| Commit message (Collapse) | Author | Age | Files | Lines |
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This patch implements nv04_surface_copy/fill using the new 2D engine module.
It supports falling back to the 3D engine using the u_blitter module, which will be
added in a later patch.
Also adds support for using the 3D engine, reusing the u_blitter module
created for r300.
This is used for unswizzling and copies between swizzled surfaces.
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This patch add a brand new nv04-nv40 2D engine module.
It should correctly implement all operations involving swizzled, and 3D-swizzled surfaces.
This code is independent from the Gallium framework and can thus be reused in the DDX and classic Mesa drivers (it's only likely to be useful in the latter, though).
Currently, surface_copy and surface_fill are broken for 3D textures, for swizzled source textures and possibly for some misaligned cases
The code is based around the new nv04_region structure, which encapsulates the information from pipe_surface needed for the 2D engine and CPU copies.
The use of nv04_region makes the code independent of the Gallium framework and allows to transform the nv04_region without clobbering the nv04_region.
The existing M2MF, blitter, and SWIZZLED_SURFACE paths have been improved and a new CPU path has been added.
There is also support to tell the caller to use the 3D engine.
The main feature of the copy/fill setup algorithm is linearization/contiguous-linearization of swizzled surfaces.
The idea of linearization is that some swizzled surfaces are laid out like linear ones (1xN, 2xN, Nx1) and can thus be used as such (e.g. useful for copying single pixels).
Also, some rectangles (e.g. the whole surface) are contiguous in memory. If both the source and destination rectangles are swizzled but contiguous, then they can be regarded as both linear: this is the idea of "contiguous linearization".
This, for instance, allows to use the 2D engine to duplicate the content of a swizzled surface to another swizzled surface, by pretending they are actually linear.
After linearization, the result may not be 64-byte aligned. Another transformation is done to enlarge the linear surface so that it becomes 64-byte aligned.
This is also used to 64-byte align swizzled texture mipmaps.
The inner loop of the CPU path is as optimized as possible without using SSE/SSE2.
Future improvements could include SSE/SSE2 support, and possibly a faster coordinate swizzling algorithm (which is however not used in the inner loop).
It may be a good idea to autogenerate swizzling code at least for all possible POT 2D texture dimensions (less than 256), maybe for all 3D ones too (less than 4096).
Also, it woud be a very good idea to make a copy with the GPU first if the source surface is in uncached memory.
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This greatly simplifies the code, and avoids ad-hoc copy code.
Also, these new transfers work for buffers too, even though they
are still used for miptrees only.
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Changes:
- Disable swizzling on non-RGBA 2D textures, since the current 2D
code is mostly broken in those cases. A later patch will fix this.
Thanks to Andrew Randrianasulu who reported this.
- Fix compressed texture transfers and hack around the current 2D
code inability to copy compressed textures by using direct access.
Thanks to Andrew Randrianasulu who reported this.
This patch rewrites all the miptree layout and transfer code in the
nvfx driver.
The current code is broken in several ways:
1. 3D textures are laid out first by face, then by level, which is
incorrect
2. Cube maps should have 128-byte aligned faces
3. Swizzled textures have a strange alignment test that seems
unnecessary
4. We store the image_offsets for each face/slice but they can be
easily computed instead
5. "Swizzling" is not supported for compressed formats. They can be
"swizzled" but swizzling only means that there are no gaps (pitch is
level-dependant) and the layout is still linear
6. Swizzling is not supported for non-RGBA formats. All formats (except
possibly depth) can be swizzled according to my testing.
The miptree layout is rewritten based on my empirical testing, which I
posted in the "miptree findings" mail.
The image_offset array is removed, since it can be calculated with a
simple multiplication; the only array in the miptree structure is now
the one for mipmap level starts, which it seems cannot be easily
computed in constant time.
Also, we now directly store a nouveau_bo instead of a pipe_buffer in
the miptree structure, like nv50 does.
Support for render temporaries is removed, and will be readded in a
later patch.
Note that the current temporary code is broken, because it does not
copy the temporary back on render cache flushes.
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Add a function to get whether a resource is likely on the GPU or not.
Currently always returns TRUE.
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A source line was put in the wrong place.
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Thanks to Jose Fonseca for pointing out they were missing.
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C++ doesn't accept function <-> void* conversions without a putting a
fight.
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Unused now that check_os_katmai_support was removed.
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The trace driver's implementation of sampler_view_destroy was calling
directly into the underlying pipe's sampler_view_destroy implementation.
This causes problems for pipes that keep references to sampler views
even after the state tracker has released them. Instead, we'll simply
drop the trace driver's reference to the pipe's sampler view.
Signed-off-by: José Fonseca <[email protected]>
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The trace driver was tracing the unwrapped version of the index buffer
when setting the index buffer. This caused an assert validating that
a resource belonged to the trace driver to fail. Instead, we'll log
the unmodified index buffer structure when setting the index buffer.
Signed-off-by: José Fonseca <[email protected]>
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mapi.h is included by vgapi and st/vega. On win32, the macro expands to
dllexport and dllimport respectively.
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That is, replace the old _glapi_* names by new names that start with
u_current_. When MAPI_GLAPI_CURRENT is defined, u_current.h defines
rename macros to restore the old names. That is done for ABI
compatibility.
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glapi defines an interface that is used by DRI drivers. It must not be
changed in an ABI incompatible way. This commit moves all
functions/variables belong to the interface to glapi.h. Instead of
including u_current.h from glapi.h, u_current.h now includes glapi.h.
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Only 8 out of the up to 13 regs are for source/dest depth, so the name
wasn't particularly appropriate. Note that this doesn't count the
constant or URB payload regs. Also, don't pre-divide by 2, so it's
actually a number of registers.
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Whenever the accumulator results are needed, this bit must be set.
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This makes reading the code easier when matching up to the specs,
which also use this format.
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The SIMD16 message no longer has the goofy interleaved format that
made Compr4 compression necessary before.
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This might technically not always be correct, because va_copy might
be a function, or a system might not have va_copy, and not work with
assignment.
Hopefully this is never the case.
Without configure tests, it doesn't seem possible to do better.
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Again, this is a one-element struct that was incorrectly missing the
field.
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This was triggered by the previous bug, but is a separate problem
in the general sense.
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According to both GLSL 1.20 and 4.0, these are a struct with one field
called "sceneColor".
Fixes a crash on loading in FlightGear.
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If we hit the linear blit path, we'd come up with a pitch of 0, then
divide by zero.
Fixes vbo-subdata-zero, made for bug #28931 (warsow).
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This function was apparently missing from the display list dispatch
table, causing the generic no-op function to be called instead. To make
matters worse, the no-op function is indistinguishable from a successful
call to GetUniformLocation. GL specifies that GetUniformLocation is
executed immediately when compiling display lists.
Fixes fdo bug 29622.
Signed-off-by: Nick Bowler <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
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This commit adds the ability to produce a log file containing all
reference count changes, and object creation/destruction, on Gallium
objects.
The data allows to answer these crucial questions:
1. This app is exhausting all my memory due to a resource leak: where
is the bug?
2. Which resources is this app using at a given moment? Which parts of
the code created them?
3. What kinds of resources does this app use?
4. How fast does this app create and destroy resources? Which parts of
the code create resources fast?
The output is compatible with the one produced by the similar facility
in Mozilla Firefox, allowing to use Mozilla's tools to analyze the data.
To get the log file:
export GALLIUM_REFCNT_LOG=<file>
To get function names and source lines in the log file:
tools/addr2line.sh <file>
To process the log file, see:
http://www.mozilla.org/performance/refcnt-balancer.html
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