| Commit message (Collapse) | Author | Age | Files | Lines |
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Reported-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is now done in the VS backend before instruction emit.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is a more aggressive version of the old brw_optimize() path. Reduces
cycles spent in the vertex shader on minecraft by 18.6% +/- 10.0% (n=15).
Reviewed-by: Kenneth Graunke <[email protected]>
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We dump shader source in ir_to_mesa.cpp, and we dump linked programs here,
but we had no reference from the linked programs to their source. This
was preventing improvement of shader-db to use linked shader programs
instead of individual shader files (which is bogus, because it means we
optimize out VS outputs, and don't interpolate FS inputs!)
Reviewed-by: Kenneth Graunke <[email protected]>
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If we're drawing to a surface that's 2048 x 2048 pixels or larger there's
danger of fixed-point overflow in the triangle rasterization code. That
leads to various rendering glitches.
Rather than implement some intricate changes to the rasterization code,
simply subdivide triangles into smaller subtriangles to avoid the issue.
Only do this when the drawing surface is larger than 2048 by 2048.
Reviewed-by: José Fonseca <[email protected]>
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Use the __builtin_ffs, __builtin_ffsll functions whenever we have GCC,
not just for specific platforms. Fixes Solaris build.
Note: This is a candidate for the stable branches.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=62868
Signed-off-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Adam Jackson <[email protected]>
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I just noticed the warnings since I fixed the other bit.
Signed-off-by: Dave Airlie <[email protected]>
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Reported on #radeon by udovdh
Signed-off-by: Dave Airlie <[email protected]>
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This can be enabled everywhere that ARB_texture_multisample is
supported -- ARB_texture_storage is supported on everything.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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ARB_texture_storage_multisample allows texture parameters to be
queried for TEXTURE_2D_MULTISAMPLE and TEXTURE_2D_MULTISAMPLE_ARRAY
targets.
Some parameters may also be set, with the following exceptions:
- TEXTURE_BASE_LEVEL may not be set to a nonzero value; generates
INVALID_OPERATION
- any state which appears in the `per-sampler` state table may not
be set; generates INVALID_OPERATION
V2: Don't introduce bogus handling of TEXTURE_MAX_LEVEL
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Now that there are 4 variants, just pass the function name into
teximagemultisample rather than reconstructing it.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Adds XML for the extension, dispatch_sanity enabling, and the two new
entrypoints. These are both implemented by calling the shared
teximagemultisample() with immutable=GL_TRUE.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The new entrypoints will come later, but this adds the actual logic for
supporting immutable multisample textures:
- The immutability flag is set as desired.
- Attempting to modify an immutable multisample texture produces
INVALID_OPERATION.
Note: The extension spec does not mention adding this behavior to
TexImage*Multisample, but it seems like the reasonable thing to do.
V2: - Cover missing error cases (unsized formats; texture object zero)
Signed-off-by: Chris Forbes <[email protected]>
[V1] Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This is about to be used in teximagemultisample() when immutable=true.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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These haven't been used since we deleted NV_vertex_program support.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We are intentionally not allocating a slot for gl_ClipVertex. But by
leaving the bit set in the slots_valid, the fragment shader's computation
of where varyings are in urb entry coming out of the SF would be off by
one. Fixes rendering in Freespace 2 SCP, and improves rendering in TF2.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=62830
Tested-by: Joaquín Ignacio Aramendía <[email protected]>
NOTE: This is a candidate for the 9.1 branch.
Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Alessandro Pignotti noted when I added this code in commit
0e723b135bfd59868c92c3ae243f1adaedaec3a5 that it's in the else block for
"if (busy)", so this debug print couldn't happen.
Reviewed-by: Kenneth Graunke <[email protected]>
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When reading a column from a row-major matrix, we would slot the single
value read into the vector using an ir_dereference_array of the vector
with a constant index. This will (eventually) get optimized to a
masked-write, so just generate the masked write in the first place.
v2: Remove unused variable 'chan'. Suggested by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Cc: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Cc: Eric Anholt <[email protected]>
Cc: Paul Berry <[email protected]>
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Search and replace:
][0] -> ].x
][1] -> ].y
][2] -> ].z
][3] -> ].w
Fixes piglit tests inverse-mat[234].{vert,frag}. These tests call the
inverse function with constant parameters and expect proper constant
folding to happen. My suspicion is that this patch papers over some bug
in constant propagation involving array accesses.
Either way, all of these accesses eventually get lowered to swizzles.
This cuts out the middle man (saving a trivial amount of CPU).
NOTE: This is a candidate for the 9.1 branch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Cc: Eric Anholt <[email protected]>
Cc: Paul Berry <[email protected]>
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Since the case was missing bec4->get_scalar_type() would return bvec4,
but vec4->get_scalar_type() would return float.
NOTE: This is a candidate for stable branches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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"discard" instructions generate HALT instructions which jump to a final
HALT near the end of the shader. Previously, fs_generator created this
final jump target when it saw the first FS_OPCODE_FB_WRITE, causing it
to jump right before the FB write epilogue. This is normally good.
However, INTEL_DEBUG=shader_time also has an epilogue section which
records the final timestamp. The frontend emits IR for this just before
FS_OPCODE_FB_WRITE. Unfortunately, this led to the following ordering:
1. Shader Time Epilogue
2. Final HALT (where discards jump)
3. Framebuffer Write Epilogue
This meant that discarded pixels completely skipped the shader time
epilogue, causing no ending timestamp to be written. This obviously
led to inaccurate results.
This patch adds a new FS_OPCODE_PLACEHOLDER_HALT in the IR stream just
before any epilogue sections. This is where the final HALT should be
generated, and makes it easy to ensure the correct ordering:
1. Final HALT
2. Shader Time Epilogue
3. Framebuffer Write Epilogue
For shaders that don't discard, this opcode compiles away to nothing.
The scheduler adds barrier dependencies to make sure that it doesn't
get moved above any FS_OPCODE_DISCARD_JUMP instructions.
One 8-wide shader in GLBenchmark 2.7 dropped from 2291.67 Gcycles to
a mere 5.13 Gcycles.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I'd previously added the minimum names to understand my dumps, but this
makes dumps in general much easier to read.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Support Ironlake as well.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Support Ironlake as well.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2 [mattst88]:
- Rebase.
- #define GL_ARB_texture_query_lod to 1.
- Remove comma after ir_lod in ir.h for MSVC.
- Handled ir_lod in ir_hv_accept.cpp, ir_rvalue_visitor.cpp,
opt_tree_grafting.cpp.
- Rename textureQueryLOD to textureQueryLod, see
https://www.khronos.org/bugzilla/show_bug.cgi?id=821
- Fix ir_reader of (lod ...).
v3 [mattst88]:
- Rename textureQueryLod to textureQueryLOD, pending resolution of
Khronos 821.
- Add ir_lod case to ir_to_mesa.cpp.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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x before
+ after
+------------------------------------------------------------------------------+
| x x + |
| xx ++ x + |
| xx ++ + xx ++ |
|x xxx x+++++ + xxx x*x+*+++ + x +|
| |_____|____________A______A____M____M_|_______| |
+------------------------------------------------------------------------------+
N Min Max Median Avg Stddev
x 23 8083.78 8287.83 8205.55 8162.7461 68.307951
+ 23 8107.56 8358.74 8224.33 8186.1765 71.506301
No difference proven at 95.0% confidence
Reviewed-by: Eric Anholt <[email protected]>
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58% of mad(8) generated in shader-db are reading registers from the same
bank.
Reviewed-by: Eric Anholt <[email protected]>
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Set its latency to what happens to be the default floating-point
instruction latency. One day we may want to handle latency based on
register bank information.
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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Reviewed-by: Eric Anholt <[email protected]>
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Similar enough that we can try to use shared code.
v2: fix a stupid bug using wrong variable causing mayhem with Inf and NaNs.
Reviewed-by: Jose Fonseca <[email protected]
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Previously at least i915 failed to provide an implementation, but
exposed ARB_internalformat_query anyway, leading to crashes when
QueryInternalformativ was called.
Default implementation just returns 1 for everything, so is suitable for
any driver which does not support multisampling.
V2: - Move from intel to core mesa.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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There's more, but this only adds (most) of the counters that are
handled directly by the shader processors.
The other counter domains are not handled on the multiprocessor and
there are no FIFO object methods for configuring them.
Instead, they have to be programmed by the kernel via PCOUNTER, and
the interface for this isn't in place yet.
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=62883
Tested-by: Vinson Lee <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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