| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Follow-up for 907844107252260c646aca361191ef7f121f3d23 and
3a5ad21cd3f026579eeacc25b39513711556c7ee
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=57044
Tested-by: Fabio Pedretti <[email protected]>
Tested-by: Brad King <[email protected]>
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but an MSAA resource is bound. This effectively makes the MSAA disable switch
not affect rasterization, but it still affects the alpha-to-one and
alpha-to-coverage states. This hardware just lacks a proper MSAA disable
switch.
This fixes graphics corruption in sauerbraten.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=59194
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In most cases, the width, height, and depth of the physical surface
used by the driver to implement a texture or renderbuffer is equal to
the logical width, height, and depth exposed to the client through
functions such as glTexImage3D(). However, there are two exceptions:
cube maps (which have a physical depth of 6 but a logical depth of 1)
and multisampled renderbuffers (which have larger physical dimensions
than logical dimensions to allow multiple samples per pixel).
Previous to this patch, we accounted for the difference between
physical and logical surface dimensions at inconsistent places in the
call graph (multisampling was accounted for in
intel_miptree_create_for_renderbuffer(), and cubemaps were accounted
for in intel_miptree_create_internal()). As a result, it wasn't
always clear, when calling a miptree creation function, whether
physical or logical dimensions were needed. Also, we weren't
consistent about storing logical dimensions in the intel_mipmap_tree
structure (we only did so in the
intel_miptree_create_for_renderbuffer() code path, and we did not
store depth).
This patch refactors things so that intel_miptree_create_internal() is
responsible for converting logical to physical dimensions and for
storing both the physical and logical dimensions in the
intel_mipmap_tree structure. As a result, all miptree creation
functions interpret their arguments as logical dimensions, and both
physical and logical dimensions are always available to functions that
work with intel_mipmap_trees.
In addition, it renames the fields in intel_mipmap_tree used to store
the dimensions, so that it is clear from the name whether physical or
logical dimensions are being referred to.
This should fix the following bugs:
- When creating a separate stencil surface for a depthstencil cubemap,
we would erroneously try to convert the depth from 1 to 6 twice,
resulting in an assertion failure.
- When creating an MCS buffer for compressed multisampling, we used
physical dimensions instead of logical dimensions, resulting in
wasted memory.
In addition, this should considerably simplify the implementation of
ARB_texture_multisample, because it moves the code to compute the
physical size of multisampled surfaces out of renderbuffer-only code.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This allows intel_miptree_alloc_mcs() to force Y tiling for the MCS
buffer. Previously we accomplished this by the hack of passing
INTEL_MSAA_LAYOUT_CMS as the msaa_layout parameter, but that parameter
is going to be going away soon.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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No functional change. This patch moves the compute_msaa_layout()
function earlier in intel_mipmap_tree.c so that it can be used by
other functions in that file.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Fixes resource leak defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
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Set: RADEON_DEBUG=msaa
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Broken by ca474f98f2cda5cb333e9f851.
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size is 10 on r500 and 8 on r300
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introduced libclc.pc.
Tom Stellard:
-Keep --with-libclc-path and mark it deprecated.
Reviewed-by: Tom Stellard <[email protected]>
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I erroneously added this back in January 2011 in commit 88421589.
Looking at the commit message, I have no idea why I added it. It only
added non-array structure fields to the symbol table, so array structure
fields are treated correctly.
Fixes piglit tests structure-and-field-have-same-name.vert and
structure-and-field-have-same-name-nested.vert. It should also fix
WebGL conformance tests shader-with-non-reserved-words.
NOTE: This is a candidate for the stable release branches.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=57622
Reviewed-by: Kenneth Graunke <[email protected]>
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R6xx doesn't work - the issue seems to be with flushing (sometimes
the destination buffer contains garbage). There are no hangs, so we're good.
R7xx doesn't seem to have any alignment restriction despite our initial
thinking. Everything just works.
Reviewed-by: Alex Deucher <[email protected]>
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https://bugs.freedesktop.org/show_bug.cgi?id=59143
Using GLubyte as per Brian's suggestion.
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This patch enhances the varying packing code so that flat varyings of
uint, int, and float types can be packed together.
We accomplish this in lower_packed_varyings.cpp by making the type of
all flat varyings ivec4, and then using information-preserving type
conversions (e.g. ir_unop_bitcast_f2i) to convert all other types to
ints.
The varying_matches::compute_packing_class() function is updated to
reflect the fact that varying packing no longer needs to segregate
varyings of different base types.
Fixes piglit test varying-packing-mixed-types.
Reviewed-by: Kenneth Graunke <[email protected]>
v2: Split lower_packed_varyings_visitor::bitwise_assign into
pack/unpack variants.
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The GLSL 1.30 spec only allows vertex shader outputs and fragment
shader inputs ("varyings" in pre-GLSL-1.30 parlance) to be of type
int, uint, float, or vectors, matrices, or arrays thereof. Bools,
bvec's, and structs are prohibited. (Integral varyings were
prohibited prior to GLSL 1.30).
Previously, Mesa only performed this check on variables declared with
the "varying" keyword, and it always performed the check according to
the pre-GLSL-1.30 rules. As a result, bools and structs were allowed
to slip through, provided they were declared using the new in/out
syntax.
This patch modifies the error check so that it occurs after "varying"
is converted to "in/out", and corrects it to properly account for GLSL
version.
Fixes piglit tests:
in-bool-prohibited.frag
in-bvec2-prohibited.frag
in-bvec3-prohibited.frag
in-bvec4-prohibited.frag
in-struct-prohibited.frag
out-bool-prohibited.vert
out-bvec2-prohibited.vert
out-bvec3-prohibited.vert
out-bvec4-prohibited.vert
out-struct-prohibited.vert
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch adds logic to allow the ast_to_hir function
apply_type_qualifier_to_variable() to tell whether it is acting on a
variable declaration or a function parameter. This will allow it to
correctly interpret the meaning of "out" and "in" keywords (which have
different meanings in those two contexts).
Reviewed-by: Kenneth Graunke <[email protected]>
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linker.cpp is getting pretty big, and we're about to add even more
varying packing code, so split out the linker code that concerns
varyings to its own file.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously this macro existed in 3 separate places, some inside the
intel driver and some outside of it. It makes more sense to have it
in main/macros.h
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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When analyzing a loop where the loop condition is expressed in the
non-standard order (e.g. "4 > i" instead of "i < 4"), we were
reversing the condition incorrectly, leading to a loop bound that was
off by 1.
Fixes piglit tests {vs,fs}-loop-bounds-unrolled.shader_test.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This should reduce the number of hash collisions in ETQW.
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Note: this is a candidate for the 9.0 stable branch.
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Note: this is a candidate for the 9.0 stable branch.
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This is really a hack to make TF2 (considerably, up to 20 -> 70 fps
at low res) faster.
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Save double memcpy on uploads to VRAM in most cases.
Properly handle FLUSH_EXPLICIT.
Reallocate on DISCARD_WHOLE_RESOURCE to avoid sync.
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Broken by 8ed6b1400bc8a78f46340f41aaf2e88b24c23267.
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Haswell and later support the GL_FIXED and 2_10_10_10_rev vertex formats
natively, and don't need shader workarounds.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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The new hardware actually just supports this now.
Reviewed-by: Eric Anholt <[email protected]>
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generate_uniform_pull_constant_load_gen7() is only called on Gen7+, so
the gen < 6 code is dead.
Reviewed-by: Eric Anholt <[email protected]>
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* We have a symbol conflict as rtasm in
Mesa collides with rtasm in gallium.
* As us linking gallium and mesa together
is an edge case, lets just omit the rtasm
code from Mesa as we should be going
llvmpipe soon :)
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Fixes cayman and TN with htile enabled. Should fix:
https://bugs.freedesktop.org/show_bug.cgi?id=59089
https://bugs.freedesktop.org/show_bug.cgi?id=58667
Possibly others.
Signed-off-by: Alex Deucher <[email protected]>
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Upcoming async dma support rely on winsys knowing about GPU families.
Signed-off-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is not as optimized as r600g - the MSAA compression is missing,
so r300g needs a lot of bandwidth (more than r600g to do the same thing).
However, if the bandwidth is not an issue for you, you can enjoy this
unoptimized MSAA support.
The only other missing optimization for MSAA is the fast color clear.
MSAA is enabled on r500 only, because that's the only GPU family I tested.
That said, MSAA should work on r300 and r400 as well (but you must set
RADEON_MSAA=1 to allow it, then turn MSAA on in your app or set GALLIUM_MSAA=n,
n >= 2, n <= 6)
I will enable the support by default on r300-r400 once someone (other than me)
tests those chipsets with piglit.
The supported modes are 2x, 4x, 6x.
The supported MSAA formats are RGBA8, BGRA8, and RGBA16F (r500 only).
Those 3 formats are used for all GL internal formats.
Tested with piglit. (I have ported all MSAA tests to GL2.1)
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Preparation for MSAA and alpha-to-coverage.
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gl_constants::MaxSamples is an integer, so setting it to 1.0 is just
silly.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: Move {RED,RG,RGB,RGBA}_SNORM changes from the previous commit to
this commit. Based on suggestions from Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The OpenGL 3.2 core profile spec says:
"The following base internal formats from table 3.11 are
color-renderable: RED, RG, RGB, and RGBA. The sized internal formats
from table 3.12 that have a color-renderable base internal format
are also color-renderable. No other formats, including compressed
internal formats, are color-renderable."
The OpenGL 3.2 compatibility profile spec says (only ALPHA is added):
"The following base internal formats from table 3.16 are
color-renderable: ALPHA, RED, RG, RGB, and RGBA. The sized internal formats
from table 3.17 that have a color-renderable base internal format
are also color-renderable. No other formats, including compressed
internal formats, are color-renderable."
Table 3.12 in the core profile spec and table 3.17 in the compatibility
profile spec list SNORM formats as having a base internal format of RED,
RG, RGB, or RGBA. From this we infer that they should also be color
renderable.
The OpenGL ES 3.0 spec says:
"An internal format is color-renderable if it is one of the formats
from table 3.12 noted as color-renderable or if it is unsized format
RGBA or RGB. No other formats, including compressed internal
formats, are color-renderable."
In the OpenGL ES 3.0 spec, none of the SNORM formats have "color-
renderable" marked in table 3.12. The RGB I and UI formats also are not
color-renderable in ES3, but we'll save that change for another patch.
Both NVIDIA's closed-source driver (version 304.64) and AMD's
closed-source driver (Catalyst 12.6 on HD 3650) reject *all* SNORM
formats for renderbuffers in OpenGL 3.3 compatibility profiles.
v2: Move {RED,RG,RGB,RGBA}_SNORM changes from the this commit to the
next commit. Based on suggestions from Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The Z32 pixel is 4 bytes so multiply x by 4, not 2.
Note: This is a candidate for the stable branches.
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Fixes https://bugs.freedesktop.org/show_bug.cgi?id=58972
Note: This is a candidate for the stable branches.
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