| Commit message (Collapse) | Author | Age | Files | Lines |
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warning.
Now that _debug_assert_fail() has the noreturn attribute, it is better
that execution truly never returns. Not just for sake of silencing the
warning, but because the code at the return IP address may be invalid or
lead to inconsistent results.
This removes support for the GALLIUM_ABORT_ON_ASSERT debugging
environment variable, but between the usefulness of
GALLIUM_ABORT_ON_ASSERT and better static code analysis I think better
static code analysis wins.
Reviewed-by: Brian Paul <[email protected]>
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fs-deref-literal-array-of-structs.shader_test
This allows the following shader code to work without a weird crash:
struct Foo {
int value[1];
};
int actual_value = Foo[2](Foo(int[1](100)), Foo(int[1](200)))[i].value[0];
Signed-off-by: Maarten Lankhorst <[email protected]>
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nouveau_vp3_inter_sizes requires sliec_count as argument just
as the other places that call it from h264 code do. Hopefully
fixes something.
Fix the status_vp code to allow status == 0 too, when processing
hasn't started yet.
set h264->second_field correctly.
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Otherwise it will trick the gallium driver into thinking that the render
target has actually changed (due to different pipe_surface pointing to
same underlying pipe_resource). This is really badness for tiling GPUs
like adreno.
This also appears to fix a rendering error with Motif on vmwgfx.
Why that is is still under investigation.
Based on an idea by Rob Clark.
Cc: "10.0 10.1" <[email protected]>
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Keep track of the maximal bounds of all the operations and set scissor
accordingly. For tiling GPU's this can be a big win by reducing the
memory bandwidth spent moving pixels from system memory to tile buffer
and back.
You could imagine being more sophisticated and splitting up disjoint
operations. But this simplistic approach is good enough for the common
cases.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Thomas Hellstrom <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Thomas Hellstrom <[email protected]>
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Once the relevant branch has been identified do not iterate over the
instructions in the branch, do a linked list insertion instead to avoid the
loop.
Reviewed-by: Kenneth Graunke <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
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Fixes piglit's fbo-blit-stretch test on drivers which use the meta path.
(i965: should fix Broadwell, but also fixes Sandybridge/Ivybridge/Haswell
since this test falls off the blorp path now due to format conversion)
V2: Use scissor instead of just mangling the rects, to avoid texcoord
rounding problems. (Thanks Marek)
V3: Rebase on Eric's CTSI meta changes; re-add _mesa_update_state in the
CTSI path so that _mesa_clip_blit sees the correct bounds.
Signed-off-by: Chris Forbes <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77414
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Anuj Phogat <[email protected]>
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According to the spec:
<renderbuffertarget> must be RENDERBUFFER and <renderbuffer>
should be set to the name of the renderbuffer object to be
attached to the framebuffer. <renderbuffer> must be either
zero or the name of an existing renderbuffer object of type
<renderbuffertarget>, otherwise an INVALID_OPERATION error is
generated.
This patch changes the previous returned GL_INVALID_VALUE to
GL_INVALID_OPERATION.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76894
Cc: [email protected]
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
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Now that we properly track accumulator dependencies, the scheduler is
able to schedule instructions between the mach and mov in the common
the integer multiplication pattern:
mul acc0, x, y
mach null, x, y
mov dest, acc0
Since a null destination implies no dependency on the destination, we
can also safely schedule instructions (that don't write the accumulator)
between the mul and mach.
Reviewed-by: Kenneth Graunke <[email protected]>
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This allows us to emit ADD/MUL/MAC instead of MUL/ADD/MUL/ADD,
saving one instruction and two temporary registers.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
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This allows us to generate the MAC (multiply-accumulate) instruction,
which can be used to implement some expressions in fewer instructions
than doing a series of MUL and ADDs.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
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This allows us to emit ADD/MUL/MAC instead of MUL/ADD/MUL/ADD,
saving one instruction and two temporary registers.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
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This allows us to generate the MAC (multiply-accumulate) instruction,
which can be used to implement some expressions in fewer instructions
than doing a series of MUL and ADDs.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
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Our hardware has an "accumulator" register, which can be used to store
intermediate results across multiple instructions. Many instructions
can implicitly write a value to the accumulator in addition to their
normal destination register. This is enabled by the "AccWrEn" flag.
This patch introduces a new flag, inst->writes_accumulator, which
allows us to express the AccWrEn notion in the IR. It also creates a
n ALU2_ACC macro to easily define emitters for instructions that
implicitly write the accumulator.
Previously, we only supported implicit accumulator writes from the
ADDC, SUBB, and MACH instructions. We always enabled them on those
instructions, and left them disabled for other instructions.
To take advantage of the MAC (multiply-accumulate) instruction, we
need to be able to set AccWrEn on other types of instructions.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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OpenGL 4.0 spec, page 306 suggests an INVALID_OPERATION in glGetTexImage
if :
"format is one of the integer formats in table 3.3 and the internal
format of the texture image is not integer, or format is not one of
the integer formats in table 3.3 and the internal format is integer."
V2: Use helper function _mesa_is_format_integer()
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This function will be used in the following patch.
Cc: <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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mesa currently returns 4 when GL_VERTEX_ATTRIB_ARRAY_SIZE is queried
for a vertex array initially set up with size=GL_BGRA. This patch
makes changes to return size=GL_BGRA as required by the spec.
Fixes Khronos OpenGL CTS test: vertex_array_bgra_basic.test
V2: Use array->Format instead of adding a new variable
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Cc: <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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For graphics, the LLVM compiler backend currently has many shortcomings
compared to the non-LLVM one. E.g. it can't handle geometry shaders yet,
but that's just the tip of the iceberg.
So building Mesa with --enable-r600-llvm-compiler is currently not
recommended for anyone who doesn't want to work on fixing those issues.
However, for protection of users who end up enabling it anyway for some
reason, let's disable the LLVM backend at runtime by default. It can be
enabled with the environment variable R600_DEBUG=llvm.
Cc: "10.1" <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Just adjust to the ever-changing API, pass in MCContext when creating the
MCDisassembler.
Reviewed-by: Tom Stellard <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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This also removes si_flush_gfx_ring.
Reviewed-by: Christian König <[email protected]>
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All flush functions get a fence parameter. cs_create_fence is removed.
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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The only difference is that it doesn't write to the CS and only returns
the index.
Reviewed-by: Christian König <[email protected]>
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I should have done this long ago.
Reviewed-by: Christian König <[email protected]>
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As recommended by
http://clang-analyzer.llvm.org/annotations.html#attr_noreturn
Reviewed-by: Brian Paul <[email protected]>
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Currently we can have name space collisions between blocks that define the same
fields. For example:
in block
{
vec4 Color;
} In[];
out block
{
vec4 Color;
} Out;
These two blocks will assign the same interface name (block.Color) to the Color
field in flatten_named_interface_blocks_declarations.cpp, leading to havoc.
This was breaking badly the gl-320-primitive-shading test from ogl-samples.
The patch uses the block instance name to avoid collisions, producing names
like block.In.Color and block.Out.Color to avoid the name clash.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76394
Reviewed-by: Kenneth Graunke <[email protected]>
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The transfer staging texture is always freshly allocated, so for write-only
transfers we don't need to explicitly wait for the BO to become idle.
Squeezes a few hundered MB/s more out of x11perf -shmput500 with glamor.
Reviewed-by: Marek Olšák <[email protected]>
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This reverts commit f092e8951ce5212ba3cbb382ce3a6666eb6c9bed.
Didn't mean to push this...
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Otherwise there's nothing to do.
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This manifested as rendering failures or sometimes GPU hangs in
compositors when they accidentally got MSAA visuals due to a bug in the X
Server. Today we decided that the problem in compositors was equivalent
to a corruption bug we'd noticed recently in resizing MSAA-visual
glxgears, and debugging got a lot easier.
When we allocate our MCS MT, libdrm takes the size we request, aligns it
to Y tile size (blowing it up from 300x300=900000 bytes to 384*320=122880
bytes, 30 pages), then puts it into a power-of-two-sized BO (131072 bytes,
32 pages). Because it's Y tiled, we attach a 384-byte-stride fence to it.
When we memset by the BO size in Mesa, between bytes 122880 and 131072 the
data gets stored to the first 20 or so scanlines of each of the 3 tiled
pages in that row, even though only 2 of those pages were allocated by
libdrm. In the glxgears case, the missing 3rd page happened to
consistently be the static VBO that got mapped right after the first MCS
allocation, so corruption only appeared once window resize made us throw
out the old MCS and then allocate the same BO to back the new MCS.
Instead, just memset the amount of data we actually asked libdrm to
allocate for, which will be smaller (more efficient) and not overrun.
Thanks go to Kenneth for doing most of the hard debugging to eliminate a
lot of the search space for the bug.
Cc: "10.0 10.1" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77207
Reviewed-by: Kenneth Graunke <[email protected]>
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We don't have any piglit tests for this currently.
v2: Use vec3s for the texcoords so it has some hope of working.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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You'll note from the previous commits that there's something of a loop
here: You call CTSI, which calls BlitFB, then if things go wrong that
falls back to CTSI. As a result, meta CTSI reaches over into blitfb to
tell it "no, don't try that fallback".
v2: Drop the _mesa_update_state(), which was only necessary due to use of
_mesa_clip_blit() in _mesa_meta_BlitFramebuffer() in another patch
series.
v3: Drop an _EXT suffix I copy-and-pasted.
Reviewed-by: Ian Romanick <[email protected]> (v2)
Reviewed-by: Kenneth Graunke <[email protected]>
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I added support to bind_fbo_image in the process of building meta
CopyTexSubImage, and found that it broke generatemipmap because previously
we would just throw a GL error there and then end up with an incomplete
FBO and fallback.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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I need to do the same code again for CopyTexSubImage().
v2: Drop incorrect, not-terribly-useful comment (review by Ken)
Reviewed-by: Ian Romanick <[email protected]> (v1)
Reviewed-by: Kenneth Graunke <[email protected]>
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This avoids a ReadPixels() if there's accelerated CopyTexImage present.
It now requires GLSL as opposed to just fragment programs, but we don't
have any drivers that do ARB_fp but not GLSL.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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There shouldn't be anything special about copying out a subset of the src
rb to a temp before texturing from it, so just do it when we're figuring
out our src texture binding.
This drops Anuj's change to copy an extra border of 1 pixel around the src
area. I can't see how that change could be valid, and presumably if
there's some filtering problem at edges we just need to set the right
wrap mode.
v2: Don't fall back to swrast on non-2D/RECT/2D_MS textures when we can
still CopyTexSubImage. Fixes a segfault regression on i965 with
gl-3.2-layered-rendering-blit.
Reviewed-by: Ian Romanick <[email protected]> (v1)
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
Tested-by: Anuj Phogat <[email protected]>
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I think we can assert that renderbuffer size is <= maximum 2D texture
size. Our source coordinates should have already been clipped to the src
renderbuffer size, but haven't actually (so we could potentially have
trouble if there's scaling, and we're in the CopyTexImage path that tries
to use src size). However, this texture size dependency was blocking the
next refactors, so I'm not sure if we want to go ahead with this series
before we get the clipping sorted out or not.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Putting NoDDClr and NoDDChk dependency control on instruction
sequences that include math opcodes can cause corruption of channels.
Treat math opcodes like send opcodes and suppress dependency hinting.
Signed-off-by: Mike Stroyan <[email protected]>
Tested-by: Tony Bertapelli <[email protected]>
Cc: [email protected]
Reviewed-by: Matt Turner <[email protected]>
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