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* i965/hsw: Populate MOCS for STATE_BASE_ADDRESS (v2)Ville Syrjälä2013-08-212-3/+11
| | | | | | | | | | | Just spotted these unpopulated MOCS fields when comparing the code against BSpec. Set the MOCS to the same as everywhere else in Haswell: L3-cacheable. v2: Annotate state packet fields (chadv). Signed-off-by: Ville Syrjälä <[email protected]> Reviewed-by: Chad Versace <[email protected]>
* glapi/gen: build temporary files in the build directoryMaarten Lankhorst2013-08-211-4/+4
| | | | | | | | | | Writing to the source directory can cause multiple parallel builds from the same source to fail. Create the temporary files in the build directory. Signed-off-by: Maarten Lankhorst <[email protected]> Reviewed-by: Matt Turner <[email protected]> Cc: "9.2" <[email protected]>
* mesa: Never advertise _S3TC compressed formatsIan Romanick2013-08-211-12/+0
| | | | | | | | | | | | The NVIDIA driver doesn't expose them, and piglit's arb_texture_compression-invalid-formats expects them to not be there. This, with the previous commit, fixes piglit arb_texture_compression-invalid-formats. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Cc: "9.2" <[email protected]>
* mesa: Only advertise GL_ETC1_RGB8_OES in ES contextsIan Romanick2013-08-211-1/+9
| | | | | | | | | There is no extension for this format in desktop GL, so an application can't give the format back to glCompressedTexImage2D. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Cc: "9.2" <[email protected]>
* glsl: Track existence of default float precision in GLSL ES fragment shadersIan Romanick2013-08-212-4/+68
| | | | | | | | | | | | | | | | | | | This is required by the spec, and it's a bit tricky because the default precision is scoped. As a result, I'm slightly abusing the symbol table. Fixes piglit no-default-float-precision.frag tests and the piglit default-precision-nested-scope-0[1234].frag tests that are currently on the piglit mailing list for review. On IRC I got confirmation from cwabbot that ARM (Mali T6xx and T400) enforces this requirement and from kusma that NVIDIA (Tegra2) enforces this requirement. We should be safe from regressing shipping applications. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Cc: "9.2" <[email protected]>
* glsl: Merge precision qualifiers tooIan Romanick2013-08-211-0/+3
| | | | | | | | | | | | | We never noticed this before because we previously didn't enfoce GLSL ES fragement shader requirements that precision be defined. There may also have been some interaction here with the addition of GL_ARB_shading_language_420pack, but it doesn't appear to me that it added any new bugs (just perhaps uncovered some old ones). Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Cc: "9.2" <[email protected]>
* glsl: Pass type to is_valid_default_precision_type instead of nameIan Romanick2013-08-211-4/+5
| | | | | | | | This is used by the next patch. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Cc: "9.2" <[email protected]>
* vdpau/decode: Fix comment.Rico Schüller2013-08-211-1/+1
| | | | Reviewed-by: Christian König <[email protected]>
* vl/query: Only support VDP_CHROMA_TYPE_420 for 12 bit formats.Rico Schüller2013-08-211-1/+6
| | | | Reviewed-by: Christian König <[email protected]>
* util: add avx2 and xop detection to cpu detection codeRoland Scheidegger2013-08-203-2/+59
| | | | | | | | | | Going to need this soon (not going to bother with avx2 intrinsics at this time but don't want to do workarounds for true vector shifts if llvm itself can use them just fine and won't need the gazillion instruction emulation). Not really tested other than my cpu returns 0 for these features... (I have no idea if llvm actually would emit avx2/xop instructions neither...) Reviewed-by: Jose Fonseca <[email protected]>
* gallivm: fix bogus aos path detectionRoland Scheidegger2013-08-201-5/+11
| | | | | | | | | Need to check the wrap mode of the actually used coords not a fixed 2. While checking more than necessary would only potentially disable aos and not cause any harm I'm pretty sure for 3d textures it could have caused assertion failures (if s,t coords have simple filter and r not). Reviewed-by: Jose Fonseca <[email protected]>
* gallivm: do clamping of border color correctly for all formatsRoland Scheidegger2013-08-202-46/+256
| | | | | | | | | | | | | | | | | | Turns out it is actually very complicated to figure out what a format really is wrt range, as using channel information for determining unorm/snorm etc. doesn't work for a bunch of cases - namely compressed, subsampled, other. Also while here add clamping for uint/sint as well - d3d10 doesn't actually need this (can only use ld with these formats hence no border) and we could do this outside the shader for GL easily (due to the fixed texture/sampler relation) do it here too just so I can forget about it. v2: move border color clamping out of fetch texel. Also change it to clamp the whole border vector at once (and use vectorized load of border color), which saves a couple of instructions - needs some different handling of mixed signed/unsigned formats so skip the per channel stuff and just derive this from first channel except for special formats. Reviewed-by: Jose Fonseca <[email protected]>
* gallivm: implement better control of per-quad/per-element/scalar lodRoland Scheidegger2013-08-208-55/+149
| | | | | | | | | | | | | | | | There's a new debug value used to disable per-quad lod optimizations in fragment shader (ignored for vs/gs as the results are just too wrong typically). Also trying to detect if a supplied lod value is really a scalar (if it's coming from immediate or constant file) in which case sampler code can use this to stay on per-quad-lod path (in fact for explicit lod could simplify even further and use same lod for both quads in the avx case but this is not implemented yet). Still need to actually implement per-element lod bias (and derivatives), and need to handle per-element lod in size queries. v2: fix comments, prettify. Reviewed-by: Jose Fonseca <[email protected]>
* mesa: use ARRAY_SIZE() macro instead of magic numberBrian Paul2013-08-201-1/+1
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* build: fix out-of-tree builds in gallium/auxiliaryRoss Burton2013-08-201-0/+4
| | | | | | | | | | The rules were writing files to e.g. util/u_indices_gen.py, but in an out-of-tree build this directory doesn't exist in the build directory. So, create the directories just in case. Cc: [email protected] Reviewed-by: Matt Turner <[email protected]> Signed-off-by: Ross Burton <[email protected]>
* radeonsi: Always pre-load separate VGPRs for centroid vs. center interpolationMichel Dänzer2013-08-201-1/+2
| | | | | | | | | | | | | The LLVM R600 backend currently always uses separate VGPRs for these. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68162 (Centroid interpolation is identical to center interpolation without multisampling, so the shader hardware was only pre-loading one set of interpolation coefficients, and the pixel shader code was using uninitialized values as the centroid interpolation coefficients) Cc: [email protected] Tested-by: Laurent Carlier <[email protected]>
* radeonsi: Fix SPI_BARYC_CNTL register initializationMichel Dänzer2013-08-201-22/+3
| | | | | | | The centroid / center interpolation related bits have different meanings as of SI. Fixes 7 centroid interpolation related piglit tests.
* gallium/osmesa: add same checks to OSMesaMakeCurrent as the other osmesaMaarten Lankhorst2013-08-201-2/+3
| | | | | | | Fixes a opengl crash in wine. Cc: "9.2" <[email protected]> Signed-off-by: Maarten Lankhorst <[email protected]>
* gallium/osmesa: link against static libglapi library too to get the gl exportsMaarten Lankhorst2013-08-201-3/+2
| | | | | | | | | | | | This should fix missing symbols in a osmesa built against shared glapi osmesa build. All opengl exports were missing that are defined in the static glapi, so link against both to fix this. I could swear I've done this before, maybe there was a glitch in the matrix. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=47824 Cc: "9.2" <[email protected]> Signed-off-by: Maarten Lankhorst <[email protected]>
* i965: Shorten sampler loops in precompile key setup.Kenneth Graunke2013-08-202-2/+4
| | | | | | | | | | | | | | | Now that we have the number of samplers available, we don't need to iterate over all 16. This should be particularly helpful for vertex shaders. v2: Use the correct shader program (caught by Paul Berry). This needs to initialize the exact same set of sampler swizzles as the actual key setup, or else we end up doing recompiles due to some being XYZW and others being 0. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* ilo: add ILO_DEBUG=flushChia-I Wu2013-08-2010-12/+29
| | | | | | | | When specified, ilo will print a line similar to cp flushed for render with 949+888 DWords (22.4%) because of frame end for every ilo_cp_flush() call.
* ilo: add ILO_DEBUG=drawChia-I Wu2013-08-205-2/+83
| | | | It can print out pipe_draw_info and the dirty bits set, useful for debugging.
* r600g/sb: Move memsets of member structs to within constructor bodies.Vinson Lee2013-08-192-6/+3
| | | | | | | Silences "Uninitialized pointer field" defects reported by Coverity. Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Vadim Girlin <[email protected]>
* glsl: Use alignment of container record for its first fieldIan Romanick2013-08-192-2/+28
| | | | | | | | | | | | | | | | | | | | The first field of a record in a UBO has the aligment of the record itself. Fixes piglit vs-struct-pad, fs-struct-pad, and (with the patch posted to the piglit list that extends the test) layout-std140. NOTE: The bit of strangeness with the version of visit_field without the record_type poitner is because that method is pure virtual in the base class. The original implementation of the class did this to ensure derived classes remembered to implement that flavor. Now they can implement either flavor but not both. I don't know a C++ way to enforce that. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68195 Cc: "9.2 9.1" [email protected]
* glsl: Add new overload of program_resource_visitor::visit_field methodIan Romanick2013-08-192-10/+48
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The outer-most record is passed into the visit_field method for the first field. In other words, in the following structure: struct S1 { vec4 v; float f; }; struct S { S1 s1; S1 s2; }; uniform Ubo { S s; }; s.s1.v would get record_type = S (because s1.v is the first non-record field in S), and s.s2.v would get record_type = S1. s.s1.f and s.s2.f would get record_type = NULL becuase they aren't the first field of anything. This new overload isn't used yet, but the next patch will add several uses. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]> Cc: "9.2 9.1" [email protected]
* glsl: Disallow embedded structure definitionsIan Romanick2013-08-193-0/+38
| | | | | | | | | | Continue to allow them in GLSL 1.10 because the spec allows it. Generate an error in all other versions because the specs specifically disallow it. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Cc: "9.2" <[email protected]>
* meta: Add default precision qualifier to all fragement shadersIan Romanick2013-08-191-0/+18
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Cc: "9.2" <[email protected]>
* glsl: Add default precision qualifiers for ES builtinsIan Romanick2013-08-195-0/+6
| | | | | | | | | Once the compiler proplerly checks for default precision qualifiers, these shaders will cease to compile. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Cc: "9.2" <[email protected]>
* glsl: Remove extra "types" from error messageIan Romanick2013-08-191-1/+1
| | | | | | | Send it straight to the Department of Redundancy Department. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: Make the VS binding table as small as possible.Kenneth Graunke2013-08-191-3/+4
| | | | | | | | For some reason, we didn't use this information even though the VS backend has computed it (albeit poorly) for ages. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965/vs: Rework binding table size calculation.Kenneth Graunke2013-08-195-16/+20
| | | | | | | | | | | | | | | | | | | | | | Unlike the FS, the VS backend already computed the binding table size. However, it did so poorly: after compilation, it looked to see if any pull constants/textures/UBOs were in use, and set num_surfaces to the maximum surface index for that category. If the VS only used a single texture or UBO, this overcounted by quite a bit. The shader time surface was also noted at state upload time (during drawing), not at compile time, which is inefficient. I believe it also had an off by one error. This patch computes it accurately, while also simplifying the code. It also renames num_surfaces to binding_table_size, since num_surfaces wasn't actually the number of surfaces used. For example, a VS that used one UBO and no other surfaces would have set num_surfaces to SURF_INDEX_VS_UBO(1) == 18, rather than 1. A bit of a misnomer there. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965/vs: Plumb brw_vec4_prog_data into vec4_generator().Kenneth Graunke2013-08-193-3/+7
| | | | | | | This will be useful for the next commit. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965/fs: Make the FS binding table as small as possible.Kenneth Graunke2013-08-191-6/+5
| | | | | | | | | | | | | | Computing the minimum size was easy, and done at compile-time for no extra overhead here. Making the binding table smaller wastes less batch space. Adding the CACHE_NEW_WM_PROG dirty bit isn't strictly necessary, since other atoms depend on it and flag BRW_NEW_SURFACES. However, it's best to add it for clarity and safety. It shouldn't add any new overhead. v2: Use binding_table_size, rather than max_surface_index. Signed-off-by: Kenneth Graunke <[email protected]>
* i965/fs: Track the binding table size in brw_wm_prog_data.Kenneth Graunke2013-08-193-0/+27
| | | | | | | | | | | | | | | By tracking the maximum surface index used by the shader, we know just how small we can make the binding table. Since it depends entirely on the shader program, we can just compute it once at compile time, rather than at binding table emit time (which happens during drawing). v2: Store binding_table_size, rather than max_surface_index, for consistency with the VS (which needs to be able to represent 0 surfaces). Signed-off-by: Kenneth Graunke <[email protected]>
* i965: Use SURF_INDEX_DRAW() for drawbuffer binding table indices.Kenneth Graunke2013-08-194-17/+15
| | | | | | | | | | | | | | | | | | | | | SURF_INDEX_DRAW() has been the identity function since the dawn of time, and both the shader code and binding table upload code relied on that, simply using X rather than SURF_INDEX_DRAW(X). Even if that continues to be true, using the macro clarifies the code. The comment about draw buffers needing to be first in order for headerless render target writes to work turned out to be wrong; with this change, SURF_INDEX_DRAW can be changed to arbitrary indices and everything continues working. The confusion was over the "Render Target Index" field in the FB write message header. If it were a binding table index, then RT 0 would have to be at index 0 for headerless FB writes to work. However, it's actually an index into the blend state table, so there's no problem. Signed-off-by: Kenneth Graunke <[email protected]> Cc: Paul Berry <[email protected]>
* i965: Shorten sampler loops in key setup.Kenneth Graunke2013-08-193-3/+7
| | | | | | | | | Now that we have the number of samplers available, we don't need to iterate over all 16. This should be particularly helpful for vertex shaders. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Make sampler counts available for the entire drawing operation.Kenneth Graunke2013-08-194-20/+20
| | | | | | | | | Previously, we computed sampler counts when generating the SAMPLER_STATE table. By computing it earlier, we should be able to shorten a bunch of loops. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Split the brw_samplers atom into separate FS/VS stages.Kenneth Graunke2013-08-193-9/+28
| | | | | | | | This allows us to avoid uploading the VS sampler state table if only the fragment program changes. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Upload separate VS and FS sampler state tables.Kenneth Graunke2013-08-193-18/+15
| | | | | | | | | Now, each shader stage has a sampler state table that only refers to the samplers actually used by that problem. This should make the VS table non-existant or very small. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Make upload_sampler_state_table a virtual function.Kenneth Graunke2013-08-196-34/+30
| | | | | | | This allows us to coalesce the brw_samplers and gen7_samplers atoms. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Upload separate per-stage sampler state tables.Kenneth Graunke2013-08-198-38/+72
| | | | | | | | | | | | | | Also upload separate sampler default/texture border color entries. At the moment, this is completely idiotic: both tables contain exactly the same contents, so we're simply wasting batch space and CPU time. However, soon we'll only upload data for textures actually /used/ in a particular stage, which will usually make the VS table empty and very likely eliminate all redundancy. This is just a stepping stone. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Un-hardcode border color table from update_sampler_state().Kenneth Graunke2013-08-192-10/+14
| | | | | | | | | | Like the previous patch, this simply pushes direct access to brw->wm up one level in the call chain. Rather than passing the whole array, we just pass a pointer to the correct spot in the array, similar to what we do for the actual sampler state structure. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Un-hardcode border color table from upload_default_color.Kenneth Graunke2013-08-193-7/+10
| | | | | | | | | When we begin uploading separate sampler state tables for VS and FS, we won't be able to use &brw->wm.sdc_offset[ss_index]. By passing it in as a parameter, we push the problem up to the caller. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965: Split sampler count variable to be per-stage.Kenneth Graunke2013-08-199-20/+27
| | | | | | | | | | | Currently, we only have a single sampler state table shared among all stages, so we just copy wm.sampler_count into vs.sampler_count. In the future, each shader stage will have its own SAMPLER_STATE table, at which point we'll need these separate sampler counts. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965/fs: Re-enable global copy propagation.Kenneth Graunke2013-08-191-2/+0
| | | | | | | | I believe the data flow analysis actually works now, and it should be safe to re-enable global copy propagation. It even does things now. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965/fs: Fix computation of livein.Kenneth Graunke2013-08-191-7/+6
| | | | | | | | | | Since the initial value for livein is an overestimation (0xffffffff), it's extremely likely that it will shrink, which means we can't simply OR in new bits - we need to fully recompute it based on the current liveout values. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965/fs: Fully recompute liveout at each step.Kenneth Graunke2013-08-191-1/+1
| | | | | | | | | | Since we start with an overestimation of livein (0xffffffff), successive steps can actually take away values. This means we can't simply OR in new liveout values; we need to recompute it from scratch at each iteration of the fixed-point algorithm. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965/fs: Skip the initial block when updating livein/liveout.Kenneth Graunke2013-08-191-0/+6
| | | | | | | | | The starting block always has livein = 0 and liveout = copy. Since we start with real data, not estimates, there's no need to refine it with the fixed point algorithm. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965/fs: Drop unnecessary and incorrect liveout initialization.Kenneth Graunke2013-08-191-1/+0
| | | | | | | | The previous commit properly initialized liveout. This previous (and incorrect) initialization is no longer necessary. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* i965/fs: Properly initialize the livein/liveout sets.Kenneth Graunke2013-08-191-0/+21
| | | | | | | | | | | Previously, livein was initialized to 0 for all blocks. According to the textbook, it should be the universal set (~0) for all blocks except the one representing the start of the program (which should be 0). liveout also needs to be initialized to COPY for the initial block. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>