| Commit message (Collapse) | Author | Age | Files | Lines |
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(171e633 for gen6)
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.
Note: Cube maps are treated as 2D arrays with 6 times as
many array elements as the cube map array would have.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Since this code was branched from brw_misc_state.c, it had support for
gen != 6. We can now remove this.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We will program the gen6 hiz depth state differently to enable layered
rendering on gen6.
v2:
* Remove unneeded gen6_emit_depthbuffer as suggested by Topi
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In the gen6 PRM Volume 1 Part 1: Graphics Core, Section
7.18.3.7.1 (Surface Arrays For all surfaces other than separate
stencil buffer):
"[DevSNB] Errata: Sampler MSAA Qpitch will be 4 greater than the
value calculated in the equation above , for every other odd Surface
Height starting from 1 i.e. 1,5,9,13"
Since this Qpitch errata only impacts the sampler, we have to adjust
the input for the rendering surface to achieve the same qpitch. For
the affected heights, we increment the height by 1 for the rendering
surface.
Signed-off-by: Jordan Justen <[email protected]>
Acked-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Rather than pointing the surface_state directly at a single
sub-image of the texture for rendering, we now point the
surface_state at the top level of the texture, and configure
the surface_state as needed based on this.
v2:
* Use SET_FIELD as suggested by Topi
* Simplify min_array_element assignment as suggested by Topi
v3:
* Use irb->layer_count for depth instead of rb->Depth
* Make gl_target const
* depth - 1, not depth
v4:
* Merge in dd43900b & b875f39e fixes to prevent 3D texture piglit
regressions
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Since this code was branched from brw_wm_surface_state.c, it had
support for gen < 6. We can now remove this.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We will program the gen6 renderbuffer surface state differently to
enable layered rendering on gen6.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Layered rendering is part of OpenGL 3.2; GL_ARB_draw_instanced is part
of OpenGL 3.1. As such, all drivers supporting layered rendering
already support gl_InstanceID.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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So we can use it in meta.c.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This reverts commit 1cfcd0164e1be7d7b05b693f60a262ad735b7565.
This seems to cause r600g lockups,
https://bugs.freedesktop.org/show_bug.cgi?id=82628
Signed-off-by: Dave Airlie <[email protected]>
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Only assign gl_Layer if we have GL_AMD_vertex_shader_layer. Gen6 doesn't
(currently) have that extension, but it also doesn't support layered
rendering.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Tested-by: Jordan Justen <[email protected]>
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Suggested-by: Eric Anholt <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Passes blendminmax and blendsquare. glean's more serious blendFunc fails
in simulation due to binner memory overflow (I really need to work around
that), and fbo-blending-formats fails due to Mesa refusing one of the
getter requests, even before it could fail due to the driver not actually
supporting different formats yet.
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The hw_mask is the set of primitives you actually support, so this attempt
to provide the set of formats that's unsupported was wrong in two ways (it
was intended to be '~' not '!'). However, we only call this code when
prim isn't one of the actually supported hw_mask bits, so missing out on
the memcpy didn't matter anyway.
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We were triggering simulator assertion failures for not consuming these,
and presumably we want to actually make use of them some day (for things
like point/line antialiasing)
Note that this has the qreg index as 0, which is the same index as the
first GL varyings read. This doesn't matter currently, since that number
isn't used for anything except dumping.
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At some point I'm going to want to move the information necessary for the
host buffer upload/download into the BO so that it's independent of the
current vc4->framebuffer, but for now this fixes pointless derefs on
non-simulator in vc4_context.c since the dump_fbo() removal
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This patch uses the infrastructure put in place by previous patches
to implement fast color clears and replicated color clears in terms of
meta operations.
This works all the way back to gen7 where fast clear was introduced and
adds support for fast clear on gen8. It replaces the blorp path
completely and improves on a few cases. Layered clears are now done
using instanced rendering and multiple render-target clears use a
MRT shader with rep16 writes.
Signed-off-by: Kristian Høgsberg <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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The data port has a SIMD16 'replicate data' message, which lets us write
the same color for all 16 pixels by sending the four floats in the
lower half of a register instead of sending 4 times 16 identical
component values in 8 registers.
The message comes with a lot of restrictions and could be made generally
useful by recognizing when those restriction are satisfied. For now,
this lets us enable the optimization when we know it's safe, but we don't
enable it by default. The optimization works for simple color clear shaders
only, but does recognized and support multiple render targets.
Signed-off-by: Kristian Høgsberg <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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We'll use this in the i965 fast clear implementation.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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GetTexParamterfv() doesnt change texture state, so instead of
_mesa_lock_texture() we can use _mesa_lock_context_textures(),
which doesn't increase the texture stamp. With this change,
_mesa_update_state_locked() is now only called from under
_mesa_lock_context_textures(), which is right thing to do. Right now
it's the same mutex, but if we made texture locking more fine grained
locking one day, just locking one texture here would be wrong.
This all ignores the fact that texture locking seem a bit
flaky and broken, but we're trying to not blatantly make it worse.
This change allows us to reliably unlock the context textures in the
dd::UpdateState callback as is necessary for meta color resolves.
Signed-off-by: Kristian Høgsberg <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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No functional change except for glBegin/glEnd style rendering, where we now
do the resolves at glBegin time instead of FLUSH_VERTICES time. This is also
the reason for this change, so that when we later switch fast clear resolve to
use meta, we won't be doing meta operations in the middle of a begin/end
sequence.
Signed-off-by: Kristian Høgsberg <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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GEN7+ has the fast clear functionality, which lets us clear the color
buffers using the MCS and a scaled down rectangle. To enable this
we have to set the appropriate bits in the 3DSTATE_PS package.
Signed-off-by: Kristian Høgsberg <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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The clipper doesn't support clipping 3DPRIM_RECTLIST primitives and must
be turned off when we use them.
Signed-off-by: Kristian Høgsberg <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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The brw_draw_prims() function is the draw entry point into the driver,
and takes struct _mesa_prim for input. We want to be able to feed
native primitives into the driver, and to that end we introduce
BRW_PRIM_OFFSET, which lets use describe geometry using the native
GEN primitive types.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This lets us disable the viewport transform, which will be useful for
emitting 3DPRIM_RECTLIST.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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For now, this can only be triggered with a new 'no8' INTEL_DEBUG option
and a new context flag. We'll use the context flag later, but introducing
it now lets us bisect to this commit if it breaks something.
Signed-off-by: Kristian Høgsberg <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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The final step to get GLX_MESA_query_renderer working with gallium
drivers.
v2: Remove __DRI2_RENDERER_PREFERRED_PROFILE handling. It's already
handled in dri/common. Spotted by Marek.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Both report 0xffffffff as both vendor and device id, and the maximum
amount of system memory as video memory.
v2: Use aux helper os_get_total_physical_memory().
Cc: Brian Paul <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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All the values are are currently hardcoded. One could use
some heuristics to determine the amount of video memory if
a callback to the host is not available.
Do we what to advertise the driver as hardwar accelerated ?
Cc: Brian Paul <[email protected]>
Cc: José Fonseca <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Cc: Eric Anholt <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Implementation based on the classic driver with the following
changes:
- Use auxiliarry function os_get_total_physical_memory to get the
total amount of memory.
- Move the libdrm_intel specific get_aperture_size to the winsys.
Cc: Chia-I Wu <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Implementation based on the classic driver with the following
changes:
- Use auxiliarry function os_get_total_physical_memory to get the
total amount of memory.
- Move the libdrm_intel specific get_aperture_size to the winsys.
Cc: Stephane Marchesin <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Provide the real vendor and and hardcode the device id as
0xffffffff as the devices currently using freedreno are non-pci.
The device features UMA.
Cc: Rob Clark <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Cc: Alexander von Gluck IV <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Namely vendor/device id, accelerated and UMA, which will be used to describe
the underlying renderer.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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v2:
- Drop __DRI2_RENDERER_PREFERRED_PROFILE case.
- Cleanup return statements.
Cc: Brian Paul <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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- Create radeon{Vendor,GetRenderer}String helpers.
- Drop __DRI2_RENDERER_PREFERRED_PROFILE case.
- Cleanup return statements.
To be used by the upcomming GLX_MESA_query_renderer implementation.
Signed-off-by: Emil Velikov <[email protected]>
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Printing the TCL involves that context is available at the time of
query. The GLX_MESA_query_renderer states that glGetString(GL_RENDERER)
and glXQueryRendererStringMESA(GLX_RENDERER_DEVICE_ID_MESA) will have
the same format, thus removing the context dependenicy will help us
achieve that.
Signed-off-by: Emil Velikov <[email protected]>
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- Create nouveau_{vendor,get_renderer}_string helpers.
- Set correct max_gl*version.
- Query the device PCIID via libdrm_nouveau/nouveau_getparam.
Signed-off-by: Emil Velikov <[email protected]>
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driQueryRendererIntegerCommon
Essentially all drivers would like to use to opengl core profile if
available, so avoid duplication by moving the code to a common fallback
within driQueryRendererIntegerCommon.
If a driver uses different approach they can handle it separately.
Signed-off-by: Emil Velikov <[email protected]>
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The extension is used by GLX_MESA_query_renderer, which
can be provided for by hardware and software drivers.
v2: Use designated initializers.
v3: Move drisw_query_renderer_*() to dri2_query_renderer.c
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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v2: Reff the correct file wrt copyright, spotted by Chia-I
Signed-off-by: Emil Velikov <[email protected]>
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Generate a GL error and return rather than crashing on a null
ctx->Driver.CopyImageSubData pointer (gallium). This allows apitraces
with glCopyImageSubData() calls to continue rather than crash.
Plus, fix a comment typo.
Reviewed-by: Jason Ekstrand <[email protected]>
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Similar to the problem described in 2c50212b14da27de4e3, if we copy the clear
value through a regular assignment via a floating point value, then if an
integer clear value is being used that happens to contain a signalling NaN
value then it would get converted to a quiet NaN when stored via the x87
floating-point registers. This would corrupt the integer value. Instead we
should use a memcpy to ensure the exact bit representation is preserved.
This bug can be triggered on 32-bit builds with optimisations by using an
integer clear color with a value like 0x7f817f81.
Reviewed-by: Matt Turner <[email protected]>
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Requires Evergreen/Cayman
marek: update release notes
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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