| Commit message (Collapse) | Author | Age | Files | Lines |
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Nothing left in meta does anything with the RBO binding, so we don't
need to save or restore it. The FBO binding is still modified.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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_mesa_BindRenderbuffer
This has the advantage that it does not pollute the global binding
state. It also enables later patches that will stop calling
_mesa_GenRenderbuffers / _mesa_CreateRenderbuffers which pollute the
renderbuffer namespace.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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and _mesa_BindRenderbuffer
This has the advantage that it does not pollute the global binding
state. It also enables later patches that will stop calling
_mesa_GenRenderbuffers / _mesa_CreateRenderbuffers which pollute the
renderbuffer namespace.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Pulls the parts of renderbuffer_storage that aren't just parameter
validation out into a function that can be called from other parts of
Mesa (e.g., meta).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This function previously was only used in fbobject.c and contained a
bunch of API validation. Split the function into
framebuffer_renderbuffer that is static and contains the validation, and
_mesa_framebuffer_renderbuffer that is suitable for calling from
elsewhere in Mesa (e.g., meta).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This avoids a possible NULL dereference because ureg_create() might
return a NULL pointer.
Spotted by coverity.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Two things were broken here:
- The depth/stencil surface dimensions were broken for MSAA.
- Sample count was programmed incorrectly.
Result was the depth resolve didn't work correctly on MSAA surfaces, and
so sampling the surface later produced garbage.
Fixes the new piglit test arb_texture_multisample-sample-depth, and
various artifacts in 'tesseract' with msaa=4 glineardepth=0.
Fixes freedesktop bug #76396.
Not observed any piglit regressions on Haswell.
v2: Just set brw_hiz_op_params::dst.num_samples rather than adding a
helper function (Ken).
Signed-off-by: Chris Forbes <[email protected]>
v3: moved the alignment needed for hiz+msaa to brw_blorp.cpp, as
suggested by Chad Versace (Alejandro Piñeiro on behalf of Chris
Forbes)
Signed-off-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
Tested-by: Jordan Justen <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The assertion is inside a condition mandating num_samples > 1 and
therefore the first half of the constraint is always met. The
second half in turn would only be applicable for single sampled
case and moreover it is trying to falsely check against surface
type instead of format.
Subsequent patches will introduce proper support for the lossless
compression and dropping this here makes the patches a little
simpler.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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This is no longer necessary...and it doesn't make much sense to
have inputs as destinations.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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gl_PointSize is delivered in the .w component of the VUE header, while
the language expects it to be a float (and thus in the .x component).
Previously, we emitted MOVs to copy it over to the .x component.
But this is silly - we can just use a .wwww swizzle and access it
without copying anything or clobbering the value stored at .x
(which admittedly is useless).
Removes the last use of ATTR destinations.
v2: Use BRW_SWIZZLE_WWWW, not SWIZZLE_WWWW (caught by GCC).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This patch re-implements the pre-Haswell VS attribute workarounds.
Instead of emitting shader code in the vec4 backend, we now simply
call a NIR pass to emit the necessary code.
This simplifies the vec4 backend. Beyond deleting code, it removes
the primary use of ATTR as a destination. It also eliminates the
requirement that the vec4 VS backend express the ATTR file in terms
of VERT_ATTRIB_* locations, giving us a bit more flexibility.
This approach is a little different: rather than munging the attributes
at the top, we emit code to fix them up when they're accessed. However,
we run the optimizer afterwards, so CSE should eliminate the redundant
math. It may even be able to fuse it with other calculations based on
the input value.
shader-db does not handle non-default NOS settings, so I have no
statistics about this patch.
Note that the scalar backend does not implement VS attribute
workarounds, as they are unnecessary on hardware which allows SIMD8 VS.
v2: Do one multiply for FIXED rescaling and select components from
either the original or scaled copy, rather than multiplying each
component separately (suggested by Matt Turner).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Use st->internal_target instead of PIPE_TEXTURE_2D when choosing the
texture format. Probably no real difference, but let's be consistent.
Simplify a test when determining whether we need normalized texcoords.
Add a new assertion.
Reviewed-by: Roland Scheidegger <[email protected]>
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Bitmaps may be drawn with a PIPE_TEXTURE_2D or PIPE_TEXTURE_RECT resource
as determined at context creation by checking if PIPE_CAP_NPOT_TEXTURES is
supported. But many places in the bitmap code were hard-coded to use
PIPE_TEXTURE_2D. Use st->internal_target instead.
I think an older NV chip is the only case where a gallium driver does not
support NPOT textures. Bitmap drawing was probably broken for that GPU.
Also, we only need one sampler state with texcoord normalization set up
according to st->internal_target.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Formatting patch split out for easy reviewing.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The clipping is performed higher up in the call-chain.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The fast path for Intel's ReadPixels() unintentionally omits clipping
the specified area to a valid one. Rather than clip in various
corner-cases, perform this operation in the API validation stage.
The bug in intel_readpixels_tiled_memcpy() showed itself when the winsys
ReadBuffer's height was smaller than the one specified by ReadPixels().
yoffset became negative, which was an invalid input for tiled_to_linear().
v2: Move clipping to validation stage (Jason)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92193
Reported-by: Marta Löfstedt <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v2: Use gl_renderbuffer::{Width,Height} (Jason)
Cc: "11.0 11.1" <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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These logical texture instructions can have a *lot* of sources. It's much
safer if we have symbolic names for them.
Reviewed-by: Kenneth Graunke <[email protected]>
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This commit adds the capability to NIR to support separate textures and
samplers. As it currently stands, glsl_to_nir only sets the texture deref
and leaves the sampler deref alone as it did before and nir_lower_samplers
assumes this. Backends can still assume that they are combined and only
look at only at the texture index. Or, if they wish, they can assume that
they are separate because nir_lower_samplers, tgsi_to_nir, and prog_to_nir
all set both texture and sampler index whenever a sampler is required (the
two indices are the same in this case).
Reviewed-by: Kenneth Graunke <[email protected]>
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We're about to separate the two concepts. When we do, the sampler will
become optional. Doing a rename first makes the separation a bit more
safe because drivers that depend on GLSL or TGSI behaviour will be fine to
just use the texture index all the time.
Reviewed-by: Kenneth Graunke <[email protected]>
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Bit 0 of the Patch Header is "TR DS Cache Disable". Setting that bit
disables the DS Cache for tessellator-output topologies resulting in
stitch-transition regions (but leaves it enabled for other cases).
We probably shouldn't leave this to chance - the URB could contain
garbage - which could result in the cache randomly being turned on
or off.
This patch makes the final EOT write 0 to the first DWord (which
only contains this one bit). This ensures the cache is always on.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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radeonsi will not do bounds checking for loads if this is not set.
Reviewed-by: Nicolai Hähnle <[email protected]>
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The default scenario sets GL_TRUE too.
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
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no difference between those
Reviewed-by: Edward O'Callaghan <[email protected]>
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Ilia Mirkin found/fixed the mistake.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93813
Cc: "11.1" <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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When glCallLists() is compiled into a display list, preserve the call
as a single glCallLists rather than 'n' glCallList calls. This will
matter for an upcoming display list optimization project.
Reviewed-by: Ian Romanick <[email protected]>
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Generate GL_INVALID_VALUE if n < 0. Return early if n==0 or lists==NULL.
v2: fix formatting, also check for lists==NULL.
Reviewed-by: Ian Romanick <[email protected]>
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And remove 'extern' qualifiers.
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Most apps don't use glBitmap so don't allocate the bitmap cache or
gallium state objects/shaders/etc until the first call to st_Bitmap().
v2: simplify a conditional, per Gustaw Smolarczyk.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Now all the code to setup the vertex data and draw it is in one place.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Move setup/restoration of rendering state into helper functions.
This makes the draw_bitmap_quad() function much more concise.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Both st/mesa and i965 should return a true/false result now, and the
only other driver implementing queries (radeon) doesn't support
ARB_occlusion_query2 which added that pname.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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I don't know why, but we never hooked up this pass Eric wrote.
Otherwise, you can end up with stupid scalarized code such as:
vec4 ssa_7 = load_const (0.0, 0.0, 0.0, 0.0)
vec4 ssa_8 = ...
vec1 ssa_9 = feq ssa_8, ssa_7
vec1 ssa_10 = feq ssa_8.y, ssa_7.y
vec1 ssa_11 = feq ssa_8, ssa_7.z
vec1 ssa_12 = feq ssa_8.y, ssa_7.w
ssa_8.xyxy == <0, 0, 0, 0> should only take two feq instructions.
shader-db on Skylake:
total instructions in shared programs: 9121153 -> 9120749 (-0.00%)
instructions in affected programs: 32421 -> 32017 (-1.25%)
helped: 277
HURT: 69
total cycles in shared programs: 69003364 -> 69000912 (-0.00%)
cycles in affected programs: 899186 -> 896734 (-0.27%)
helped: 313
HURT: 403
This also prevents regressions when disabling channel expressions.
v2: Don't call opt_cse afterwards (requested by Matt). It should
happen in the optimization loop below anyway.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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The aim of this is to work towards removing UniformHash from the program
struct so that we don't need to hold onto it in memory and pass it around
outside the linker.
Reviewed-by: Dave Airlie <[email protected]>
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There are never render target reads, so there are no scheduling hazards.
Giving the extra flexibility to the scheduler makes it possible to do
FB writes as soon as their sources are available, reducing register
pressure. It also makes it possible to do the payload setup for more
than one FB write message at a time, which could better hide latency.
shader-db results on Skylake:
total instructions in shared programs: 9110254 -> 9110211 (-0.00%)
instructions in affected programs: 2898 -> 2855 (-1.48%)
helped: 3
HURT: 0
LOST: 0
GAINED: 1
A reduction in instruction counts is surprising, but legitimate:
the three shaders helped were spilling, and reducing register
pressure allowed us to issue fewer spills/fills.
total cycles in shared programs: 69035108 -> 68928820 (-0.15%)
cycles in affected programs: 4412402 -> 4306114 (-2.41%)
helped: 4457
HURT: 213
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Acked-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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reuse the sampler deref handling code to do the same
thing for atomics.
Acked-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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