| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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To get CPU_TO_LE32() macro.
Reviewed-by: Nicolai Hähnle <[email protected]>
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To get definition of unreachable() macro.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Both state->prog->info.inputs_read and state->InputsBound are GLbitfield64
so it seems that the OR of those values should be of the same type.
I'm not sure this fixes any actual issues though.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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v2: add some const qualifiers, per Ian.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Make the code a bit more concise.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The values will never be larger than VBO_ATTRIB_MAX (currently 44).
v2: add STATIC_ASSERT to be sure VBO_ATTRIB_MAX can fit in ubyte,
per Emil.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Both switch cases began with the same code.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The vbo_save_vertex_list structure records one or more glBegin/End
primitives which all have the same vertex format.
To draw these primitives, we setup the vertex array state, then
issue the drawing command. Before, the 'start' vertex was typically
zero and we used the vertex array pointer to indicate where the
vertex data starts.
This patch checks if the vertex buffer offset is an exact multiple of
the vertex size. If so, that means we can use zero-based vertex array
pointers and use the draw's start value to indicate where the vertex
data starts.
This means a series of display list drawing commands may have
identical vertex array state. This will get filtered out by the
Gallium CSO module so we can issue a tight series of drawing commands
without state changes to the device.
Note that this also works for a series of glCallList commands (not
just one list that contains multiple glBegin/End pairs).
No Piglit or conform changes.
v2: minor fixes suggested by Ian.
Reviewed-by: Ian Romanick <[email protected]>
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I think this is a little easier to understand.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Using a plural name makes it easier to see that this is an array and
not a pointer to a single object.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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And move the field and improve comments.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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To match other parts of the VBO code and make things easier to understand.
Reviewed-by: Ian Romanick <[email protected]>
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A little easier to understand.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Symbol rename from dri_* to drm_intel_* introduced a number of compatability
defines within intel_bufmgr.h.
Replace the old function with the new function, consistent with the balance
of this file.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This resolves a game bug in Dead Island. The game doesn't properly
handle ARB_get_program_binary with 0 supported formats, and ends up
crashing.
This will enable ARB_get_program_binary binary support for any
driver that currently enables the on-disk shader cache.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85564
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This will be used by ARB_get_program_binary.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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These will be shared between the on-disk shader cache and
ARB_get_program_binary.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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We can instead just get this from st_*_program.
V2: store tokens to to st_compute_program before attempting to
write to cache (fixes crash).
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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We will need this for ARB_get_program_binary binary support.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Lowering these to temps makes a big mess, and results in some
piglit test failures. Also the radeonsi backend (the only backend
to support tess) has support for indirects so there is no need to
lower them anyway.
Fixes the following piglit tests on radeonsi:
tests/spec/arb_tessellation_shader/execution/variable-indexing/tes-input-array-vec3-index-rd.shader_test
tests/spec/arb_tessellation_shader/execution/variable-indexing/tes-input-array-vec4-index-rd.shader_test
Reviewed-by: Marek Olšák <[email protected]>
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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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