| Commit message (Collapse) | Author | Age | Files | Lines |
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This allows most GPU objects to use the full 48-bit address space
offered by Gen8+ platforms, rather than being stuck with 32-bit.
This expands the available GPU memory from 4G to 256TB or so.
A few objects - instruction, scratch, and vertex buffers - need to
remain pinned in the low 4GB of the address space for various reasons.
We default everything to 48-bit but disable it in those cases.
Thanks to Jason Ekstrand for blazing this trail in anv first and
finding the nasty undocumented hardware issues. This patch simply
rips off all of his findings.
Reviewed-by: Jordan Justen <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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This makes the name shorter in debug printouts. If "workaround_bo"
is good enough for the code, it's probably good enough for debugging.
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When anything goes wrong with this code, dumping the validation list
is a useful way to figure out what's happening.
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We only need to check for previously processed location on user
defined varyings as they are the only ones that support component
packing. Therefore a single instance of processed_locs can be
shared by regular varyings and patches.
For simplicity we make processed_locs an array in order to handle
dual source bleanding.
Fixes the follow piglit test on radeonsi:
tests/spec/arb_enhanced_layouts/execution/component-layout/fs-output.shader_test
Reviewed-by: Dave Airlie <[email protected]>
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Fixes: 6c530ad11605
("i965: Reduce passing 2x32b of reloc_domains to 2 bits")
Signed-off-by: Andriy Khulap <[email protected]>
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In 16631ca30ea6 we fixed gen9 active components to account for padded
inputs in the URB, which we can have with SSO programs. To do that,
instead of going through the bitfield of inputs (which doesn't include
padding information), we compute the number of inputs from the size
of the URB entry.
Unfortunately, there are some special inputs that are not stored in
the URB and that we also need to account for. These special inputs
are identified and handled during calculate_attr_overrides().
Instead of keeping track of the exact number of inputs, we just
program active components for all possible inputs like we do in
anvil.
This fixes a regression in a WebGL program that uses Point Sprite
functionality (specifically, VARYING_SLOT_PNTC).
v2:
- Add 'Fixes' tag (Mark Janes)
- make no_vue_inputs int instead of uint32_t, and add const qualifier
to num_inputs variable (Ian)
v3:
- Do not try to count inputs correctly, just program all input
slots like we do in anvil (Ken)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105224
Fixes: 16631ca30ea6 (i965/sbe: fix active components for SSO programs with over 16 inputs)
Reviewed-by: Kenneth Graunke <[email protected]>
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Like before use local variables from compile_vertex_list instead.
Remove vertex_size from struct vbo_save_vertex_list.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The buffer_offset is used in aligned_vertex_buffer_offset.
But now that most of these decisions are done in compile_vertex_list
we can work on local variables instead of struct members in the
display list code. Clean that up and remove buffer_offset.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Replace last use on replay with _vbo_save_get_{min,max}_index. Appart from
that it is not used anymore.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Is not used anymore on replay, move the last use in display list
compilation to the original array in the display list compiler.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Is not used anymore on replay, move the last use in display list
compilation to the original array in the display list compiler.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Is not used anymore on replay.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Since we now store a set of VAOs in the display list, use these object
to get the reference to the VBO in several places.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Use the information already present in the VAO to update the current values
after display list replay. Set GL_OUT_OF_MEMORY on allocation failure
for the current value update storage.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Use the information already present in the VAO to replay a display list
node using immediate mode draw commands. Use a hand full of helper methods
that will be useful for the next patches also.
v2: Insert asserts, constify local variables.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The master value is now stored inside the VAO already present in
struct vbo_save_vertex_list. Remove the unneeded copy from dlist storage.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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This reverts commit a2c1e48f15995a826dc759e064c2603882a37e0c.
On BDWGT3e and KBLGT3e systems, this commit regressed the following
tests:
piglit.spec.ext_framebuffer_multisample.accuracy 2 stencil_resolve small depthstencil
piglit.spec.ext_framebuffer_multisample.accuracy 4 stencil_resolve small depthstencil
piglit.spec.ext_framebuffer_multisample.accuracy 6 stencil_resolve small depthstencil
piglit.spec.ext_framebuffer_multisample.accuracy 8 stencil_resolve small depthstencil
piglit.spec.ext_framebuffer_multisample.accuracy all_samples stencil_resolve small depthstencil
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Before, we were trusting in the hardware to take the intersection
of the viewport clip with the drawing rectangle. Unfortunately,
3DSTATE_DRAWING_RECTANGLE is fairly expensive because it implicitly
does a full pipeline stall. If we're a bit more careful with our
viewport clipping, we can just re-emit it once at context creation
time.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Gen11 does not support DF, Q, UQ types in hardware. As a result, we have
to disable some GL extensions until they can be reimplemented.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Ideally the st_finalize_texture call would take care of that, but it
doesn't seem to with KHR-GL45.shader_image_size.advanced-nonMS-*. This
assertion makes sure that no such values are passed to the driver.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Scott D Phillips <[email protected]>
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embedded GL.
Reviewed-by: Plamena Manolova <[email protected]>
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lower_blend_equation_advanced().
This requires passing an extra argument to the lowering pass because
the KHR_blend_equation_advanced specification doesn't seem to define
any mechanism for the implementation to determine at compile-time
whether coherent blending can ever be used (not even an "#extension
KHR_blend_equation_advanced_coherent" directive seems to be required
in the shader source AFAICT).
In the long run we'll probably want to do state-dependent recompiles
based on the value of ctx->Color.BlendCoherent, but right now there
would be no benefit from that because the only driver that supports
coherent framebuffer fetch is i965 on SKL+ hardware, which are unable
to support the non-coherent path for the moment because of texture
layout issues, so framebuffer fetch coherency is always enabled for
them.
Reviewed-by: Plamena Manolova <[email protected]>
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Reviewed-by: Plamena Manolova <[email protected]>
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The changes I had originally planned for the MESA_shader_framebuffer_fetch
extension have been merged into the EXT spec, there's no point in keeping
MESA_shader_framebuffer_fetch extension enables.
Reviewed-by: Plamena Manolova <[email protected]>
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This GL entry point was renamed to glFramebufferFetchBarrier() in the
EXT extension on request from Khronos members. Update the Mesa
codebase to match the latest spec.
Reviewed-by: Plamena Manolova <[email protected]>
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This reverts two bogus and seemingly useless changes from the commits
referenced below, which broke KHR_blend_equation_advanced (and
EXT_shader_framebuffer_fetch_non_coherent which wasn't exposed yet)
for any kind of render target surface that would cause the
get_isl_surf() call in brw_emit_surface_state() to do anything useful
(notice how the result of get_isl_surf() is completely ignored by the
caller right now), as was the case while using those extensions with
1D array or 3D framebuffers in particular.
Fixes: f5859b45b1686e8116380d87 "i965/miptree: Switch remaining surfaces to isl"
Fixes: bf24c3539e4b6989512968ca "i965/miptree: Clean-up unused"
Cc: [email protected]
Reviewed-by: Plamena Manolova <[email protected]>
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The change is a bug fix for 92d76a169:
mesa: Provide an alternative to get_vp_mode()
that actually got exposed through 4562a7b0:
vbo: Make use of _DrawVAO from the dlist code.
Fixes: KHR-GLES31.core.shader_image_load_store.advanced-sso-simple
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105229
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This is also true for GLES.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This is more accurate with respect to the compatibility profile.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The extension is exposed in the compatibility profile.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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GLSL 1.40 is required.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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RGB9_E5 should be accepted by RenderbufferStorage if the
EXT_texture_shared_exponent is exposed. It is left to the
implementations to return GL_FRAMEBUFFER_UNSUPPORTED_EXT
when checking the framebuffer completeness if they do not
support rendering in this format.
Discussed in:
https://github.com/KhronosGroup/OpenGL-API/issues/32
This fixes KHR-GL45.internalformat.renderbuffer.rgb9_e5
v2: Added more info to the commit message (Antia)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Antia Puentes <[email protected]>
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Finally use an internal VAO to execute display list draws. Avoid
duplicate state validation for display list draws. Remove client arrays
previously used exclusively for display lists.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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VAOs will be used in the next change as immutable object across multiple
contexts. Only reference counting may write concurrently on the VAO. So,
make the reference count thread safe for those and only those VAO objects.
v3: Use bool/true/false for gl_vertex_array_object::SharedAndImmutable.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Finally use an internal VAO to execute immediate mode draws. Avoid
duplicate state validation for immediate mode draws. Remove client arrays
previously used exclusively for immediate mode draws.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Correct VBO_MATERIAL_SHIFT value.
The functions will be used next in this series.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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We will need the flush_vertices argument later in this series.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Change vertex_attrib_binding() to _mesa_vertex_attrib_binding(), add a
flush_vertices argument, and make it publicly available.
The function will be needed later in the series.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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We will need the flush_vertices argument later in this series.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Switch over to use the _DrawVAO for all the array type draws.
The _DrawVAO needs to be set before we enter _mesa_update_state, so move
setting the draw method in front of the first call to _mesa_update_state
which is in turn called from the *validate*Draw* calls. Using the
gl_vertex_array_object::_Enabled bitmask, gl_vertex_program_state::_VPMode
and gl_vertex_array_object::_AttributeMapMode we can already set
varying_vp_inputs before we call _mesa_update_state the first time.
Thus remove duplicate state validation.
v2: Update comments.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Provided the _DrawVAO and the derived state that is maintained if we have
the _DrawVAO set, implement a method to incrementally update the array of
gl_vertex_array input pointers.
v2: Add some more comments.
Rename _vbo_array_init to _vbo_init_inputs.
Rename vbo_context::arrays to vbo_context::draw_arrays.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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During the patch series this VAO gets populated with either the currently
bound VAO or an internal VAO that will be used for immediate mode and
dlist rendering.
v2: More comments about the _DrawVAO, filter and enabled mask.
Rename _DrawVAOEnabled to _DrawVAOEnabledAttribs.
v3: Fix and move comment.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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