| Commit message (Collapse) | Author | Age | Files | Lines |
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There is a slight functionality change. Previously we would compute a
common value for num_samplers for all stages, and populate that many
entries in each stage's surf_offset table regardless of how many
samplers each stage used. Now we only populate the number of entries
in the surf_offset table corresponding to the number of samplers
actually used by the stage.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously these functions would accept a pointer to the binding table
and an index indicating which entry in the binding table should be
updated. Now they merely take a pointer to the binding table entry to
be updated.
This will make it easier to generalize brw_texture_surfaces to support
geometry shaders.
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]>
v2: Use "unsigned" rather than "GLuint".
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This patch implements pull constant upload, binding table upload, and
surface setup for geometry shaders, by re-using vertex shader code
that was generalized in previous patches.
Based on work by Eric Anholt <[email protected]>.
v2: Update ditry bits for brw_gs_ubo_surfaces to account for commit
77d8fbc (mesa: add & use a new driver flag for UBO updates instead of
_NEW_BUFFER_OBJECT).
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Use GLbitfield instead of GLbitfield64 in
brw_vec4_upload_binding_table.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Use GLbitfield instead of GLbitfield64 in
brw_upload_vec4_pull_constants.
Reviewed-by: Kenneth Graunke <[email protected]>
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The hardware requires that after constant buffers for a stage are
allocated using a 3DSTATE_PUSH_CONSTANT_ALLOC_{VS,HS,DS,GS,PS}
command, and prior to execution of a 3DPRIMITIVE, the corresponding
stage's constant buffers must be reprogrammed using a
3DSTATE_CONSTANT_{VS,HS,DS,GS,PS} command.
Previously we didn't need to worry about this, because we only
programmed 3DSTATE_PUSH_CONSTANT_ALLOC_{VS,HS,DS,GS,PS} once on
startup (or, previous to that, whenever BRW_NEW_CONTEXT was flagged).
But now that we reallocate the constant buffers whenever geometry
shaders are switched on and off, we need to make sure the constant
buffers are reprogrammed.
We do this by adding a new bit, BRW_NEW_PUSH_CONSTANT_ALLOCATION, to
brw->state.dirty.brw.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we would always use the same push constant allocation
regardless of what shader programs were being run: the available push
constant space was split into 2 equal size partitions, one for the
vertex shader, and one for the fragment shader.
Now that we are adding geometry shader support, we need to do
something smarter. This patch adjusts things so that when a geometry
shader is in use, we split the available push constant space into 3
nearly-equal size partitions instead of 2.
Since the push constant allocation is now affected by GL state, it can
no longer be set up by brw_upload_initial_gpu_state(); instead it must
be set up by a state atom.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is required by the internal hardware docs and the PRM. Probably
the reason we were getting away with not doing it was because we only
emitted 3DSTATE_PUSH_CONSTANT_ALLOC_PS during startup. However that's
going to change with the introduction of geometry shaders.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we gave all of the URB space (other than the small amount
that is used for push constants) to the vertex shader. However, when
a geometry shader is active, we need to divide it up between the
vertex and geometry shaders.
The size of the URB entries for the vertex and geometry shaders can
vary dramatically from one shader to the next. So it doesn't make
sense to simply split the available space in two. In particular:
- On Ivy Bridge GT1, this would not leave enough space for the worst
case geometry shader, which requires 64k of URB space.
- Due to hardware-imposed limits on the maximum number of URB entries,
sometimes a given shader stage will only be capable of using a small
amount of URB space. When this happens, it may make sense to
allocate substantially less than half of the available space to that
stage.
Our algorithm for dividing space between the two stages is to first
compute (a) the minimum amount of URB space that each stage needs in
order to function properly, and (b) the amount of additional URB space
that each stage "wants" (i.e. that it would be capable of making use
of). If the total amount of space available is not enough to satisfy
needs + wants, then each stage's "wants" amount is scaled back by the
same factor in order to fit.
When only a vertex shader is active, this algorithm produces
equivalent results to the old algorithm (if the vertex shader stage
can make use of all the available URB space, we assign all the space
to it; if it can't, we let it use as much as it can).
In the future, when we need to support tessellation control and
tessellation evaluation pipeline stages, it should be straightforward
to expand this algorithm to cover them.
v2: Use "unsigned" rather than "GLuint".
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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v2: Change name from "vec4_gs" to simply "gs".
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This paves the way for sharing the code that will set up the vertex
and geometry shader pipeline state.
v2: Rename the base class to brw_stage_state.
Reviewed-by: Chad Versace <[email protected]>
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Defines that previously referred to VS now refer to VEC4, since they
will be shared by the user-programmable vertex shader and geometry
shader stages.
Defines that previously referred to the Gen6 geometry shader stage
(which is only used for transform feedback) are now renamed to
explicitly refer to Gen6, to avoid confusion with the Gen7
user-programmable geometry shader stage.
Based on work by Eric Anholt <[email protected]>.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This will avoid confusion when we add geometry shaders, since these
data structures will be shared by vertex and geometry shaders.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Now that the name "gs" is no longer used to refer to the legacy fixed
function geometry shaders, we can use it to refer to user-defined
geometry shaders.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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"ff" is for "fixed function". This frees up the name "gs" to refer to
user-defined geometry shaders.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This mimics r600g. The R600_CONTEXT_xxx flags are added to rctx->b.flags
and si_emit_cache_flush emits the packets. That's it. The shared radeon code
tells us when the streamout cache should be flushed, so we have to check
the flags anyway.
There is a new atom "cache_flush", because caches must be flushed *after*
resource descriptors are changed in memory.
Functional changes:
* Write caches are flushed at the end of CS and read caches are flushed
at its beginning.
* Sampler view states are removed from si_state, they only held the flush
flags.
* Everytime a shader is changed, the I cache is flushed. Is this needed?
Due to a hw bug, this also flushes the K cache.
* The WRITE_DATA packet is changed to use TC, which fixes a rendering issue
in openarena. I'm not sure how TC interacts with CP DMA, but for now it
seems to work better than any other solution I tried. (BTW CIK allows us
to use TC for CP DMA.)
* Flush the K cache instead of the texture cache when updating resource
descriptors (due to a hw bug, this also flushes the I cache).
I think the K cache flush is correct here, but I'm not sure if the texture
cache should be flushed too (probably not considering we use TC
for WRITE_DATA, but we don't use TC for CP DMA).
* The number of resource contexts is decreased to 16. With all of these cache
changes, 4 doesn't work, but 8 works, which suggests I'm actually doing
the right thing here and the pipeline isn't drained during flushes.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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There is a new "class" si_buffer_resources, which should be good enough for
implementing any kind of buffer bindings (constant buffers, vertex buffers,
streamout buffers, shader storage buffers, etc.)
I don't even keep a copy of pipe_constant_buffer - we don't need it.
The main motivation behind this is to have a well-tested infrastrusture
for setting up streamout buffers.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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Also r600_hw_context_priv.h and si_state_streamout.c are removed, because
they are no longer needed.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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This streamout state code will be used by radeonsi.
There are new structures r600_common_context and r600_common_screen.
What is inherited by what is shown here:
pipe_context -> r600_common_context -> r600_context
pipe_screen -> r600_common_screen -> r600_screen
The common structures reside in drivers/radeon. Currently they only contain
enough functionality to be able to handle streamout. Eventually I'd like
the whole pipe_screen implementation to be shared and some of the context
stuff too.
This is quite big, but most changes are because of the new structures and
the fact r600_write_value is replaced by radeon_emit.
Thanks to Tom Stellard for fixing the build for r600g/compute.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Tested-by: Tom Stellard <[email protected]>
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There are drivers not using these optional stages.
Broken by a3ae5dc7dd5c2f8893f86a920247e690e550ebd4.
Cc: [email protected]
Reviewed-by: Jose Fonseca <[email protected]>
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It is incorrect to assume that src[0] of a SEND-from-GRF opcode is the
GRF. For example, FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD uses src[1] for
the GRF.
To be safe, loop over all the source registers and mark any GRFs. We
probably won't ever have more than one, but it's simpler to just check
all three rather than attempting to bail early.
Not observed to fix anything yet, but likely to. Parallels the bug fix
in the previous commit, which actually does fix known failures.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Cc: [email protected]
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It is incorrect to assume that src[0] of a SEND-from-GRF opcode is the GRF.
VS_OPCODE_PULL_CONSTANT_LOAD_GEN7 uses an IMM as src[0], and stores the
GRF as src[1].
To be safe, loop over all the source registers and mark any GRFs. We
probably won't ever have more than one, but it's simpler to just check
all three rather than attempting to bail early.
Fixes assertion failures in Unigine Sanctuary since we started making
register allocation rely on split_virtual_grfs working. (The register
classes were actually sufficient, we were just interpreting an IMM as
a virtual GRF number.)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68637
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Cc: [email protected]
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Signed-off-by: Niels Ole Salscheider <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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pstipple/aaline stages used PIPE_MAX_SAMPLER instead of
PIPE_MAX_SHADER_SAMPLER_VIEWS when dealing with sampler views.
Now these stages can't actually handle sampler_unit != texture_unit anyway
(they cannot work with d3d10 shaders at all due to using tex not sample
opcodes as "mixed mode" shaders are impossible) but this leads to crashes if
a driver just installs these stages and then more than PIPE_MAX_SAMPLER views
are set even if the stages aren't even used.
Reviewed-by: Zack Rusin <[email protected]>
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Turns out we don't need to do much extra work for detecting this case,
since we are guaranteed to get a empty static texture state in this case,
hence just rely on format being 0 and return all zero then.
Previously needed dummy textures (would just have crashed on format being 0
otherwise) which cannot return the correct result for size queries and when
sampling textures with wrap modes using border.
As a bonus should hugely increase performance when sampling unbound textures -
too bad it isn't a useful feature :-).
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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Instead of crashing just return all zero.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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No idea if this is working right but copied straight from llvmpipe.
(Not only does this check the so_target but also use buffer->data instead
of buffer for the mapping.)
Just trying to get rid of a segfault testing something else...
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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The only reason this was needed was because the fetch texel function had to
get the (dynamic) border color, but this is now done much earlier.
Reviewed-by: Jose Fonseca <[email protected]>
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Instead of enhancing the AoS path so it can deal with it, just use SoA. Fixing
AoS path wouldn't be all that difficult (use all the same logic as SoA) but
considered not worth it for now.
Reviewed-by: Jose Fonseca <[email protected]>
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If the app is asking us to do GL_COMPRESSED_RGBA, then the app obviously
doesn't have pre-compressed data to hand us. So don't choose a storage
format that we won't actually be able to compress and store.
Fixes black screen in warzone2100 when libtxc_dxtn is not present. Also
66 piglit tests.
NOTE: This is a candidate for the 9.2 branch.
Reported-by: Paul Wise <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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You should only be flagging the formats as supported if you support them
anyway.
NOTE: This is a candidate for the 9.2 branch. (required for next commit)
Reviewed-by: Kenneth Graunke <[email protected]>
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Thanks to Ken for trawling through my neglected public branches and
finding the bug in this change (inside a megacommit) that made me abandon
this work.
Reviewed-by: Kenneth Graunke <[email protected]>
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This avoids the need to get the inter- and intra-tile offset and adjust
our miptree info based on them.
Reviewed-by: Kenneth Graunke <[email protected]>
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These are things that happen to be occurring because of the batch flush at
the start of the blorp op (which exists to prevent batch space or aperture
space overflow), but the intention was for this sequence of state resets at
the end of blorp to be everything necessary for the next draw call.
Found when debugging the next commit, by comparing brw_new_batch() and
intel_batchbuffer_reset() to brw_blorp_exec().
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The code that got replaced with map_raw didn't do the flush, but now
map_raw() is responsible for it and we don't have to worry about it.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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v2 (Kenneth Graunke): Rebase on latest master.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This gives us more information about why we're flushing that we can
use for handling our throttling.
v2 (Kenneth Graunke): Rebase on latest master, add missing
FLUSH_VERTICES and FLUSH_CURRENT, which fixes a regression in Glean's
polygonOffset test.
v3 (anholt): Drop FLUSH_CURRENT -- FLUSH_VERTICES is what we need, which
is "get any queued prims out of VBO and into the driver", not "update
ctx->Current so we can read it with the CPU." Also drop batch->used
check, which intel_batchbuffer_flush() does anyway.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This was already happening because blorp happens to flush at the end of
every call, but we have been talking about removing that at some point,
and this would surely get overlooked.
v2 (Kenneth Graunke): Rebase on latest master. Note that we did remove
the other flush, and this change actually did get overlooked!
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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intel_flush() now did nothing except call through (and
intel_batchbuffer_flush() does the no-op check, too!)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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df06745c5adb524e15d157f976c08f1718f08efa made it so that we didn't
allocate extra uniform space for unused clip planes, which also
incidentally made us not allocate any space at all, which we were relying
on for this no-uniforms case. Instead of putting the knowledge of this
special HW exception into the thing that normally preallocates prog_data
for us, just allocate it here.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68766
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Vadim Girlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Christian König <[email protected]>
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We need to export at least one color if the shader writes it,
even when nr_cbufs==0.
Signed-off-by: Vadim Girlin <[email protected]>
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Fixes "Uninitialized pointer field" defects reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
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Since we can have per-pixel lod we should also honor the filter per-pixel
(in fact we didn't honor it per quad neither in the multiple quad case).
Do this by running the linear path and simply beating the weights into shape
(the sample with the higher weight is the one which should have been chosen
with nearest filtering hence adjust filter weight to 1.0/0.0 based on that).
If all pixels use nearest filter (either min and mag) then still run just a
nearest filter as this is way cheaper (probably around 4 times faster for 2d,
more for 3d case) and it should be relatively rare that pixels really need
different filtering. OTOH if all pixels would require linear don't do anything
special since the linear path with filter adjustments shouldn't really be all
that much more expensive than ordinary linear, and we think it's rare that
min/mag filters are configured differently so there doesn't seem much value
in trying to optimize this further.
This does not yet fix the AoS path (though currently AoS is only used for
single quads hence it could be considered less broken, just never honoring
per-pixel filter decision but doing it per quad).
v2: simplify code a bit (unify min linear and min nearest cases)
Reviewed-by: Jose Fonseca <[email protected]>
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