| Commit message (Collapse) | Author | Age | Files | Lines |
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The NVIDIA driver doesn't expose them, and piglit's
arb_texture_compression-invalid-formats expects them to not be there.
This, with the previous commit, fixes piglit
arb_texture_compression-invalid-formats.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: "9.2" <[email protected]>
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There is no extension for this format in desktop GL, so an application
can't give the format back to glCompressedTexImage2D.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: "9.2" <[email protected]>
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This is required by the spec, and it's a bit tricky because the default
precision is scoped. As a result, I'm slightly abusing the symbol
table.
Fixes piglit no-default-float-precision.frag tests and the piglit
default-precision-nested-scope-0[1234].frag tests that are currently on
the piglit mailing list for review.
On IRC I got confirmation from cwabbot that ARM (Mali T6xx and T400)
enforces this requirement and from kusma that NVIDIA (Tegra2) enforces
this requirement. We should be safe from regressing shipping
applications.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "9.2" <[email protected]>
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We never noticed this before because we previously didn't enfoce GLSL ES
fragement shader requirements that precision be defined. There may also
have been some interaction here with the addition of
GL_ARB_shading_language_420pack, but it doesn't appear to me that it
added any new bugs (just perhaps uncovered some old ones).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "9.2" <[email protected]>
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This is used by the next patch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "9.2" <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Going to need this soon (not going to bother with avx2 intrinsics at this time
but don't want to do workarounds for true vector shifts if llvm itself can use
them just fine and won't need the gazillion instruction emulation).
Not really tested other than my cpu returns 0 for these features...
(I have no idea if llvm actually would emit avx2/xop instructions neither...)
Reviewed-by: Jose Fonseca <[email protected]>
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Need to check the wrap mode of the actually used coords not a fixed 2.
While checking more than necessary would only potentially disable aos and
not cause any harm I'm pretty sure for 3d textures it could have caused
assertion failures (if s,t coords have simple filter and r not).
Reviewed-by: Jose Fonseca <[email protected]>
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Turns out it is actually very complicated to figure out what a format really
is wrt range, as using channel information for determining unorm/snorm etc.
doesn't work for a bunch of cases - namely compressed, subsampled, other.
Also while here add clamping for uint/sint as well - d3d10 doesn't actually
need this (can only use ld with these formats hence no border) and we could
do this outside the shader for GL easily (due to the fixed texture/sampler
relation) do it here too just so I can forget about it.
v2: move border color clamping out of fetch texel. Also change it to clamp
the whole border vector at once (and use vectorized load of border color),
which saves a couple of instructions - needs some different handling of
mixed signed/unsigned formats so skip the per channel stuff and just derive
this from first channel except for special formats.
Reviewed-by: Jose Fonseca <[email protected]>
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There's a new debug value used to disable per-quad lod optimizations
in fragment shader (ignored for vs/gs as the results are just too wrong
typically). Also trying to detect if a supplied lod value is really a
scalar (if it's coming from immediate or constant file) in which case
sampler code can use this to stay on per-quad-lod path (in fact for
explicit lod could simplify even further and use same lod for both
quads in the avx case but this is not implemented yet).
Still need to actually implement per-element lod bias (and derivatives),
and need to handle per-element lod in size queries.
v2: fix comments, prettify.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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The rules were writing files to e.g. util/u_indices_gen.py, but in an
out-of-tree build this directory doesn't exist in the build directory. So,
create the directories just in case.
Cc: [email protected]
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Ross Burton <[email protected]>
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The LLVM R600 backend currently always uses separate VGPRs for these.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68162
(Centroid interpolation is identical to center interpolation without
multisampling, so the shader hardware was only pre-loading one set of
interpolation coefficients, and the pixel shader code was using
uninitialized values as the centroid interpolation coefficients)
Cc: [email protected]
Tested-by: Laurent Carlier <[email protected]>
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The centroid / center interpolation related bits have different meanings
as of SI.
Fixes 7 centroid interpolation related piglit tests.
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Fixes a opengl crash in wine.
Cc: "9.2" <[email protected]>
Signed-off-by: Maarten Lankhorst <[email protected]>
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This should fix missing symbols in a osmesa built against shared glapi
osmesa build. All opengl exports were missing that are defined in the
static glapi, so link against both to fix this.
I could swear I've done this before, maybe there was a glitch in the matrix.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=47824
Cc: "9.2" <[email protected]>
Signed-off-by: Maarten Lankhorst <[email protected]>
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Now that we have the number of samplers available, we don't need to
iterate over all 16. This should be particularly helpful for vertex
shaders.
v2: Use the correct shader program (caught by Paul Berry).
This needs to initialize the exact same set of sampler swizzles as
the actual key setup, or else we end up doing recompiles due to some
being XYZW and others being 0.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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When specified, ilo will print a line similar to
cp flushed for render with 949+888 DWords (22.4%) because of frame end
for every ilo_cp_flush() call.
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It can print out pipe_draw_info and the dirty bits set, useful for debugging.
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Silences "Uninitialized pointer field" defects reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Vadim Girlin <[email protected]>
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The first field of a record in a UBO has the aligment of the record
itself.
Fixes piglit vs-struct-pad, fs-struct-pad, and (with the patch posted to
the piglit list that extends the test) layout-std140.
NOTE: The bit of strangeness with the version of visit_field without the
record_type poitner is because that method is pure virtual in the base
class. The original implementation of the class did this to ensure
derived classes remembered to implement that flavor. Now they can
implement either flavor but not both. I don't know a C++ way to enforce
that.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68195
Cc: "9.2 9.1" [email protected]
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The outer-most record is passed into the visit_field method for
the first field. In other words, in the following structure:
struct S1 {
vec4 v;
float f;
};
struct S {
S1 s1;
S1 s2;
};
uniform Ubo {
S s;
};
s.s1.v would get record_type = S (because s1.v is the first non-record
field in S), and s.s2.v would get record_type = S1. s.s1.f and s.s2.f
would get record_type = NULL becuase they aren't the first field of
anything.
This new overload isn't used yet, but the next patch will add several
uses.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: "9.2 9.1" [email protected]
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Continue to allow them in GLSL 1.10 because the spec allows it.
Generate an error in all other versions because the specs specifically
disallow it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "9.2" <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "9.2" <[email protected]>
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Once the compiler proplerly checks for default precision qualifiers,
these shaders will cease to compile.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "9.2" <[email protected]>
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Send it straight to the Department of Redundancy Department.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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For some reason, we didn't use this information even though the VS
backend has computed it (albeit poorly) for ages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Unlike the FS, the VS backend already computed the binding table size.
However, it did so poorly: after compilation, it looked to see if any
pull constants/textures/UBOs were in use, and set num_surfaces to the
maximum surface index for that category. If the VS only used a single
texture or UBO, this overcounted by quite a bit.
The shader time surface was also noted at state upload time (during
drawing), not at compile time, which is inefficient. I believe it also
had an off by one error.
This patch computes it accurately, while also simplifying the code.
It also renames num_surfaces to binding_table_size, since num_surfaces
wasn't actually the number of surfaces used. For example, a VS that
used one UBO and no other surfaces would have set num_surfaces to
SURF_INDEX_VS_UBO(1) == 18, rather than 1. A bit of a misnomer there.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This will be useful for the next commit.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Computing the minimum size was easy, and done at compile-time for no
extra overhead here. Making the binding table smaller wastes less batch
space.
Adding the CACHE_NEW_WM_PROG dirty bit isn't strictly necessary, since
other atoms depend on it and flag BRW_NEW_SURFACES. However, it's best
to add it for clarity and safety. It shouldn't add any new overhead.
v2: Use binding_table_size, rather than max_surface_index.
Signed-off-by: Kenneth Graunke <[email protected]>
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By tracking the maximum surface index used by the shader, we know just
how small we can make the binding table.
Since it depends entirely on the shader program, we can just compute
it once at compile time, rather than at binding table emit time (which
happens during drawing).
v2: Store binding_table_size, rather than max_surface_index, for
consistency with the VS (which needs to be able to represent 0
surfaces).
Signed-off-by: Kenneth Graunke <[email protected]>
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SURF_INDEX_DRAW() has been the identity function since the dawn of time,
and both the shader code and binding table upload code relied on that,
simply using X rather than SURF_INDEX_DRAW(X).
Even if that continues to be true, using the macro clarifies the code.
The comment about draw buffers needing to be first in order for
headerless render target writes to work turned out to be wrong; with
this change, SURF_INDEX_DRAW can be changed to arbitrary indices and
everything continues working.
The confusion was over the "Render Target Index" field in the FB write
message header. If it were a binding table index, then RT 0 would have
to be at index 0 for headerless FB writes to work. However, it's
actually an index into the blend state table, so there's no problem.
Signed-off-by: Kenneth Graunke <[email protected]>
Cc: Paul Berry <[email protected]>
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Now that we have the number of samplers available, we don't need to
iterate over all 16. This should be particularly helpful for vertex
shaders.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Previously, we computed sampler counts when generating the SAMPLER_STATE
table. By computing it earlier, we should be able to shorten a bunch of
loops.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This allows us to avoid uploading the VS sampler state table if only the
fragment program changes.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now, each shader stage has a sampler state table that only refers to the
samplers actually used by that problem. This should make the VS table
non-existant or very small.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This allows us to coalesce the brw_samplers and gen7_samplers atoms.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Also upload separate sampler default/texture border color entries.
At the moment, this is completely idiotic: both tables contain exactly
the same contents, so we're simply wasting batch space and CPU time.
However, soon we'll only upload data for textures actually /used/ in
a particular stage, which will usually make the VS table empty and
very likely eliminate all redundancy. This is just a stepping stone.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Like the previous patch, this simply pushes direct access to brw->wm up
one level in the call chain. Rather than passing the whole array, we
just pass a pointer to the correct spot in the array, similar to what we
do for the actual sampler state structure.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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When we begin uploading separate sampler state tables for VS and FS,
we won't be able to use &brw->wm.sdc_offset[ss_index]. By passing it in
as a parameter, we push the problem up to the caller.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Currently, we only have a single sampler state table shared among all
stages, so we just copy wm.sampler_count into vs.sampler_count.
In the future, each shader stage will have its own SAMPLER_STATE table,
at which point we'll need these separate sampler counts.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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I believe the data flow analysis actually works now, and it should be
safe to re-enable global copy propagation. It even does things now.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Since the initial value for livein is an overestimation (0xffffffff),
it's extremely likely that it will shrink, which means we can't simply
OR in new bits - we need to fully recompute it based on the current
liveout values.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Since we start with an overestimation of livein (0xffffffff), successive
steps can actually take away values. This means we can't simply OR in
new liveout values; we need to recompute it from scratch at each
iteration of the fixed-point algorithm.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The starting block always has livein = 0 and liveout = copy. Since we
start with real data, not estimates, there's no need to refine it with
the fixed point algorithm.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The previous commit properly initialized liveout. This previous
(and incorrect) initialization is no longer necessary.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Previously, livein was initialized to 0 for all blocks. According to
the textbook, it should be the universal set (~0) for all blocks except
the one representing the start of the program (which should be 0).
liveout also needs to be initialized to COPY for the initial block.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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According to page 360 of the textbook, the proper formula for liveout
is:
CPout(n) = COPY(i) union (CPin(i) - KILL(i))
Previously, we omitted COPY.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Excluding the existing liveout bits is a deviation from the textbook
algorithm. The reason for doing so was to determine if the value
changed, which means the fixed-point algorithm needs to run for another
iteration.
The simpler way to do that is to save the value from step (N-1) and
compare it to the new value at step N.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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