| Commit message (Collapse) | Author | Age | Files | Lines |
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Due to a cut and paste error, these were accidentally misnamed
textureProj() rather than textureProjOffset().
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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From the GLSL 1.30 spec, section 8.7 "Texture Lookup Functions":
"In all functions below, the bias parameter is optional for fragment
shaders. The bias parameter is not accepted in a vertex shader."
This was a cut and paste mistake.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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See similar code for 3DSTATE_WM.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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See similar code in gen7_wm_state.c.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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brw_wm_samplers actually enables any active samplers regardless of what
pipeline stage is using them, so it doesn't make much sense for it to be
WM-specific. So, rename it to "brw_samplers."
To properly generalize it, move sampler_count and sampler_offset from
brw_context::wm to a new brw_context::sampler that can be shared without
looking strange.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Like for the WM pull constants, we can merge the former prepare/emit
stages into one tracked state atom. Furthermore, the code that used to
handle the binding table was removed in the last commit, leaving some
rather silly looking short functions that can easily be folded in.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Although the hardware supports separate binding tables for each pipeline
stage, we don't see much advantage over a single shared table.
Consider the contents of the binding table:
- Textures (16)
- Draw buffers (8)
- Pull constant buffers (1 for VS, 1 for WM)
OpenGL's texture bindings are global: the same set of textures is
available to all shader targets. So our binding table entries for
textures would be exactly the same in every table.
There are only two pull constant buffers (not many), and although draw
buffers aren't interesting to the VS, it shouldn't hurt to have them in
the table. The hardware supports up to 254 binding table entries, and
we currently only use 26.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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First, the texturing setup code is relevant for all pipeline stages,
while renderbuffer surfaces are only used by the WM.
Secondly, renderbuffer and texture setup depends on a different set of
dirty bits. There's no reason to walk the array of textures when
changing draw buffers, or vice-versa.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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These were only split for historical reasons: brw_wm_constants used to
be the "prepare" step, while brw_wm_constant_surface was "emit". Now
that both happen at emit time, it makes sense to combine them.
Call the newly combined state atom "brw_wm_pull_constants" to indicate
help distinguish it from the Gen6+ atoms that handle push constants.
Finally, remove the BRW_NEW_WM_CONSTBUF dirty bit entirely now that it's
never flagged nor used.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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When reading the "brw_wm_constants" and "gen6_wm_constants" atoms
side-by-side, I initially failed to notice the crucial difference:
the Gen6 atoms are for Push Constants, while brw_wm_constants handles
Pull Constants. (Gen4/5 Push Constants are handled by "brw_curbe.")
Renaming these should clarify the code and save me from constant
confusion over the fact that "gen6_wm_constants" isn't just a newer
version of "brw_wm_constants."
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This code is fairly fragile, as it depends on the ordering of the
entries in the binding table, which will change soon.
Also, stop listening on the BRW_NEW_WM_CONSTBUF dirty bit as it's no
longer required.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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These fields control how many entries the hardware prefetches into the
state cache, so they only impact performance, not correctness. However,
it's not clear how to use this in a way that's beneficial.
According to the documentation, kernels "using a large number" of
entries may wish to program this to zero to avoid thrashing the cache;
it's unclear how many is too many. Also, Ironlake's WM was missing this
feature entirely---the count had to be zero.
The dirty bit tracking to handle this complicates the surface state
and binding table setup; removing it should simplify things and make
future refactoring easier. So just set 0 for the number of entries
rather than trying to compute and track it.
Appears to have no impact on Nexuiz and OpenArena on Sandybridge.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The comment states that brw_update_vs_constant_surface produces a
CACHE_NEW_SURF_BIND dirty bit, but it doesn't. In fact, that bit
no longer even exists.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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brw_vs_surfaces _produces_ the BRW_NEW_NR_VS_SURFACES dirty bit, so it
makes no sense for it to subscribe to it.
Fixes an assertion failure in many piglit tests when INTEL_DEBUG is set:
brw_state_upload.c:484: void brw_upload_state(struct brw_context *):
Assertion `!check_state(&examined, &generated)' failed.
One such piglit test is vs-uniform-array-mat2-col-rd.shader_test.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Comparing brw_upload_vs_pull_constants and brw_upload_wm_pull_constants,
it became evident that something was amiss: the VS code had both
CACHE_NEW_VS_PROG and BRW_NEW_VERTEX_PROGRAM, while the WM code was
missing the CACHE_NEW_WM_PROG flag.
Not observed to fix anything, but likely necessary.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now that we have vtable entries in place, we should use them. This
allows us to drop the cut and pasted Gen7 brw_tracked_state atoms as
they now do exactly the same thing as their brw_wm_surface_state
counterparts.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Gen7+ SURFACE_STATE is different from Gen4-6, so we need separate
per-generation functions for creating and updating it. However, the
usage is the same, and callers just want to utilize the appropriate
functions with minimal pain. So, put them in the vtable.
Since these take a brw_context pointer and are only used on Gen4, just
add a forward declaration. This is the simplest (if not cleanest)
solution. It would be nicer to have a i965-specific vtable, but that's
a refactor for another day.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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get_query_result doesn't reset the result. Only begin_query does.
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EXT_packed_float
These two are fairly unique types so add specific cases for decoding them.
Passes piglit fbo-clear-format and fbo-generatemipmap-format tests for these
two extensions.
Signed-off-by: Dave Airlie <[email protected]>
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This ports the softpipe NV_conditional_render support to llvmpipe.
This passes the nv_conditional_render-* piglit tests.
Signed-off-by: Dave Airlie <[email protected]>
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Because we disable render condition in r600_flush, but not in r600_context_flush.
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They're not really exhaustive and not so useful either.
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What if somebody enables render condition just before we flush...
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And add some assertions.
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There's no point in emitting those if you can't emit a draw command too.
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This adds a new function r600_need_cs_space. Currently, it's easy to overflow
the CS - queries are not counted in. I guess that's not the only case where
the driver may crap out.
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Fixes pigit test with T wrap usage.
Signed-off-by: Dave Airlie <[email protected]>
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This fixes mipmap generation on swtcl rv100.
Signed-off-by: Dave Airlie <[email protected]>
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With this change, i965 passes
GL_EXT_texture_integer/fbo_integer_precision_clear
Reviewed-by: Kenneth Graunke <[email protected]>
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This is the inverse operation to _mesa_pack_rgba_span_int. The 16-bit
code isn't done because of lack of testing and not being sure how sign
extension/clamping should be handled between, say, 16-bit int and
32-bit int or uint.
Reviewed-by: Kenneth Graunke <[email protected]>
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This requires using a new fragment shader to get the integer color
output, and a new vertex shader because #version has to match between
the two.
v2: Clarify that there's no need for BindFragDataLocation.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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We're missing support for the software paths still, but basic
rendering is working.
v2: Override RGB_INT32/UINT32 to not be renderable, since the hardware
can't do it but we do allow texturing from it now. Drop the
DataType override, since the _mesa_problem() isn't in that path
any more.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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Before, I was tracking the ir_variable * found for gl_FragColor or
gl_FragData[]. Instead, when visiting those variables, set up an
array of per-render-target fs_regs to copy the output data from. This
cleans up the color emit path, while making handling of multiple
user-defined out variables easier.
v2: incorporate idr's feedback about ir->location (changes by Kenneth Graunke)
Reviewed-by: Kenneth Graunke <[email protected]>
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When rendering to integer color buffers, we need to be careful to use
MRFs of the correct type when emitting color writes.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, brw_type_for_base_type returned UD for array variables,
similar to structures. For structures, each field may have a different
type, so every field access must explicitly override the register's type
with that field's type. We chose to return UD in this case since it was
the least common, so errors would be more obvious.
For arrays, it makes far more sense to return the type corresponding to
an element of the array. This allows normal array access to work
without the hassle of explicitly overriding the register's type.
This should obsolete a bunch of type overrides throughout the code.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: s/GL_TRUE/true/, and re-enable RGB_INT32 based on discussion
yesterday about required RB formats vs texture formats.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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