| Commit message (Collapse) | Author | Age | Files | Lines |
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The Common Subexpression Elimination pass will not operate on
instructions with physical register defs, so we end up with
several redundant copies to M0 when using interpolation.
Adding a register class that only contains the M0 register allows
use to use a virtual register to represent M0, and makes it possible
for the Common Subexpression Elimination pass to remove the extra
copies.
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This flag makes these instructions candidates for the dead code
elimination and common subexpression elimination.
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This signals to the Dead Code Elimination pass that it is safe to
remove these instructions when they are dead.
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This reduces the overhead of using the fixed function internally
in the driver.
V2: Use setup_glsl_generate_mipmap() and setup_ff_generate_mipmap()
functions to avoid code duplication.
Use glsl version when ARB_{vertex, fragmet}_shader are present.
Remove redundant code.
V3: Remove redundant border related code leaving the assertion.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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To silence an MSVC compiler warning about class vs. struct.
Reviewed-by: Kenneth Graunke <[email protected]>
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Only used in one place, and not really needed.
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To avoid spurious GL_INVALID_ENUM errors if the extension isn't supported.
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Signed-off-by: Brian Paul <[email protected]>
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I've reviewed the code, and the swrast callsites remaining are all in
drawpixels/copypixels/bitmap/accum, or _swrast_BlitFramebuffer that shouldn't
be hit. A piglit run with the context setup disabled on legacy GL and GLES2
showed regressions only in the copypixels and drawpixels tests.
If the context type is forced, this reduces the shader_runner maximum heap
size for glsl-algebraic-add-add-1.shader_test from 15,137,496b to 4,165,376b.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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There were no other cases that set it any more.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The Fallback field of the context struct doesn't work that way on i965, and
it's the only caller of FALLBACK() in the driver.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This code has been in the driver since the first commit. I think it was
trying to stop rendering from happening with a disabled position array. Core
mesa has since had changes to deal with disabled position arrays correctly.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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It turns out it hasn't worked since at least 8.0.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Acked-by: Ian Romanick <[email protected]>
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swrast uses MapRenderbuffer, which leads to intel_miptree_map, which does the
depth resolve.
Reviewed-by: Chad Versace <[email protected]>
Acked-by: Ian Romanick <[email protected]>
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Fixes piglit fp-kil and glBitmap() with radeonsi.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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It should be initialized by the kernel as necessary.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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They should be treated like RV670.
Tested-by: Michel Dänzer <[email protected]>
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But cap the size in bytes, to avoid depleting the whole system memory,
with humongus textures.
Tested with max-texture-size piglit test.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Vadim Girlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We want to check whether there are bits set outside of the valid flags.
Fixes piglit test egl-create-context-invalid-flag-gl
Reviewed-by: Ian Romanick <[email protected]>
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Now that it's on by default, we may as well make it obey the flag,
for consistency's sake if nothing else.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Precompiling the shader at link time often allows us to avoid compiling
it at the first use. This moves the expensive compilation and
optimization process to game or level load time, rather than at draw
time, where we really can't avoid any cycles and don't want to risk
stalling the GPU.
The downside is that we have to guess the non-orthagonal state the
program will have set when it draws with the shader. Previously, we
guessed wrong for nearly every shader, so it wasn't useful. With the
recent SamplerUnits rework and this series, we've either eliminated
state or made smarter guesses, and usually get it right now.
In the L4D2 time demo, I now have 39 fragment shader recompiles and no
vertex shader recompiles. Before this series and the SamplerUnits
rework, I had 206 fragment shader recompiles and 192 vertex shader
recompiles.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This fixes a regression since 76d1301e8e8e50dc962601a9977bc52148798349:
I began setting SWIZZLE_XYZW for unused sampler units in the actual
program keys, since this matched the FS precompile behavior. However,
the VS precompile was expecting zero, so that commit made essentially
every vertex shader (even those not using texturing) mismatch and need
to be recompiled.
Setting them in the VS precompile key solves the issue. It also is an
improvement over our old behavior: previously we guessed that vertex
shaders didn't use any textures at all. Now we actually look to see if
the VS had any sampler uniforms and guess based on that.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Eric added support for WM key debugging. This adds it for the VS.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Our previous assumption, SWIZZLE_XYZW, was completely bogus for depth
textures. There are no Y, Z, or W components.
DEPTH_TEXTURE_MODE has three options:
- GL_LUMINANCE: <X, X, X, 1>
- GL_INTENSITY: <X, X, X, X>
- GL_ALPHA: <0, 0, 0, X>
The default value is GL_LUMINANCE, and most applications don't seem to
alter DEPTH_TEXTURE_MODE. Make that our precompile guess.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Now that most things are based on the linker-assigned index, it makes
sense to convert the arrays in the VS/WM program key as well. It seems
silly to leave them indexed by texture unit.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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brw_wm_prog_key's proj_attrib_mask field is designed to enable an
optimization for fixed-function programs, letting us avoid projecting
attributes where the divisor is 1.0.
However, for shaders, this is not useful, and is pretty much impossible
to guess when building the FS precompile key. Turning it off for
shaders should allow the precompile to work and not lose much.
Signed-off-by: Kenneth Graunke <[email protected]>
Suggested-by: Eric Anholt <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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It's only needed for Gen4/5 IZ lookup workarounds.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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It's only used by on pre-Sandybridge hardware.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We probably want to do something more sophisticated here, but this at
least makes it through L4D2 without dumping the program cache.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We were stomping on the caller's buffer by ignoring their alignment
requests and other pixel store modes. This patch makes the USE_XCB path match
the older one more closely.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=52059
Signed-off-by: Julien Cristau <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Fixes many failing cases in piglit copyteximage test.
Reviewed-by: José Fonseca <[email protected]>
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Do all pre-draw hiz resolves *after* the renderbuffers are resized by
intel_prepare_render. Otherwise, we may resolve buffers that are
immediately discarded afterwards.
Fixes the assertion failure below when resizing windows in KDE and under
some unknown circumstance in Chrome OS:
intel_resolve_map.c:46: intel_resolve_map_set: Assertion
`(*tail)->need == need' failed.
Also, remove the comment that "resolves must occur [...] before setting up
any hardware state". That was true when resolves were implemented with
meta-ops, but no longer with blorp.
v2:
- Keep brw_predraw_resolve_buffers in its current position, which is
before any brw_context bits are modified. Instead, move the call to
intel_prepare_render.
Note: This is a candiate for the 8.0 branch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=52252
Reported-by: Lu Hua <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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intel_renderbuffer_resolve_hiz checks if rb->mt is null, so there is no
need for the caller to do so.
Reviewed-by: Paul Berry <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This fixes some integer division tests.
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Fixes piglit fbo-blending-formats.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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In preparation for extending this code, which would make it rather unwieldy in
its current place.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Mostly inspired by r600g commit 4acf71f01ea1edb253cd38cc059d4af1a2a40bf4
('r600g: cache shader variants instead of rebuilding v3').
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Could cause build failures if trying to use the macros in certain constructs.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This adds the FMASK and CMASK buffers. They share the same resource
with color data.
COMPRESSION and FAST_CLEAR are always enabled if both FMASK and CMASK are
allocated. We initialize the CMASK to a "compressed" state (not "fast cleared"),
so that we can keep FAST_CLEAR enabled all the time.
Both FMASK and CMASK must be present at the moment. If either one is missing,
the other one is not used.
v2: add cayman regs in the list
Reviewed-by: Jerome Glisse <[email protected]>
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for consistency with the upcoming color decompression naming
Reviewed-by: Jerome Glisse <[email protected]>
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