| Commit message (Collapse) | Author | Age | Files | Lines |
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This flag essentially tells the compiler whether it prefers
dot products or multiply/adds for matrix operations. As such,
ShaderCompilerOptions seems like the right place for it.
This also lets us specify it on a per-stage basis. This patch makes all
existing users set the flag for the Vertex Shader stage only, as it's
currently only used for fixed-function vertex programs. That will
change soon, and I wanted to preserve the existing behavior.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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do_common_optimization may need to make choices about whether to emit
certain kinds of instructions. gl_context::ShaderCompilerOptions
contains exactly that information, so it makes sense to pass it in.
Rather than passing the whole array, pass the structure for the stage
that's currently being worked on.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This code is copied from _mesa_init_shader_state().
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We can't include shaderobj.h from the standalone utilities, so we
unfortunately have to copy this function.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Marek added these new formats in commit f9fa725690c470daf308, but
without comments relating to the packing. Sometimes the naming is
confusing, so these comments are helpful in determining whether two
formats are compatible.
The new comments are based on my reading of format_unpack.c.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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_NEW_BUFFER_OBJECT means glBufferData was called. We can just set our own
flag in BufferData.
Reviewed-by: Brian Paul <[email protected]>
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Probably copied from i965. However st/mesa has its flags ST_NEW_xxx_PROGRAM.
Reviewed-by: Brian Paul <[email protected]>
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- don't reference a buffer for a local variable
(that's never useful unless it can be the only reference to the buffer)
- check if the buffer is not NULL
- set buffer_size as specified with BindBufferRange
NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Fredrik Höglund <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Version 2 that shouldn't crash.
Reviewed-by: Brian Paul <[email protected]>
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NOTE: This is a candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
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v2: fix typo 65535 -> 65536
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Also simplify UBO support checking.
NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Brian Paul <[email protected]>
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NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v2: move the flagging from intel_bufferobj_data to intel_bufferobj_alloc_buffer
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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If Const.CheckArrayBounds is false, the only code using _MaxElement is
glDrawRangeElements, so I changed it and explained in the code why
_MaxElement is not very useful there.
BTW, the big magic number was copied to the letter
from _mesa_update_array_max_element.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The limits should not be different and OpenGL requires both to be at least 32,
which is also the maximum limit on radeon.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Const.MaxTextureImageUnits -> Const.FragmentProgram.MaxTextureImageUnits
Const.MaxVertexTextureImageUnits -> Const.VertexProgram.MaxTextureImageUnits
etc.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Shaders are unified on most hardware (= same limits in all stages).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes "Uninitialized scalar variable" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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and add assertions to prevent buffer overflow. This fixes corruption
of the r600_shader struct.
NOTE: This is a candidate for the stable branches.
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NOTE: This is a candidate for the 9.1 branch.
Bugzilla: https://bugs.gentoo.org/show_bug.cgi?id=461696
Reviewed-by: Andreas Boll <[email protected]>
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Use the new libdrm functionality to actually do timed waits on the sync
object.
Signed-off-by: Ben Widawsky <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We were not allowed to say the "GT3" name, but we really needed to
have the PCI IDs because too many people had such machines, so we had
to make the GT3 machines work as GT2.
Let's just say that GT2_PLUS was a short for GT2_PLUS_1 :)
NOTE: This is a candidate for stable branches.
Signed-off-by: Paulo Zanoni <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <[email protected]>
Signed-off-by: Eugeni Dodonov <[email protected]>
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Haswell's GT3 variant offers 32kB of URB space for push constants, while
GT1 and GT2 match Ivybridge, providing 16kB. Update the code to reserve
the full 32kB on GT3.
v2: Specify push constant size correctly. I thought GT3 reinterpreted
the value as multiples of 2kB, but it doesn't. You simply have to
program an even number.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <[email protected]>
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This is the same change as the previous commit to the FS. A very few VSes
are regressed by 1 or 2 instructions, which look recoverable with a bit
more dead code elimination.
Reviewed-by: Ian Romanick <[email protected]>
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Previously, we would sometimes not consider a write to a register to
extend the end of the interval, nor would we consider a read before a
write to extend the start. This made for a bunch of complicated logic
related to how to treat the results when dead code might be present.
Instead, just extend the interval and fix dead code elimination to know
how to remove it.
Interestingly, this actually results in a tiny bit more optimization:
total instructions in shared programs: 1391220 -> 1390799 (-0.03%)
instructions in affected programs: 14037 -> 13616 (-3.00%)
v2: Fix a theoretical problem with the simd16 workaround if dst == src,
where we would revert the bump of the live range.
Reviewed-by: Ian Romanick <[email protected]> (v1)
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Now tells Gallium that ilo supports primitive restart.
Updated ilo_draw_vbo to be able to check that the indexed
primitive being rendered can actually be supported in HW. If not,
will break up into individual prims similar to what Mesa does.
[olv: a minor fix after rebasing and formatting]
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Before, if we failed to allocate the index buffer we'd silently
return from st_draw_vbo() without drawing anything. We should
raise GL_OUT_OF_MEMORY to give some indication that something went
wrong.
Note: This is a candidate for the stable branches.
Reviewed-by: Marek Olšák <[email protected]>
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It is decompressed to and stored as PIPE_FORMAT_R8G8B8X8_UNORM on-the-fly.
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It can be used for unpacking compressed texture on-the-fly or to support
explicit transfer flushing.
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We want to or need to use a different mapping method when when the resource is
busy, the bo format differs from the requested format, and etc.
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For separate stencil buffer or formats not supported natively, the real format
of the bo may differ from that requested.
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It helps a bit with vertex shader performance on i915g
(a couple percent faster with openarena).
I have tried most other passes, and they weren't showing
any measurable improvement. Note that my vertex shaders
didn't have loops, so maybe the loop optimizations could
still be useful in the future.
Reviewed-by: Brian Paul <[email protected]>
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I'm not filling them all in, to prevent any breakage in this commit.
Reviewed-by: Kenneth Graunke <[email protected]>
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Unfortunately the surface formats table is now splattered across multiple
chapters. All surface format enums from brw_defines.h are present, but
only support for them that is mentioned in the public specs is included
here.
v2 (from Ken): Mark R32G32B32A32_SFIXED as unsupported on Ivybridge.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Do not propagate a copy if source and destination are identical.
Otherwise code like
MOV TEMP[0].xyzw, TEMP[0].wzyx
MOV TEMP[1].xyzw, TEMP[0].xyzw
is changed to
MOV TEMP[0].xyzw, TEMP[0].wzyx
MOV TEMP[1].xyzw, TEMP[0].wzyx
This fixes Piglit test shaders/glsl-copy-propagation-self-2 for drivers that
use Mesa IR.
NOTE: This is a candidate for the stable branches.
Signed-off-by: Fabian Bieler <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Do not propagate a copy if source and destination are identical.
Otherwise code like
MOV TEMP[0].xyzw, TEMP[0].wzyx
MOV TEMP[1].xyzw, TEMP[0].xyzw
is changed to
MOV TEMP[0].xyzw, TEMP[0].wzyx
MOV TEMP[1].xyzw, TEMP[0].wzyx
This fixes Piglit test shaders/glsl-copy-propagation-self-2 for gallium drivers.
NOTE: This is a candidate for the stable branches.
Signed-off-by: Fabian Bieler <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The constant packets for gen6 are too small for gen7, and while IVB seems
happy with them HSW blows up. Fix it by emitting the correct packets on
gen7, for all stages.
v2: Include the packets instead of just skipping them.
NOTE: This is a candidate for the stable branches.
Reviewed-and-tested-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Emit EGL_BAD_CONTEXT if the user passes a context to
eglCreateImageKHR(type=EGL_ANDROID_image_native_buffer).
From the EGL_ANDROID_image_native_buffer spec:
* If <target> is EGL_NATIVE_BUFFER_ANDROID and <ctx> is not
EGL_NO_CONTEXT, the error EGL_BAD_CONTEXT is generated.
Note: This is a candidate for the stable branches.
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This basically reverts commit
2acc7193743199701f8f6d1877a59ece0ec4fa5b.
With the previous change, we're not batchbuffer limited any
longer. So we actually start seeing a performance difference
between X and Y tiling. X tiling is funny because it is
faster for screen-aligned quads but slower in games. So let's
use Y tiling which is 10% faster overall.
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Now that we don't throttle at every batchbuffer, we can shrink
the size of batchbuffers to achieve early flushing. This gives
a significant speed boost in a lot of games (on the order of
20%).
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tgsi_opcode_infer_{src,dst}_type() works just fine.
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