| Commit message (Collapse) | Author | Age | Files | Lines |
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The sampling hardware can handle them ok. It just looks at the tiling to
determine whether it's the new gen9 1-D layout or the old one. The render
hardware isn't so smart.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Instead, we manually mutate the surface size as needed.
Reviewed-by: Topi Pohjolainen <[email protected]>
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The helper does a full transformation on the surface to turn it into a new
2-D single-layer single-level surface representing the original layer and
level in memory.
Reviewed-by: Topi Pohjolainen <[email protected]>
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For the moment, we still call the old miptree function; we just assert that
the two are equal.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Eventually, this will be the actual view that gets passed into isl to
create the surface state. For now, we just use it for the format and the
swizzle.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Previously we multiplied full x/y offsets, resolved tile aligned buffer
offset and intra tile offset based on that. Now we let ISL to take into
account the msaa setting and we only multiply the resolved intra tile
offsets.
Reviewed-by: Topi Pohjolainen <[email protected]>
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We put all of the code for fake IMS together. This requires moving a bit
of the program key setup code further down so that it gets the right values
out of the final surface.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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We also remove brw_blorp_surface_info::msaa_layout.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Now that we're carrying around the isl_surf, we can just modify it
directly instead of passing an extra bit around.
Reviewed-by: Topi Pohjolainen <[email protected]>
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We have a handy little function is ISL that does exactly the same thing.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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It's only used to stomp the tiling to Y and it's only used by blorp so
there's no reason why blorp can't do it itself.
Reviewed-by: Topi Pohjolainen <[email protected]>
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v2: long has 32bit on Windows (Marek)
Signed-off-by: Francesco Ansanelli <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This is required by OpenGL. Our hardware supports this.
Example: Bind RGBA32F with offset = 4 bytes.
Acked-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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This is required by OpenGL. Our hardware supports this.
Example: Bind RGBA32F with offset = 4 bytes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97305
Acked-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The current logic used to determine the execution size of sampler
messages was based on special-casing several argument and opcode
combinations, which unsurprisingly missed the possibility that some
messages could exceed the payload size limit or not depending on the
number of coordinate components present. In particular:
- The TXL, TXB and TEX messages (the latter on non-FS stages only)
would attempt to use SIMD16 on Gen7+ hardware even if a shadow
reference was present and the texture was a cubemap array, causing
it to overflow the maximum supported sampler payload size and
crash.
- The TG4_OFFSET message with shadow comparison was falling back to
SIMD8 regardless of the number of coordinate components, which is
unnecessary when two coordinates or less are present.
Both cases have been handled incorrectly ever since cubemap arrays and
texture gather were respectively enabled (the current logic used by
the SIMD lowering pass is almost unchanged from the previous no16
fall-back logic used pre-SIMD lowering times).
Fixes the following GL4.5 conformance test on Gen7-8 (the bug also
affects Gen9+ in principle, but SKL passes the test by luck because it
manages to use the TXL_LZ message instead of TXL):
GL45-CTS.texture_cube_map_array.sampling
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97267
Reviewed-by: Kenneth Graunke <[email protected]>
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This makes it easier for the caller to find out how many scalar
components are actually read by the instruction. As a bonus we no
longer need to special-case BAD_FILE in the implementation of
fs_inst::regs_read.
Reviewed-by: Kenneth Graunke <[email protected]>
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This simplifies the code slightly and will allow the SIMD lowering
pass to find out easily what the actual texturing opcode is in order
to determine the maximum execution size of texturing instructions.
Reviewed-by: Kenneth Graunke <[email protected]>
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As is done in most other places in the function.
Reviewed-by: Marek Olšák <[email protected]>
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In api_validate.c stdbool.h was included twice.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Instead of checking for mapped buffers in vbo_bind_arrays
do this check in api_validate.c. This additionally
enables printing the draw calls name into the error
string.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Move the function to check if all vao buffers are
unmapped into the vao implementation file.
Rename the function to _mesa_all_buffers_are_unmapped.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In array draw do not check if the vertex buffer object that
is used to implement immediate mode glBegin/glEnd is mapped.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Looks like it was missed originally. The multi version is there already.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97331
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: [email protected]
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The additional provision of GL_OES_copy_image is that it work for ETC.
However many desktop GPUs don't have native ETC support, so st/mesa does
the decoding by hand. Instead of discarding the compressed data, keep it
around in CPU memory. Use it when performing image copies.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The GL_BGR and GL_UNSIGNED_SHORT_5_6_5_REV are not defined anywhere in
OpenGL ES 3.2 (or earlier) specification, and there are no known extensions
in the Khronos registry that would add these enums as valid responses for
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE) and
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT) queries.
Note that this patch does not change the bit layout returned by the query. As
defined by the GL spec, the bit layout of GL_RGB + GL_UNSIGNED_SHORT_5_6_5 and
GL_BGR + GL_UNSIGNED_SHORT_5_6_5_REV are identical.
TEST=dEQP-GLES3.functional.state_query.integers.*
Signed-off-by: Haixia Shi <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: Stéphane Marchesin <[email protected]>
Change-Id: I81bbc8ccdc7e125edaeae443baf6fa8fdefcc6b6
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This is required following the change in 8X sample positions.
Fixes the recently modified multisample-scaled-blit piglit tests.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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There are no standard sample positions defined in OpenGL and OpenGL
ES specs. Implementations have the freedom to pick the positions
which give plausible results. But the Vulkan 1.0 spec does define
standard sample positions for different sample counts. Defined
positions in Vulkan for all the sample counts except 8X match with
the positions we set in i965. We have an upcoming plan to share the
blorp code between OpenGL and Vulkan driver in near future. Keeping
the 8X sample positions same on both the drivers will help us move
in that direction.
Here is an argument by Neil Roberts (from commit 20250e85) against
any advantage of current 8X sample positions over the new ones:
"The comment above for the 8x sample positions says that the hardware
implements centroid interpolation by picking the centre-most sample
that is inside the primitive. That implies that it might be worthwhile
to pick a pattern that includes 0.5,0.5. However by experimentation
this doesn't seem to actually be the case. With the sample positions
in this patch, if I modify the piglit test below so that it instead
reports the centroid position, it reports 0.492188,0.421875 which
doesn't match any of the positions. If I modify the sample positions
so that they include one at exactly 0.5,0.5 it doesn't help and it
reports another position which is even further from the center for
some reason.
arb_gpu_shader5-interpolateAtSample-different
Kenneth Graunke experimented with some other patterns that have a
higher standard deviation but I think after some discussion it was
decided that it would be better to pick the same pattern as the other
graphics API in case there are games that rely on this pattern."
Observed no regressions in jenkins testing.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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because NewDriverState is filtered depending on active shader states,
while st->dirty isn't.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This reduces the amount of state processing that has no effect.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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At compile time, each shader determines which ST_NEW flags should be set
at shader bind time.
This just sets the new field for all shaders. The next commit will use it.
v2: small code unification
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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This will be replaced with a better mechanism.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Only include the ones that can be used by the shader.
This fixes texture coordinates, which were completely wrong,
because WPOS was included in the list of attribs. It also
increases performance noticeably.
Signed-off-by: Miklós Máté <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The pass isn't really control-flow aware and you can get into case where it
tries to combine instructions from different blocks. This can actually
lead to an assertion failure when removing unneeded instructions if part of
the vector is set in one block and part in another. This prevents
regressions in the next commit.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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Improves glretrace -b servo.trace (a trace of Mozilla's servo rendering
engine booting, rendering a page, and exiting) from 1.8s to 1.1s. It uses
a large uniform array of structs, making a huge number of separate program
resources, and the fixed-size hash table was killing it. Given how many
times we've improved performance by swapping the hash table to
util/hash_table.h, just do it once and for all.
This just rebases the old hash table API on top of util/, for minimal
diff. Cleaning things up is left for later, particularly because I want
to fix up the new hash table API a little bit.
v2: Add UNUSED to the now-unused parameter.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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I'm going to replace this hash table with util/hash_table.h, and the first
step is to compare things the same way.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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