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* mesa; change ctx->Driver.SaveNeedFlush to boolean, and document it.Brian Paul2013-05-032-5/+6
| | | | Reviewed-by: José Fonseca <[email protected]>
* vbo: update comments for vbo_save_NotifyBegin()Brian Paul2013-05-031-2/+10
| | | | Reviewed-by: José Fonseca <[email protected]>
* vbo: implement primitive merging for glBegin/End sequencesBrian Paul2013-05-032-14/+38
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | A surprising number of apps and benchmarks have poor code like this: glBegin(GL_LINE_STRIP); glVertex(v1); glVertex(v2); glEnd(); // Possibly some no-op state changes here glBegin(GL_LINE_STRIP); glVertex(v3); glVertex(v4); glEnd(); // repeat many, many times. The above sequence can be converted into: glBegin(GL_LINES); glVertex(v1); glVertex(v2); glVertex(v3); glVertex(v4); glEnd(); Similarly for GL_POINTS, GL_TRIANGLES, etc. Merging was already implemented for GL_QUADS in the display list code. Now other prim types are handled and it's also done for immediate mode. In one case: before after ----------------------------------------------- number of st_draw_vbo() calls: 141 45 number of _mesa_prims issued: 7520 632 Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: José Fonseca <[email protected]>
* vbo: create a few utility functions for merging primitivesBrian Paul2013-05-032-0/+109
| | | | | | | To be used by following commit. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: José Fonseca <[email protected]>
* i965/vs: Add instruction scheduling.Eric Anholt2013-05-023-0/+229
| | | | | | | | | | | While this is ignorant of dependency control, it's still good for a 0.39% +/- 0.08% performance improvement on GLBenchmark 2.7 (n=548) v2: Rewrite as a subclass of the base class for the FS instruction scheduler, inheriting the same latency information. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965: Move most of the FS instruction scheduler code to a general class.Eric Anholt2013-05-021-49/+75
| | | | | | | About half of this is shareable with the VS code. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965: Pull a couple of FS scheduling functions out to methods.Eric Anholt2013-05-021-55/+77
| | | | | | | These will get virtualized as we add VS scheduling support. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965: Move FS instruction scheduling to a non-FS-specific file.Eric Anholt2013-05-022-1/+1
| | | | | Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965: Share the register file enum between the two backends.Eric Anholt2013-05-027-34/+24
| | | | | | | | | | I need this so I can look at vec4 and fs registers' files from the same .cpp file without namespaces. As far as I can tell we never rely on the particular numerical values of the files, though I thought it sounded like a good idea when doing the VS (it turns out having 0 be BAD_FILE is nicer). Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965: Make dump_instructions be a virtual method of the visitor.Eric Anholt2013-05-026-28/+22
| | | | | Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965/vs: Do round-robin register allocation on gen6+ like we do in the FS.Eric Anholt2013-05-021-0/+4
| | | | | | | | This will free instruction scheduling to make better choices. No statistically significant performance difference on GLB2.7 (n=93). Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* i965: Fix SNB GPU hangs when a blorp batch is the first thing to execute.Eric Anholt2013-05-021-0/+35
| | | | | | | | | | | | | | The GPU apparently goes looking for constants even though there are no shader stages enabled, and gets stuck because we haven't told it there are no constants to collect. If any other user of the 3D pipeline had run (even the Render accel of the X server!) since power on, then the in-GPU constant buffers would have been set up with some contents we didn't use, and we would succeed. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=56416 Reviewed-by: Kenneth Graunke <[email protected]> Tested-by: Dave Airlie <[email protected]> NOTE: This is a candidate for the stable branches.
* mesa: update comments, simplify code in vtxfmt.cBrian Paul2013-05-021-8/+6
| | | | Reviewed-by: Jose Fonseca <[email protected]>
* mesa: update GLvertexformat commentsBrian Paul2013-05-021-20/+7
| | | | Reviewed-by: Jose Fonseca <[email protected]>
* mesa: remove GLvertexformat::EvalMesh1(), EvalMesh2()Brian Paul2013-05-029-176/+110
| | | | | | See previous commit comments. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: remove GLvertexformat::Rectf()Brian Paul2013-05-027-56/+24
| | | | | | As with the glDraw* functions, this doesn't have to be in GLvertexformat. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: simplify dispatch for glDraw* functionsBrian Paul2013-05-028-401/+17
| | | | | | | | | | | | Remove all the glDraw* functions from the GLvertexformat structure. The point of that dispatch struct is to handle all the functions which dispatch differently depending on whether we're inside glBegin/End. glDraw* are never allowed inside glBegin/End so we can remove those entries. This simplifies the code paths and gets rid of quite a bit of code. Reviewed-by: Jose Fonseca <[email protected]>
* vbo: add new vbo_initialize_exec_dispatch(), vbo_initialize_save_dispatch()Brian Paul2013-05-023-0/+68
| | | | | | First step in simplifying the vertex array / glDraw dispatch code. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: remove _MESA_INIT_EVAL_VTXFMT() macroBrian Paul2013-05-025-16/+32
| | | | Reviewed-by: Jose Fonseca <[email protected]>
* mesa: remove _MESA_INIT_ARRAYELT_VTXFMT() macroBrian Paul2013-05-025-8/+4
| | | | Reviewed-by: Jose Fonseca <[email protected]>
* mesa: remove _MESA_INIT_DLIST_VTXFMT() macroBrian Paul2013-05-025-10/+9
| | | | | | Just expand the code. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: change _mesa_inside_dlist_begin_end() to handle PRIM_UNKNOWNBrian Paul2013-05-022-5/+3
| | | | | | | | | | | | If the currently compiled primitive state is PRIM_UNKNOWN we should not return true from _mesa_inside_dlist_begin_end(). This lets us simplify the calls to that function. Note, the call to _mesa_inside_dlist_begin_end() in vbo_save_EndList() should have probably been checking for PRIM_UNKNOWN too, but it wasn't. So there's no code change change. Reviewed-by: Jose Fonseca <[email protected]>
* vbo: fix initial value of ctx->Driver.CurrentSavePrimitiveBrian Paul2013-05-021-1/+1
| | | | | | | This is set during context creation/initialization. We know we're not inside glBegin/glEnd at this point so use PRIM_OUTSIDE_BEGIN_END. Reviewed-by: Jose Fonseca <[email protected]>
* vbo: fix error detection in vbo_save_playback_vertex_list()Brian Paul2013-05-021-11/+6
| | | | | | | | | | | The old code didn't make sense. The clause in question did the same thing as the next else-if clause. If we're already executing a glBegin/End pair and we're starting a new primitive, that's an error. Fixes more failures in piglit gl-1.0-beginend-coverage test. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: comments, formatting fixes in dlist codeBrian Paul2013-05-021-3/+10
| | | | Reviewed-by: Jose Fonseca <[email protected]>
* vbo: remove redundant vfmt->Begin = _save_Begin assignmentBrian Paul2013-05-021-1/+0
| | | | | | The same assignment appears later in the function. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: don't install glDraw* functions into the BeginEnd dispatch tableBrian Paul2013-05-021-30/+43
| | | | | | | | | Functions like glDrawArrays, glDrawElements, etc. are illegal between glBegin/glEnd and should generate GL_INVALID_OPERATION. Fixes several piglit gl-1.0-beginend-coverage failures. Reviewed-by: Jose Fonseca <[email protected]>
* vbo: fix parameter validation for saving dlist glDraw* functionsBrian Paul2013-05-021-4/+39
| | | | | | | | | | | | | | | | The _save_OBE_DrawArrays/Elements/RangeElements() functions are called when building a display list and we know we're outside glBegin/End. We shouldn't call the normal _mesa_validate_DrawArrays/Elements() functions here because those functions only work properly in immediate mode or during dlist execution. At dlist compile time, we can't call _mesa_update_state(), etc. and examine the current state since it won't apply when the list is executed later. Fixes several failures in piglit's gl-1.0-beginend-coverage test. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: add missing error check in _mesa_EndList()Brian Paul2013-05-021-0/+6
| | | | | | | | | If we're in GL_COMPILE_AND_EXECUTE mode and inside glBegin, calling glEndList() should generate an error. Fixes a failure in piglit's gl-1.0-beginend-coverage test. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: remove unused PRIM_INSIDE_UNKNOWN_PRIM constantBrian Paul2013-05-024-12/+7
| | | | Reviewed-by: Jose Fonseca <[email protected]>
* mesa: simplify save_Begin() error checkingBrian Paul2013-05-021-20/+13
| | | | | | | | The old code was hard to understand and not entirely correct. Note that PRIM_INSIDE_UNKNOWN_PRIM is no longer set anywhere so we'll be able to remove that next. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: refactor _mesa_valid_prim_mode()Brian Paul2013-05-022-14/+24
| | | | | | | ...in terms of new _mesa_is_valid_prim_mode(). We need a mode validater function that doesn't depend on current state for the display list code. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: fix CurrentSavePrimitive <= GL_POLYGON testsBrian Paul2013-05-022-3/+3
| | | | | | | Use the new PRIM_MAX value instead so that new geometry shader primitive types are accounted for. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: adjust PRIM_x constants for geometry shadersBrian Paul2013-05-021-3/+4
| | | | | | | | | These values pertain to display lists, and the new types of geometry shader primitives can be used in display lists. And add new PRIM_MAX constant for follow-on changes. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: fix save_ShadeModel() logic and add new commentsBrian Paul2013-05-021-4/+5
| | | | | | | | | | | | | | | | This removes the test for _mesa_inside_dlist_begin_end(). If ctx->Driver.CurrentSavePrimitive==PRIM_UNKNOWN (the initial value), _mesa_inside_dlist_begin_end() will, confusingly, return TRUE. So we didn't set the ctx->ListState.Current.ShadeModel value and it remained in its indeterminate state. This didn't effect correctness, but it defeated the intended optimization of dropping redundant glShadeModel() state changes in order to coalesce sequences of drawing commands. Verified with new piglit gl-1.0-dlist-shademodel test. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: implement glFramebufferTextureJordan Justen2013-05-012-0/+20
| | | | | Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: add Layered field to framebuffersJordan Justen2013-05-012-0/+22
| | | | | | | | | | | When checking framebuffer completeness, we test each attachment. We verify that all attachments are consistent in terms of layers. 1. They must all be layered, or all non-layered 2. If they are layered, they must match in depth Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: add renderbuffer attachment Layered fieldJordan Justen2013-05-013-8/+12
| | | | | | | | If glFramebufferTexture is used, then the framebuffer attachment is layered. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: add renderbuffer Depth fieldJordan Justen2013-05-012-0/+2
| | | | | | | | | | With glFramebufferTexture, a renderbuffer may support all layers of the texture, so we need the depth of the renderbuffer to check for consistency which is required for framebuffer completeness. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* scons: remove IN_DRI_DRIVERAndreas Boll2013-05-011-1/+0
| | | | Not used anymore.
* build: remove unused API_DEFINESAndreas Boll2013-05-0114-15/+5
| | | | Reviewed-by: Matt Turner <[email protected]>
* intel: use automake conditionals for defining FEATURE_{ES1,ES2}Andreas Boll2013-05-012-2/+20
| | | | | | Removes the need of API_DEFINES. Reviewed-by: Matt Turner <[email protected]>
* intel: remove executable bit from C fileAndreas Boll2013-05-011-0/+0
| | | | Reviewed-by: Matt Turner <[email protected]>
* vbo: fix possible use-after-free segfault after a VAO is deletedMarek Olšák2013-05-013-4/+25
| | | | | | | | | | | | | This like the fifth attempt to fix the issue. Also with the new "validating" flag, we can set recalculate_inputs to FALSE earlier in vbo_bind_arrays, because _mesa_update_state won't change it. NOTE: This is a candidate for the stable branches. v2: fixed a typo Reviewed-by: Brian Paul <[email protected]>
* i965/vs: Fix textureGrad() with shadow samplers on Haswell.Kenneth Graunke2013-05-011-2/+8
| | | | | | | | | | | | The shadow comparitor needs to be loaded into the Z component of the last DWord. Fixes es3conform's shadow_execution_vert and oglconform's shadow-grad advanced.textureGrad.1D tests on Haswell. NOTE: This is a candidate for stable branches. Signed-off-by: Kenneth Graunke <[email protected]>
* i965: Lower textureGrad() for samplerCubeShadow.Kenneth Graunke2013-05-013-6/+27
| | | | | | | | | | | | | | | | | | | | | | | According to the Ivybridge PRM, Volume 4 Part 1, page 130, in the section for the sample_d message: "The r coordinate contains the faceid, and the r gradients are ignored by hardware." This doesn't match GLSL, which provides gradients for all of the coordinates. So we would need to do some math to compute the face ID before using sample_d. We currently don't have any code to do that. However, we do have a lowering pass that converts textureGrad to textureLod, which solves this problem. Since textureGrad on three components is sufficiently obscure, it's not a performance path. For now, only handle samplerCubeShadow; we need tests for samplerCube and samplerCubeArray. Fixes es3conform's shadow_comparison_frag test on Haswell. NOTE: This is a candidate for stable branches. Signed-off-by: Kenneth Graunke <[email protected]>
* swrast: add casts for ImageSlices pointer arithmeticBrian Paul2013-05-012-4/+4
| | | | | | MSVC doesn't like pointer arithmetic with void * so use GLubyte *. Reviewed-by: Jose Fonseca<[email protected]>
* i965: Stop passing num_samples to intel_miptree_alloc_hiz().Paul Berry2013-04-303-8/+6
| | | | | | | | | | | | | The number of samples is already available in the miptree data structure, so there's no need to pass it in. I suspect this may fix a subtle bug because in one case (intel_renderbuffer_update_wrapper) we were always passing zero for num_samples, even though the buffer in question was not guaranteed to be single-sampled. But I wasn't able to find a failing test case. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Implement color clears using a simple shader in blorp.Eric Anholt2013-04-308-14/+344
| | | | | | | | | | | | | | | | | | | | | | | The upside is less CPU overhead in fiddling with GL error handling, the ability to use the constant color write message in most cases, and no GLSL clear shaders appearing in MESA_GLSL=dump output. The downside is more batch flushing and a total recompute of GL state at the end of blorp. However, if we're ever going to use the fast color clear feature of CMS surfaces, we'll need this anyway since it requires very special state setup. This increases the fail rate of some the GLES3conform ARB_sync tests, because of the initial flush at the start of blorp. The tests already intermittently failed (because it's just a bad testing procedure), and we can return it to its previous fail rate by fixing the initial flush. Improves GLB2.7 performance 0.37% +/- 0.11% (n=71/70, outlier removed). v2: Rename the key member, use the core helper for sRGB, and use BRW_MASK_* enums, fix comment and indentation (review by Paul). v3: Rewrite a comment, drop a silly temporary variable (review by Ken) Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Make a Mesa core function for sRGB render encoding handling.Eric Anholt2013-04-304-41/+36
| | | | | | | | v2: const-qualify ctx, and add a comment about the function (recommended by Brian and Kenneth). Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> (v1)