| Commit message (Collapse) | Author | Age | Files | Lines |
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Remove trailing whitespace.
Replace tabs with spaces.
Trivial.
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This query is not allowed in GL core profile 3.3 and later (since
GL_QUADS and GL_QUAD_STRIP are disallowed). The query was (mistakenly)
supported in GL 3.2. This fixes the glGet error test accordingly.
Reviewed-by: Neha Bhende<[email protected]>
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"...and stay dead!"
Rafael deleted this file in c2b5a26dc25b9c62954a75465e25294c7fd3851a
(i965: Convert SF_STATE to genxml.) but Marek accidentally brought it
back in commit e7a091936fb6fd578c6ced9baa38b306b638a11b (mesa: replace
ctx->Polygon._FrontBit with a helper function) when resolving conflicts.
It's not actually even compiled, but it's still here trolling people
into thinking it still exists and needs patching.
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Otherwise, if a client gave us a list of modifiers that contained a
modifier we understand but which is not supported on the hardware, we
might return that one and then fail to create the image.
Reviewed-by: Daniel Stone <[email protected]>
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This commit splits the mapping in half. The modifier_infos table now
only contains the modifier and the since_gen field. The tiling bits
have been moved into a table in tiling_to_modifier as that's the only
place it was ever used. The modifier_is_supported function now takes a
devinfo and does the since_gen check.
Reviewed-by: Daniel Stone <[email protected]>
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This assert was removed in b0cc55f29831638069407a4c1a5c809b26902ab6 but
got added back in 1a43d774b613d0b00e26b28cc752d944ce8049aa, probably by
accident.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Now that we have an actual aux_usage field, we no longer need the
complex logic of is_lossless_compressed in order to figure out if a
miptree is CCS_E compressed. As a side-effect, there is not longer any
need to overload MSAA_LAYOUT_CMS for CCS_E and we can stop doing so.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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HiZ, like MCS and CCS_E, can compress more than just clear colors so we
want it turned on whenever the miptree is being used as a depth
attachment. It's theoretically possible for someone to create a depth
texture, upload data with glTexSubImage2D, and texture from it without
ever binding it as a depth target. If this happens, we would end up
wasting a bit of space by allocating a HiZ surface we never use.
However, this is rather unlikely out side of test cases, so we're better
off just allocating it up-front.
Reviewed-by: Chad Versace <[email protected]>
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We need this split for the same reason that we need the split for CCS:
intel_miptree_supports_hiz is called *before* we choose the actual
tiling. Adding a tiling_supports_hiz helper lets choose_aux_usage
more accurately decide whether or not to enable hiz. In particular,
this prevents us from enabling HiZ on linear depth buffers.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Fixes piglit test crash when context creation fails.
v2: As suggested by Brian, move the init to st_create_context_priv()
Reviewed-by: Brian Paul <[email protected]>
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One can override the deviceID, by setting the INTEL_DEVID_OVERRIDE
variable. A few symbolic names or a numerical value for the actual
device ID is accepted.
At the same time we're using strtod (string to double) to convert the
string to a decimal numeral. A seeming thinko, made by the original
commit that introduces the code in libdrm_intel and got here with the
import.
Fixes: 514db96c117a ("i965: Import libdrm_intel.")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This probably can't happen, but we're better off with initialized
variables.
CID: 1415114
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Only the compatibility profile can set it.
It was done incorrectly when we split _NEW_TEXTURE.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Otherwise, ImmutableLevels is 0, which is an illegal value. Later,
_mesa_meta_setup_sampler will use _mesa_texture_parameteriv to set
texObj->MaxLevel = CLAMP(params[0], texObj->BaseLevel,
texObj->ImmutableLevels - 1);
which turns into a completely bogus CLAMP(value, 0, -1)...where the
upper bound is smaller than the lower bound. This ends up being -1
today due to the way CLAMP is implemented, which is a bogus MaxLevel.
Reviewed-by: Ian Romanick <[email protected]>
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Grigori recently added EGL_KHR_create_context_no_error support,
which causes EGL to pass a new __DRI_CTX_FLAG_NO_ERROR flag to
drivers when requesting an appropriate context mode.
driContextSetFlags() will already handle it properly for us, but the
classic drivers all have code to explicitly balk at unknown flags. We
need to let it through or they'll fail to create a no_error context.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
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Ian noted that were were two Pentium 4 Extreme Edition LGA 775 CPUs, and
they only have SSE2.
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All CPUs that can be paired with a GPU supported by i965_dri.so supports
SSE3. This allows us to ensure that some vectorized version of the tiled
memcpy path is enabled on 32-bit systems.
This also ensures that __builtin_ia32_clflush is always usable.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101774
Tested-by: Tobias Klausmann <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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This was broken by commit 1ad24faa.
Reported by AppVeyor:
https://ci.appveyor.com/project/mesa3d/mesa/build/4918
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Performance delta on AMD Phenom II X3 720 / RX 470
The Witcher 2: +18%
Signed-off-by: Marek Olšák <[email protected]>
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Performance delta on AMD Phenom II X3 720
Civilization 5: +28%
Signed-off-by: Marek Olšák <[email protected]>
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Allows applications to be whitelisted.
v2: Remove misguided DRI common part.
Reviewed-by: Marek Olšák <[email protected]>
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Add a new context flag and plumb it through the various layers of the
context creation code to set up dispatch tables for the no-error mode.
Reviewed-by: Marek Olšák <[email protected]>
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This basic extension allows usage of the __DRI_CTX_FLAG_NO_ERROR flag.
This includes support code for classic Mesa drivers to switch on the
no-error mode if the flag is set.
v2: Move to common DRI code.
Reviewed-by: Marek Olšák <[email protected]>
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The semantics are similar to glBufferData.
Tested-by: Marc Dietrich <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Add async marshalling/unmarshalling for all glClearBuffer variants.
These entry points are commonly used in general and Alien Isolation
specifically uses glClearBufferiv. Slightly reduces the number of
thread synchronizations with glthread in that game.
Reviewed-by: Marek Olšák <[email protected]>
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Extract clear buffer helper functions in preparation for adding
marshal/unmarshal functions for the various glClearBuffer variants.
v2: Fix command size.
Reviewed-by: Marek Olšák <[email protected]>
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Apparently this can happen. Just bail out early in that case, as all the called
functions return NULL in that case.
Fixes weston-terminal for me.
Fixes: 147d7fb772a7 ("st/mesa: add a winsys buffers list in st_context")
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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This patch starts uploading UBO data via 3DSTATE_CONSTANT_* packets,
and updates the compiler to know that there's extra payload data, so
things continue working. However, it still issues pull loads for all
data. I wanted to separate the two aspects for greater bisectability.
v2: Update for new intel_bufferobj_buffer parameter.
Reviewed-by: Matt Turner <[email protected]>
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This is an annoyingly big hammer, but it seems less mean than disabling
UBO pushing, and I'm not sure what else to do.
Reviewed-by: Matt Turner <[email protected]>
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Previously we would re-upload the constant data to the batchbuffer,
then re-emit the packets. We only need to do the last step (causing
the existing data in the batchbuffer to be re-uploaded to the push
constant staging area in the L3).
Now that we've separated the two, it's pretty easy to accomplish.
Reviewed-by: Matt Turner <[email protected]>
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I hope to upload UBO via 3DSTATE_CONSTANT_XS packets, in addition to
normal uniforms. In order to do that, I'll need to re-emit the packets
when UBOs change. But I don't want to re-copy the regular uniform data
to the batchbuffer every time.
This patch separates out the data uploading from the packet submission.
We're running low on dirty bits, so I made the new atom happen on every
draw call, and added a flag to stage_state indicating that we want the
packet for that stage emitted.
I would have preferred to do this outside the atom system, but it has
to happen between the uploading of push constant data and the binding
table upload.
Reviewed-by: Matt Turner <[email protected]>
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This allows us to have atoms which are signalled on every draw call.
Reviewed-by: Matt Turner <[email protected]>
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Right now, we always upload new push constant data, and immediately
emit 3DSTATE_CONSTANT_* packets. We call intel_upload_space and store
the resulting BO pointer in brw->curbe.curbe_bo. We read that when
emitting the packets. This works today, but is fragile - it depends on
upload and packet emission being interleaved.
If we instead were to upload all the data, then emit all the packets,
then upload BO wrapping will get us into trouble. For example, the VS
constants may land in one upload BO, but the FS constants may not fit
and land in a second upload BO. Uploading FS constants would overwrite
the brw->curbe.curbe_bo pointer, so when we emitted 3DSTATE_CONSTANT_VS,
we'd get the wrong BO.
I intend to separate out this code in a future commit, so I need to fix
this. To fix it, we simply store a per-stage BO pointer.
Reviewed-by: Matt Turner <[email protected]>
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This adds a NIR pass that decides which portions of UBOS we should
upload as push constants, rather than pull constants.
v2: Switch to uint16_t for the UBO block number, because we may
have a lot of them in Vulkan (suggested by Jason). Add more
comments about bitfield trickery (requested by Matt).
v3: Skip vec4 stages for now...I haven't finished wiring up support
in the vec4 backend, and so pushing the data but not using it
will just be wasteful.
Reviewed-by: Matt Turner <[email protected]>
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Soon, we're going to start providing UBO data to shaders as push
constants, rather than requiring them to issue pull loads. The
3DSTATE_CONSTANT_* commands require 32 byte aligned pointers.
So, we need to increase this from 16 to 32.
Reviewed-by: Matt Turner <[email protected]>
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By default, 3DSTATE_CONSTANT_* Constant Buffer 0 is relative to dynamic
state base address. This makes it unusable for pushing UBOs. I'd like
to be able to use all four push buffers.
There is a bit in the INSTPM register (or CS_DEBUG_MODE2 on Skylake)
which controls whether buffer 0 is relative to dynamic state base
address, or simply a normal pointer. Setting that gives us full
flexibility.
We can't currently write this on Haswell and earlier, and will need
to update the kernel command parser, and then do the whole version
checking song and dance.
Reviewed-by: Matt Turner <[email protected]>
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When writing a region of a buffer via glBufferSubData(), we can write
the data asynchronously if the destination doesn't contain any data.
Even if it's busy, the data was undefined, so the new data is fine too.
Removes all stall avoidance blits on BufferSubData calls in
"Total War: WARHAMMER" on my Skylake GT4.
Decreases the number of stall avoidance blits in Manhattan 3.1:
- Skylake GT4: -18.3544% +/- 6.76483% (n=13)
- Apollolake: -12.1095% +/- 5.24458% (n=13)
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Chris Wilson <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This doesn't do anything yet, but soon we'll want to know whether an
access to a buffer section may write that data, or simply reads it.
Reviewed-by: Jason Ekstrand <[email protected]>
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Merge the code with gen6+ 3DSTATE_GS, and delete brw_gs_state.c,
together with brw_gs_unit_state.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Since we always call brw_batch_emit anyways, we can hopefully make things
simpler by calling it only once, and then branching inside its body. This
can be helpful when bringing the gen4-5 code into this function.
Additionally, check for GEN_GEN == 6 instead of < 7 in cases that won't apply
to lower gens.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This function only emits a particular case of 3DSTATE_GS. Instead, we can do
that inside genX(upload_gs_state), and later reuse part of that code for
emitting gen4-5 state.
There's the additional benefit of allowing us to remove gen6_gs_state.c, which
was only left because of this function.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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It's a very simple conversion, and it allows us to delete brw_cc.c.
Signed-off-by: Rafael Antognolli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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