cache. Currently, this is a no-op because GL
won't let you bind anything other than a color surface as color so it
should never end up in the depth cache. However, this does complete the
flush/add_bo pair for regular drawing which will be required for the
next commit.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "17.3" <[email protected]>
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Improves performance of SynMark2 OglGSCloth by a further 9.65%±0.59%
due to the reduction in overwraps of the primitive count buffer that
lead to a CPU stall on previous rendering. Cummulative performance
improvement from the series 81.50% ±0.96% (data gathered on VLV).
Tested-By: Eero Tamminen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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begin/end block.
This allows us to aggregate the primitive counts of a completed
transform feedback begin/end block lazily, which in the most typical
case (where glDrawTransformFeedback is not used) will allow us to
avoid aggregating the primitive counters on the CPU altogether,
preventing a stall on previous rendering during
glBeginTransformFeedback(), which dramatically improves performance of
applications that rely heavily on transform feedback.
Improves performance of SynMark2 OglGSCloth by 65.52% ±0.25% (data
gathered on VLV).
Tested-By: Eero Tamminen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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A primitive counter encapsulates a scalar aggregating counter for each
vertex stream along with a section within the primitive tally buffer
which hasn't been read out yet. Defining this as a separate type will
allow us to keep multiple counter objects around for the same
transform feedback object without any code duplication.
Tested-By: Eero Tamminen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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I'm guessing this may have been disable because of missing
component packing support. However recent nir linking changes
required nir based gallium drivers to support component packing
so this should now be ok to enable.
Reviewed-by: Marek Olšák <[email protected]>
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Trivial. Found by Coccinelle.
Reviewed-by: Eric Engestrom <[email protected]>
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Trivial. Found by Coccinelle.
Reviewed-by: Eric Engestrom <[email protected]>
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Trivial. Found by Coccinelle.
Reviewed-by: Eric Engestrom <[email protected]>
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This reverts commit 6ce9006d76c050663af0be61cc88c3215d6f8cea.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104490
Signed-off-by: Adam Jackson <[email protected]>
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ARB_ubo requires 12 UBOs (per stage) at least, but this limit has been
raised by GL 4.3 to 14, so don't advertize GL 4.3 without it (only checking
the vertex stage since all drivers probably have the same limit anyway for
other stages). (piglit has minmax tests for that kind of thing, but they go
only up to 3.3, so this won't really be noticed.)
I think this currently should not affect any driver - r600 until very
recently only supported 12 but now advertizes 14 too.
Reviewed-by: Brian Paul <[email protected]>
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This creates two new internal dependencies, idep_nir_headers and
idep_nir. The former encapsulates the generation of nir_opcodes.h and
nir_builder_opcodes.h and adding src/compiler/nir as an include path.
This ensures that any target that needs nir headers will have the
includes and that the generated headers will be generated before the
target is build. The second, idep_nir, includes the first and
additionally links to libnir.
This is intended to make it easier to avoid race conditions in the build
when using nir, since the number of consumers for libnir and it's
headers are quite high.
Acked-by: Eric Engestrom <[email protected]>
Signed-off-by: Dylan Baker <[email protected]>
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For things like:
loop
x = func()
list += x
end
just do:
loop
list += func()
end
Acked-by: Eric Engestrom <[email protected]>
Signed-off-by: Dylan Baker <[email protected]>
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Don't use intermediate variables, use consistent whitespace.
Acked-by: Eric Engestrom <[email protected]>
Signed-off-by: Dylan Baker <[email protected]>
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Currently the meosn build has a mix of two styles:
arg : [foo, ...
bar],
and
arg : [
foo, ...,
bar,
]
For consistency let's pick one. I've picked the later style, which I
think is more readable, and is more common in the mesa code base.
v2: - fix commit message
Acked-by: Eric Engestrom <[email protected]>
Signed-off-by: Dylan Baker <[email protected]>
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This is unused because it's for libGL/libEGL, not drivers.
v2: i965 was wrong, because it used dri_util instead of its own config.
Reviewed-by: Tapani Pälli <[email protected]>
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When a TCS is present at link time we know the number of vertices in the
patch and we can lower gl_PatchVerticesIn in the TesEval stage directly
to a constant. We already have a pass for this that we use in the
Vulkan pipeline, so we just reuse that.
Notice that the GLSL linker also implements this optimization, which
we are not removing because other drivers may still depend on it, so
this should only be useful for OpenGL SPIR-V shaders for now.
Reviewed-by: Jason Ekstrand <[email protected]>
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Intel was the only user and now NIR can do the lowering.
v2: do not try to handle it as a system value directly for the SPIR-V
path. In GL we rather handle it as a uniform like we do for the
GLSL path (Jason).
v3: drop LowerTESPatchVerticesIn as well (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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We want this here instead of nir_lower_system_values because for
Vulkan we don't want this lowering to take place.
v2: do not try to handle it as a system value directly for the SPIR-V
path. In GL we rather handle it as a uniform like we do for the
GLSL path (Jason).
v3: do this also for the TessEval stage (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: do not try to handle it as a system value directly for the SPIR-V
path. In GL we rather handle it as a uniform like we do for the
GLSL path (Jason).
v3:
- Remove the uniform variable, it is alwats -1 now (Jason)
- Also do the lowering for the TessEval stage (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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../../../src/mesa/main/shaderapi.c: In function ‘_mesa_ShaderBinary’:
../../../src/mesa/main/shaderapi.c:2188:9: error: implicit declaration of function ‘alloca’ [-Werror=implicit-function-declaration]
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Apparently, Geminilake requires you to whack a chicken bit to select
either compute or tessellation mode for barriers. The recommendation
is to switch between them at PIPELINE_SELECT time.
We may not need to do this all the time, but I don't know that it hurts
either. PIPELINE_SELECT is already a pretty giant stall.
This appears to fix hangs in tessellation control shaders with barriers
on Geminilake. Note that this requires a corresponding kernel change,
drm/i915: Whitelist SLICE_COMMON_ECO_CHICKEN1 on Geminilake.
in order for the register write to actually happen. Without an updated
kernel, this register write will be noop'd and the fix will not work.
Reviewed-by: Rafael Antognolli <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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intel_batchbuffer_emit_float is dead code, it should go.
intel_batchbuffer_emit_dword only had one user, which had bungled using
them by forgetting to call intel_batchbuffer_require_space first. So it
seems wise to delete these unsafe helpers.
Cc: [email protected]
Reviewed-by: Jason Ekstrand <[email protected]>
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intel_batchbuffer_emit_dword doesn't reserve space for the DWord it
emits. In the past, we had some reserved batch space to ensure this
worked. With the switch to growing batches, we need to actually request
space so that we grow if necessary.
Fixes: 2c46a67b4138631217141f (i965: Delete BATCH_RESERVED handling.)
Cc: [email protected]
Reviewed-by: Jason Ekstrand <[email protected]>
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If asserts are disabled, you get pointless warnings about devinfo
being used (it's used to assert on devinfo->gen).
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Some later code relies on _Layer to set first/last_layer. Make sure it's
always initialized.
Detected by valgrind's conditional jump/move with uninit value logic.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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As Marek noted, the GL_RGBA + GL_UNSIGNED_INT_2_10_10_10_REV type
combo is also good for readback of BGRX1010102 framebuffers, not
only for BGRA1010102 framebuffers for use with glReadPixels()
under GLES, so add it for the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES
query.
Successfully tested on gallium r600 driver with a (quickly hacked
for RGBA 10 10 10 0) dEQP testcase
dEQP-EGL.functional.wide_color.window_1010102_colorspace_default.
Suggested-by: Marek Olšák <[email protected]>
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This format + type combo is good for BGRA1010102 framebuffers
for use with glReadPixels() under GLES, so add it for the
GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
Allows successful testing of 10 bpc / depth 30 rendering with dEQP test
case dEQP-EGL.functional.wide_color.window_1010102_colorspace_default.
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Allows to prevent exposing RGB10 configs and visuals to
clients.
v2: Rename expose_rgb10_configs to allow_rgb10_configs,
as suggested by Emil.
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Some clients may not like RGB10X2 and RGB10A2 fbconfigs and
visuals. Add a new driconf option 'allow_rgb10_configs' to
allow per application enable/disable.
The option defaults to enabled.
v2: Rename expose_rgb10_configs to allow_rgb10_configs,
as suggested by Emil. Add comment to option parsing,
to make sure it stays before the ->InitScreen().
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Expose formats which are supported at least back to Gen 5 Ironlake,
possibly further. Allow creation of 10 bpc winsys buffers for drawables.
glxinfo now lists new RGBA 10 10 10 2/0 formats.
v2: Move the BGRA/BGRX1010102 formats before the RGBA/RGBX8888
32 bit formats, as the code comments require. Thanks Emil!
Update num_formats from 3 to 5, to keep the special Android
handling intact.
v3: Use num_formats = ARRAY_SIZE(formats) - 2 as suggested by Tapani,
to only exclude the last 2 Android formats, add Tapani's r-b.
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Allow DRI3/Present buffer sharing for 10 bpc buffers.
Otherwise composited desktops under DRI3 will only display
black client areas for redirected windows.
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Extend intel_miptree_blit() to handle at least
ARGB2101010 -> XRGB2101010, ARGB2101010 -> ARGB2101010,
and XRGB2101010 -> XRGB2101010 via the BLT engine,
but not XRGB2101010 -> ARGB2101010 yet.
This works as tested under Compiz, KDE-5, Gnome-Shell.
v2: Restrict BLT fast path to exclude XRGB2101010 -> ARGB2101010,
as intel_miptree_set_alpha_to_one() isn't ready to set 2 bit
alpha channels to 1.0 yet. However, couldn't find a test case
where this specific blit would be needed, so maybe not much
of a point to improve here.
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Makes compositing under X11/GLX work.
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Older OpenGL defines two equations for converting from signed-normalized
to floating point data. These are:
f = (2c + 1)/(2^b - 1) (equation 2.2)
f = max{c/2^(b-1) - 1), -1.0} (equation 2.3)
Both OpenGL 4.2+ and OpenGL ES 3.0+ mandate that equation 2.3 is to be
used in all scenarios, and remove equation 2.2. DirectX uses equation
2.3 as well. Intel hardware only supports equation 2.3, so Gen7.5+
systems that use the vertex fetcher hardware to do the conversions
always get formula 2.3.
This can make a big difference for 10-10-10-2 formats - the 2-bit value
can represent 0 with equation 2.3, and cannot with equation 2.2.
Ivybridge and older were using equation 2.2 for OpenGL, and 2.3 for ES.
Now that Ivybridge supports OpenGL 4.2, this is wrong - we need to use
the new rules, at least in core profile. That would leave Gen4-6 doing
something different than all other hardware, which seems...lame.
With context version promotion, applications that requested a pre-4.2
context may get promoted to 4.2, and thus get the new rules. Zero cases
have been reported of this being a problem. However, we've received a
report that following the old rules breaks expectations. SuperTuxKart
apparently renders the cars red when following equation 2.2, and works
correctly when following equation 2.3:
https://github.com/supertuxkart/stk-code/issues/2885#issuecomment-353858405
So, this patch deletes the legacy equation 2.2 support entirely, making
all hardware and APIs consistently use the new equation 2.3 rules.
If we ever find an application that truly requires the old formula, then
we'd likely want that application to work on modern hardware, too. We'd
likely restore this support as a driconf option. Until then, drop it.
This commit will regress Piglit's draw-vertices-2101010 test on
pre-Haswell without the corresponding Piglit patch to accept either
formula (commit 35daaa1695ea01eb85bc02f9be9b6ebd1a7113a1):
draw-vertices-2101010: Accept either SNORM conversion formula.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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tl;dr: For many types of GL object, we can *NEVER* use the Gen function.
In OpenGL ES (all versions!) and OpenGL compatibility profile,
applications don't have to call Gen functions. The GL spec is very
clear about how you can mix-and-match generated names and non-generated
names: you can use any name you want for a particular object type until
you call the Gen function for that object type.
Here's the problem scenario:
- Application calls a meta function that generates a name. The first
Gen will probably return 1.
- Application decides to use the same name for an object of the same
type without calling Gen. Many demo programs use names 1, 2, 3,
etc. without calling Gen.
- Application calls the meta function again, and the meta function
replaces the data. The application's data is lost, and the app
fails. Have fun debugging that.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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object handle
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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All of the callers of _mesa_meta_bind_rb_as_tex_image call
_mesa_meta_setup_sampler shortly after. _mesa_meta_setup_sampler also
binds the texture. This is necessary because not all paths that lead to
_mesa_meta_setup_sampler some through _mesa_meta_bind_rb_as_tex_image.
Rename the function _mesa_meta_texture_object_from_renderbuffer to
reflect its true purpose.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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