| Commit message (Collapse) | Author | Age | Files | Lines |
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This just tells the state tracker to turn on the GL_ARB_shader_texture_lod
extension. This simply allows the GLSL compiler to emit TXL and TXD
instructions for both vertex and fragment shaders. We already support
these opcodes in the svga driver. Though, the shadow2DGrad() Piglit
tests are failing.
Reviewed-by: José Fonseca <[email protected]>
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Improves performance of RoboHornet's 2D Canvas toDataURL benchmark
[http://www.robohornet.org/#e=canvastodataurl] by approximately 5x
on Baytrail on ChromiumOS.
Elapsed time drops by -81.4861% +/- 1.22619% (n=3 s=14.9105, confidence=95%).
Reviewed-by: Chad Versace <[email protected]>
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Uses SSE 4.1's MOVNTDQA instruction (streaming load) to read from
uncached memory without polluting the cache.
Reviewed-by: Chad Versace <[email protected]>
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This patch make changes to correctly set up the Dispatch GRF Start
Register in case of 'SIMD16 only' FS dispatch.
This fixes an issue of incorrect rendering on dolphin emulator with
GL_SAMPLE_SHADING enabled.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This theoretically works on earlier hardware as well, but the extension
requires at least GL3.0.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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V2: fix interaction with VertexAttribFormat, since that landed after
this was originally written
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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With this patch, the llvmpipe and draw modules will calculate the depth bias
according to floating point depth buffer semantics described in the
arb_depth_buffer_float specification, when the driver has a z buffer bound
with a format type of UTIL_FORMAT_TYPE_FLOAT.
By default, the driver will use the existing UNORM calculation for depth bias.
A new function, draw_set_zs_format, was added to calculate the Minimum
Resolvable Depth value and floating point depth sense for the draw module.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This brings over the batch-wrap-prevention and aperture space checking
code from the normal brw_draw.c path, so that we don't need to flush the
batch every time.
There's a risk here if the intel_emit_post_sync_nonzero_flush() call isn't
high enough up in the state emit sequences -- before, we implicitly had
one at the batch flush before any state was emitted, so Mesa's workaround
emits didn't really matter. Since the SNB fixes by Ken, I didn't see any
regressions after 3 piglit runs.
Improves cairo-gl performance by 13.7733% +/- 1.74876% (n=30/32)
Improves minecraft apitrace performance by 1.03183% +/- 0.482297% (n=90).
Reduces low-resolution GLB 2.7 performance by 1.17553% +/- 0.432263% (n=88)
Reduces Lightsmark performance by 3.70246% +/- 0.322432% (n=126)
No statistically significant performance difference on unigine tropics
(n=10)
No statistically significant performance difference on openarena (n=755)
The two apps that are hurt happen to include stalls on busy buffer
objects, so I think this is an effect of missing out on an opportune
flush.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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I want a conditional that says generally "we have x86 assembly" in the
next patch.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Check if the new buffer object has the same name as the current
buffer object before looking it up.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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update_array() and update_array_format() are changed to update the new
attrib and binding states, and the client arrays become derived state.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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...and rename it to _mesa_bind_buffer_gen().
This is so the function can be called from _mesa_BindVertexBuffer().
This patch also adds a caller parameter so we can report the right
entry point in error messages.
Based on a patch by Eric Anholt.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This will become derived state as part of the ARB_vertex_attrib_binding
support.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Split out the code for updating the array format into a new function
called update_array_format(). This function will be called by both
update_array() and the new glVertexAttrib*Format() entry points in
ARB_vertex_attrib_binding.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This will be used by the ARB_vertex_attrib_binding implementation.
This reverts commit db38e9a0e179441f59274f6f2a751912c29872e2.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Currently, has_surface_tile_offset is equivalent to gen == 4 && !is_g4x.
We already use it for related checks in brw_wm_surface_state.c, so it
makes sense to use it here too. It's simpler and more future-proof.
Broadwell also lacks surface tile offsets. With this patch, I won't
need to update any generation checking; I can simply not set the flag.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Patch from Debian package
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
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Patch from Ubuntu package
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Hardware docs say we can only use SIMD8 dispatch in this condition.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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We weren't adding the soa offsets when constructing the indices
for the gather functions. That meant that we were always returning
the data in the first element.
(Copied straight from the same fix for temps.)
While here fix up a couple of broken comments in the fetch functions,
plus don't name a straight float type float4 which is just confusing.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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Since it's helpful to know why the shader did not compile.
Also, call fflush() for Windows.
Reviewed-by: José Fonseca <[email protected]>
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Otherwise OutputSurface interop has funny results sometimes.
This fixes interop with the mpv media player.
v2 (chk): add proper locking
Signed-off-by: Christian König <[email protected]>
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V2: Add comment explaining what emit_alpha_test() is for;
fix spurious temp and bogus whitespace.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The same setup is required here as when the user-provided shader
explicitly uses KIL or discard.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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V2: Better explanation of the rationale for doing this.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We have to do this in the shader instead, since these gens lack an
independent RT0 alpha value in their render target write messages.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Now that brw_update_texture_buffer_surface() uses the virtual
emit_buffer_surface_state() function, it works for Gen7+ too.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now that brw_create_constant_surface uses a virtual function internally,
it doesn't need to be virtual itself. We can delete the Gen7+ variant
and simplify things.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This will allow us to combine the Gen4-6 and Gen7 variants of these
functions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This entails adding "mocs" and "rw" parameters to the Gen4-5 version.
I made it actually pay attention to the rw flag (even though it is
always false), but mocs is always ignored.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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fix: intel_screen.c:1320:4: warning: initialization from
incompatible pointer type [enabled by default]
Reviewed-by: Kenneth Graunke <[email protected]>
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Before the series with 3c9dc2d31b80fc73bffa1f40a91443a53229c8e2 to
dynamically assign our binding table indices, we didn't really track our
binding table count per shader, so we never filled in these fields.
Affects cairo-gl trace runtime by -2.47953% +/- 1.07281% (n=20)
Reviewed-by: Kenneth Graunke <[email protected]>
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You can't return stack-initialized values and expect anything good to
happen.
Reviewed-by: Chad Versace <[email protected]
Reviewed-by: Matt Turner <[email protected]>
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SSE can't handle true vector shifts (with variable shift count),
so llvm is turning them into a mess of extracts, scalar shifts and inserts.
It is however possible to emulate them in lp_build_minify with float muls,
which should be way faster (saves over 20 instructions per 8-wide
lp_build_minify). This wouldn't work for "generic" 32bit shifts though
since we've got only 24bits of mantissa (actually for left shifts it would
work by using sse41 int mul instead of float mul but not for right shifts).
Note that this has very limited scope for now, since this is only used with
per-pixel lod (otherwise we're avoiding the non-constant shift count by doing
per-quad shifts manually), and only 1d textures even then (though the latter
should change).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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