| Commit message (Collapse) | Author | Age | Files | Lines |
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Works similarly to clip distance. If the cull distance is negative
for all vertices against a specific plane then the primitive
is culled.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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cull distance is analogous to clip distance. If a register is
given this semantic, then the values in it are assumed to be a
float32 distance to a plane. Primitives will be completely
discarded if the plane distance for all of the vertices in
the primitive are < 0.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We need to figure out the number of invocations of the clipper
before the emit, because in the emit we are after clipping
where the number of primitives will be equal to number of clipper
invocations minus the clipped primitives. So our computations
were always off by the number of clipped primitives.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Draw depended on clip_plane_enable being set in the rasterizer
to use clipdistance registers for clipping. That's really
unfriendly because it requires that rasterizer state to have
variants for every shader out there. Instead of depending on
the rasterizer lets extract the info from the available state:
if a shader writes clipdistance then we need to use it and we
need to clip using a number of planes equal to the number
of writen clipdistance components. This way clipdistances
just work.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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we were always fetching the info from the vertex shader, but if
geometry shader is present it should be used as the source of
that info.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This reverts commit 6c966ccf07bcaf64fba1a9b699440c30dc96e732.
Apparently causes GPU hangs.
Conflicts:
src/mesa/drivers/dri/i965/brw_state.h
src/mesa/drivers/dri/i965/brw_state_upload.c
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Fixes piglit texture-packed-formats regression. We need to implement
more XBGR formats here eventually, but many are UINT/SINT formats
which swrast doesn't handle yet anyway (integer textures).
Bugzilla https://bugs.freedesktop.org/show_bug.cgi?id=64935
Reviewed-by: Jose Fonseca <[email protected]>
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And add a static assert for the future.
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Set env var RADEON_VA=0 to disable VM on Cayman/Trinity.
Useful for debugging.
Note: this is a candidate for the 9.1 branch.
Signed-off-by: Alex Deucher <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Having figured out what was going on with piglit fbo-depth copypixels
GL_DEPTH_COMPONENT32F (falling all the way back to swrast on CopyPixels to
a float depth buffer), I'm not inclined to fix the problem currently but
it seems worth saving someone else the debug time.
Reviewed-by: Matt Turner <[email protected]>
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We do a lot of multiplies by 3 or 4 for skinning shaders, and we can avoid
the sequence if we just move them into the right argument of the MUL.
On pre-IVB, this means reliably putting a constant in a position where it
can't be constant folded, but that's still better than MUL/MACH/MOV.
Improves GLB 2.7 trex performance by 0.788648% +/- 0.23865% (n=29/30)
v2: Fix test for pre-sandybridge.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]> (v1)
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This is a trivial port of 1d6ead38042cc0d1e667d8ff55937c1e32d108b1 from
the FS.
No significant performance difference on trex (misplaced the data, but it
was about n=20).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This is different from how we do it in the FS - we are using MAD even when
some of the args are constants, because with the relatively unrestrained
ability to schedule a MOV to prepare a temporary with that data, we can
get lower latency for the sequence of instructions.
No significant performance difference on GLB2.7 trex (n=33/34), though it
doesn't have that many MADs. I noticed MAD opportunities while reading
the code for the DOTA2 bug.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Adam Jackson <[email protected]>
Signed-off-by: Richard Sandiford <[email protected]>
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draw_vertex_buffer declared the size field to be a size_t, but the LLVM
code used an int32 instead. This caused problems on big-endian 64-bit
targets, because the first 32-bit chunk of the 64-bit size_t was always 0.
In one sense size_t seems like a good choice for a size, so one fix
would have been to try to get the LLVM code to use the equivalent of
size_t too. However, in practice, the size is taken from things like ~0
or width0, both of which are int-sized, so it seemed simpler to make the
size field int-sized as well.
Reviewed-by: Adam Jackson <[email protected]>
Signed-off-by: Richard Sandiford <[email protected]>
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Without this, llvmpipe ends up giving a zero size to all uncompressed textures
on non-x86 systems, since align() cannot handle a 0 alignment.
Reviewed-by: Adam Jackson <[email protected]>
Signed-off-by: Richard Sandiford <[email protected]>
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lp_build_add and lp_build_sub have fallback code for cases
that cannot be handled by known intrinsics. For UNORM formats,
this code was using modulo rather than saturating arithmetic.
This fixes some rendering issues for a gnome session on System z.
It also fixes various piglit tests on z, such as
spec/ARB_color_buffer_float/GL_RGBA8-render.
The patch deliberately doesn't tackle the more complicated
SNORM case.
Tested against piglit on x86_64 and System z with no regressions.
Reviewed-by: Adam Jackson <[email protected]>
Signed-off-by: Richard Sandiford <[email protected]>
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Now that Gen6+ relies on hardware contexts, we don't need to record an
occlusion query value at the end of each batch. That means we no longer
need to reserve space for the absurd number of PIPE_CONTROLs required to
do that on Sandybridge.
See commit 4e087de51ad0e7ba4a7199d3664e1d096f8dc510, which bumped this
up to 60 bytes. This is not quite a revert, as it uses 24 bytes instead
of 16, and saves the comments. As far as I can tell, the old value of
16 bytes was just wrong, so we shouldn't go back to that.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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We always allocate the maximum amount of space and never change it, so
it makes sense to do it once. Programming it on startup also lets us
skip re-programming it from BLORP.
This removes a tiny amount of overhead from our drawing loop.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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This removes a tiny bit of code from our drawing loop.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Now that we emit invariant state at startup (and never select the media
pipeline), the 3D pipeline will always already be selected, even if BLORP
is the first operation. So this is unnecessary.
v2: Fix unused variable warning (intel_context is no longer used).
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Now that we have hardware contexts, we can safely initialize our GPU
state once at startup, rather than needing a state atom with the
BRW_NEW_CONTEXT flag set.
This removes a tiny bit of code from our drawing loop.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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These atoms don't actually exist.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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The existing code already returned a boolean; this just clarifies that.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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We already implemented this for ES3, so we just need to turn it on.
Fixes 6 Piglit tests:
spec/glsl-1.50/compiler/built-in-functions/determinant-mat[234].{vert,frag}
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Page 17 of the GLSL 1.50.11 specification states:
"There is a built-in macro definition for each profile the
implementation supports. All implementations provide the following
macro:
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Previously we only supported "#version 150". This patch recognizes
"compatibility" to give the user a more descriptive error message.
Fixes Piglit's version-150-core-profile test.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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If we didn't successfully parse the #version line, there's no point in
continuing with parsing and compiling: it's already failed.
Furthermore, it can actually be harmful: right after handling #version,
we call _mesa_glsl_initialize_types(), which checks state->es_shader and
language_version. If it isn't valid, it hits an assertion failure.
Fixes Piglit's "invalid-version-es." When processing "#version 110 es",
our code set state->es_shader and state->language_version = 110. It
then properly determined that this was invalid and flagged an error.
Since we continued anyway, we hit the assertion mentioned above.
NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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This was building the temporary array to pass to
save_SamplerParameteriv, and then not passing it.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Vinson Lee <[email protected]>
Signed-off-by: Vinson Lee <[email protected]>
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Fixes "Out-of-bounds access" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Maarten Lankhorst <[email protected]>
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Actually respect rasterizer state.
Signed-off-by: Rob Clark <[email protected]>
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The GPU (at least a3xx, but I think also a2xx) can render directly to
memory, bypassing tiling. Although it can't do this if blend, depth,
and a few other features of the pipeline are enabled. This direct
memory mode can be faster for some sorts of operations, such as simple
blits. In particular, this significantly speeds up XA by avoiding to
pull the entire dest pixmap into GMEM, render tiles, and write it all
back out again. This should also speed up resource copy-region and
blit.
Signed-off-by: Rob Clark <[email protected]>
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The adreno a3xx GPU is found in newer snapdragon devices, such as the
nexus4. The a3xx is GLESv3 and OpenCL capable, although that is not
enabled yet in gallium.
Compared to a2xx, it introduces an entirely new unified shader ISA, and
re-shuffles all or nearly all of the registers. The good news is that
(for the most part) the registers are more orthogonal, not combining
unrelated state in a single register. And that there is a lot more
flexibility, so we don't need to patch and re-emit the shader like we
did on a2xx.
The shader compiler is currently quite dumb, there would be a lot of
room for improvement with an optimizing pass. Despite that, with the
a320 in my nexus4 it seems to be ~2-3x faster compared to the a220 in my
HP touchpad.
Signed-off-by: Rob Clark <[email protected]>
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Split the parts that are specific to adreno a2xx series GPUs from the
parts that will be in common with a3xx, so that a3xx support can be
added more cleanly.
Signed-off-by: Rob Clark <[email protected]>
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We use 128bit vector interleave for untwiddling in the blend code (with
256bit vectors). llvm generates terrible code for this for some reason,
so instead of generating a shuffle for 2 128bit vectors use a
extract/insert shuffle instead (it only seems to matter we're not using
128bit wide vectors for the shuffle). This decreases instruction count of
the blend code generated for a rgba8 render target without blending from
169 to 113 with llvm 3.1 and from 136 to 114 in llvm 3.2/3.3, and I got
a ~8% (llvm 3.1) and ~5% (3.2/3.3) performance improvement in gears.
(The generated code is still not terribly good as we could actually avoid
the interleaving completely but llvm can't know this.)
Reviewed-by: Jose Fonseca <[email protected]>
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We flush pending rendering before running CopySubBuffer, which
ensures that the right bits get to the screen.
NOTE: This is a candidate for stable release branches.
Reviewed-by: Brian Paul <[email protected]>
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The coordinates need to be inverted between glX and gallium.
NOTE: This is a candidate for stable release branches.
Reviewed-by: Brian Paul <[email protected]>
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Just like we produce from inside the Intel driver, this can help provide
information quickly about FBO incompatibility problems (particularly when
using apitrace replay).
Currently, in driver-marked incompleteness cases, you'll get both the
driver message and the core message on Intel. Until the other drivers are
fixed to produce output, I think this is better than not putting in a
message for driver-marked incomplete.
Reviewed-by: Brian Paul <[email protected]>
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Fixes piglit test "spec/!OpenGL 1.0/gl-1.0-front-invalidate-back"
Reviewed-by: Anuj Phogat <[email protected]>
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When a fake front buffer is in use, if we request the front buffer
(using screen->dri2.loader->getBuffersWithFormat()), the X server
copies the real front buffer to the fake front buffer and returns the
fake front buffer. We sometimes make redundant requests for the front
buffer (due to using a single counter to track invalidates for both
the front and back buffers), so there's a danger of pending front
buffer rendering getting overwritten when the redundant front buffer
request occurs.
Previous to this patch, intel_update_renderbuffers() worked around
that problem by sometimes doing intel_flush() and intel_flush_front()
before calling intel_query_dri2_buffers(). But it only did the
workaround when the front buffer was bound for drawing; it didn't do
it when the front buffer was bound for reading.
This patch moves the workaround code to intel_query_dri2_buffers(), so
that it happens in exactly the circumstances where it is needed.
This should fix some of the sporadic failures in Piglit tests
fbo-sys-blit and fbo-sys-sub-blit.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The patch that follows will fix a bug that prevents
intel_flush_front() from being called often enough. In doing so, it
will create a situation where intel_flush_front() is called during the
initial call to glXMakeCurrent(). In this circumstance,
ctx->DrawBuffer hasn't been initialized yet and is NULL. Fortunately,
intel->front_buffer_dirty is false, so intel_flush_front() doesn't
actually need to do anything. To avoid a segfault, swap the order of
terms in intel_flush_front()'s if statement.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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piglit OpenGL ES 3.0/minmax now passes. This was also one of the subcase
failures in OpenGL 3.2/minmax (and still is, because our value is too low
for 3.2, but at least we report what it is).
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Part of fixing piglit OpenGL ES 3.0/minmax.
v2: s/_gles3/_es3/ in extra name, for consistency (review by Matt).
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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Noticed by inspection when reviewing the next commit.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Part of fixing piglit OpenGL ES 3.0/minmax.
v2: s/_gles3/_es3/ in extra name, for consistency (review by Matt).
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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These functions must clear all bound layers, not just the first.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Believe it or not but these two are actually the first two functions which
really belong in this file nowadays.
Reviewed-by: Brian Paul <[email protected]>
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