| Commit message (Collapse) | Author | Age | Files | Lines |
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It will be used by glBufferStorage. The parameters are chosen according
to ARB_buffer_storage.
Reviewed-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
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Cc: "10.0 10.1" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This adds support for GL_ARB_texture_gather, and one step of
support for GL_ARB_gpu_shader5.
This adds support for passing the TG4 instruction, along
with non-constant texture offsets, and tracking them for the
optimisation passes.
This doesn't support native textureGatherOffsets hw, to do that
you'd need to add a CAP and if set disable the lowering pass,
and bump the MAX offsets to 4, then do the i0,j0 sampling using
those.
Signed-off-by: Dave Airlie <[email protected]>
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This adds support to gallium for a TG4 instruction,
and two CAPs. The first CAP is required for GL_ARB_texture_gather.
The second CAP is required to expose GL_ARB_gpu_shader5.
However so far we haven't found any hardware that natively
exposes the textureGatherOffsets feature from GL, so just
lower it for now. If hardware appears for this we can add
another CAP to allow TG4 to take 4 offsets.
v2: add component selection src and a cap to say
hw can do it. (st can use to help control
GL_ARB_gpu_shader5/GLSL 4.00). Add docs.
v3: rename to SM5, add docs.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This lowering pass will be useful for gallium drivers as well, in order to support
the GL TG4 oddity that is textureGatherOffsets.
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The offsets will be stored in the handles parameter. This makes
it possible to use sub-buffers.
v2:
- Style fixes
- Add support for constant sub-buffers
- Store handles in device byte order
v3:
- Use endian helpers
Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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v2:
- Use __builtin_bswap64()
- Remove unnecessary mask
- Add util_le64_to_cpu() helper
v3:
- Remove unnecessary AC_SUBST
Reviewed-by: Michel Dänzer <[email protected]>
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v2:
- Remove unnecessary AC_SUBST
Reviewed-by: Matt Turner <[email protected]>
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Current automake build does not try to resolve undefined
symbols thus we could end up with a broken library.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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With the introduction of the pipe_loader_sw_probe_dri helper we
require the sw/dri winsys during linking stage despite it being
unused by any of the targets. This will cause a minor increase
in the resulting library which will be cleaned up via linker
options with upcoming patches.
v2: Link with libswdri.la only when available.
Reported-and-tested-by: Tom Stellard <[email protected]> (v1)
Signed-off-by: Emil Velikov <[email protected]>
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The above function implies using the the xlib winsys, which
has additional library dependencies that should not be forced.
Make the software xlib pipe loader optional thus avoid all
the dependency hell. A user that wishes to use the particular
pipe-loader would need to set the following within configure.ac.
enable_gallium_xlib_loader=yes
v2:
- Wrap sw/xlib/xlib_sw_winsys.h to handle compilation on systems
lacking X11 headers. Spotted by Christian Prochaska.
Tested-by: Tom Stellard <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75356
Signed-off-by: Emil Velikov <[email protected]>
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When one builds without gallium_drm_loader, the above function will
not be available, thus we'll segfault in gallium_screen_create due
to memory access violation.
Tested-by: Tom Stellard <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75335
Signed-off-by: Emil Velikov <[email protected]>
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The blitter is completely ignorant of MSAA buffer layouts, so any
attempt to use BLT paths with MSAA buffers is likely to break
spectacularly.
In most cases, BLORP handles MSAA blits, so we never hit this bug.
Until recently, it also wasn't worth fixing, since Meta couldn't handle
MSAA either, so there was nothing to fall back to. But now there is.
+143 piglit tests on Broadwell (which doesn't have BLORP support).
Surprisingly, three also start failing. Since non-IMS MSAA buffers
store samples in successive array slices, using the blitter ought to
access sample 0 and ignore the rest, which is apparently good enough for
a few not-very-picky Piglit tests. Presumably the meta replacement code
is still broken.
No Piglit changes on Ivybridge.
v2: Move the early return to the top of the function (suggested by
Paul).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Using generic shaders caused a measurable fps drop, which was isolated to
use of full precision (vs half precision) output. This is an attempt to
regain that lost performance by using half precision solid/blit shaders
(when the output format is not float32).
Note: for the built-in shaders, I would not expect them to be register
starved. And in fact it is the solid frag shader that seems to have the
biggest impact. So I suspect you get double the pixel pipe units (or
half the cycles) when the output is half precision. So there may be
some gain to using half precision output for application shaders as
well, even though the rest of register usage is still full precision.
But for half precision to work for more complex shaders, we need to deal
with some constraints, like cat2 needing same precision for it's two src
registers. So for now it is not enabled by default except for the
built-in shaders.
Signed-off-by: Rob Clark <[email protected]>
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Start putting in place infrastructure to deal with multiple shader
variants. Initially we'll use this for two sided color (frag) and
binning pass (vert) shaders. Possibly need for others later (such
as YUV vs RGB eglImage?).
Signed-off-by: Rob Clark <[email protected]>
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Easier than making more extensive use of rpt, and the more compact
shaders seem to bring some bit of performance boost. (Perhaps repeat
flag benefits are more than just instruction cache, possibly it saves
on instruction decode as well?)
Signed-off-by: Rob Clark <[email protected]>
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Instead in the common code, construct these shaders from TGSI. For now
we let a2xx keep it's hand coded shaders, as it's compiler isn't quite
up to the job yet. All the same it is a net drop in code size and gets
rid of special cases.
Signed-off-by: Rob Clark <[email protected]>
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Make things configurable, and tweak the API a bit to avoid an extra
tgsi_shader_scan(). Getting closer to something generic which can be
moved out of freedreno and shaderd by other drivers.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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... over the one provided by the headers.
Explicitly set extension members to improve clarity.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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... over the one provided by the headers.
Explicitly set extension members to improve clarity.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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... over the one provided by the headers.
Explicitly set extension members to improve clarity.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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... over the one provided by the headers.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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... over the one provided by the headers.
Currently both versions are identical, but that is not
guaranteed to be the case in the future.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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... over the one provided by the spec.
Currently both versions are identical, but that is not
guaranteed to be the case in the future.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>y
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>y
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>y
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... over the version number provided by the headers.
Explicitly set extension members to improve clarity.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes the Gallium build since commit 1e3bd9f9a5af90295788c5d71ea27c.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75389
Signed-off-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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While we want to be able to print to stdout for glsl_compiler, for
debugging drivers we want to be able to dump to stderr because that's
where other driver debug (like LIBGL_DEBUG) tends to go, and because some
apps actually close stdout to shut up their own messages (such as the X
Server, or NWN).
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This was only going to get worse when tesselation shows up, and was
causing too much extra duplication in my stderr changes coming up.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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It was present in the initial i915tex import.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Note that this requires updated run.py in shader_db.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Unfortunately there's only one RT_ARRAY_MODE setting for all
attachments, so clears were previously truncated to the minimum number
of layers any attachment had. Instead set the RT_ARRAY_MODE to 512 (the
max number of layers) before doing the clear. This fixes
gl-3.2-layered-rendering-clear-color-mismatched-layer-count.
Also fix clears of individual layered rt/zeta, in case it ever happens.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christoph Bumiller <[email protected]>
Cc: 10.1 <[email protected]>
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Use tex->bo_format instead of zs->format in ilo_blitter_rectlist_clear_zs()
because the latter may be combined depth/stencil format. hiz_can_clear_zs()
is no-op for GEN7+, but move the GEN check so that the assertions are tested.
Finally, call the fast depth clear function from ilo_clear().
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It is needed for 3DSTATE_CLEAR_PARAMS, and can also be used to track what
value the slice has been cleared to.
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