| Commit message (Collapse) | Author | Age | Files | Lines |
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The per-element fetch has quite some calculations which are constant,
these can be moved outside both the per-element as well as the main
shader loop (llvm can figure out it's constant mostly on its own, however
this can have a significant compile time cost).
Similarly, it looks easier swapping the fetch loops (outer loop per attrib,
inner loop filling up the per vertex elements - this way the aos->soa
conversion also can be done per attrib and not just at the end though again
this doesn't really make much of a difference in the generated code). (This
would also make it possible to vectorize the calculations leading to the
fetches.)
There's also some minimal change simplifying the overflow math slightly.
All in all, the generated code seems to look slightly simpler (depending
on the actual vs), but more importantly I've seen a significant reduction
in compile times for some vs (albeit with old (3.3) llvm version, and the
time reduction is only really for the optimizations run on the IR).
v2: adapt to other draw change.
No changes with piglit.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Previous attempts to zero initialize all inputs were not really optimal
(though no performance impact was measurable). In fact this is not really
necessary, since we know the max number of inputs used.
Instead, just generate fetch for up to max inputs used by the shader,
directly replacing inputs for which there was no vertex element by zero.
This also cleans up key generation, which previously would have stored
some garbage for these elements.
And also drop the assertion which indicates such bogus usage by a
debug_printf (the whole point of initializing the undefined inputs was to
make this case safe to handle).
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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This should make the code more robust if a shader tries to use inputs which
aren't defined by the vertex element layout (which usually shouldn't happen).
No piglit change.
Reviewed-by: Brian Paul <brianp@vmware.com>
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Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
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v1 → v2:
- Fixed indentation (noted by Brian Paul)
- Removed second assert from nouveau's switch statements (suggested by
Brian Paul)
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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The way the HW works doesn't really fit with having
two semantics for this.
The GLSL compiler emits 2 vec4s and two properties,
this makes draw use those instead of CULLDIST semantics.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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This will be used later to restart barriered execution
threads in compute, for now we just want to change the API.
Acked-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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For compute support some of the system values are .xyz types,
so move to using a vector instead of a single channel.
[airlied: squash swizzle fix from compute series].
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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There was definitely bugs here mixing up the PIPE_ and TGSI_ defines,
hopefully they didn't cause any problems, since mostly it was special
cases for GEOMETRY.
This clarifies at shader machine create what type of shader this
machine will execute. This is needed also for compute shaders where
we don't want to allocate inputs/outputs.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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It gets annoying that changing the tgsi exec rebuilds the state
tracker unnecessarily. Putting this include into draw_gs.h which
uses it causes a lot less rebuilds.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This isn't currently that easy to expand, so fix it up
before expanding it later to include dynamic samplers.
[airlied: use some local variables (Roland)]
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Like the image code, but for shader buffers this time.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This adds support for doing load/store/atomic operations on
buffer objects.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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For atomic operations we really need to avoid executing unnecessary shaders, so for some
tests that just draw a single point we only want one vertex to get processed not 4,
this fixes a number of the atomic counters tests.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Line anti-aliasing will fail when there is no free sampler available. Make
the corresponding guard more robust in preparation of raising
PIPE_MAX_SAMPLERS to 32.
The literal 1 is a (signed) int, and shifting into the sign bit is undefined
in C, so change occurences of 1 to 1u.
v2: add an assert for bitfield size and use 1u << idx
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com> (v1)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> (v1)
Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v1)
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Only provide a fallback for LLVM 3.3.
One less dependency on LLVM C++ interface.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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This just adds support for passing through images to the
tgsi execution stage.
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This adds support for load/store/atomic operations on images
along with image tracking support.
v2: add RESQ support. (Ilia)
v2.1: constify interface (Brian)
split get_image_coord_dim (Brian)
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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These don't get used and haven't been in git history from what I can
see, so drop them.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Instead of hard-coded 2D tex target in tgsi_transform_tex_2d_inst()
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
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The logic was comparing actual ints, not true/false values.
This meant that it was emitting always multiple line segments instead of just
one even if the stipple test had the same result, which looks inefficient, and
the segments also overlapped thus breaking line aa as well.
(In practice, with the no-op default line stipple pattern, for a 10-pixel
long line from 0-9 it was emitting 10 segments, with the individual segments
ranging from 0-1, 0-2, 0-3 and so on.)
This fixes https://bugs.freedesktop.org/show_bug.cgi?id=94193
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
CC: <mesa-stable@lists.freedesktop.org>
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This reduces code duplication.
Suggested-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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This reduces code duplication. It also adds support for drivers where the
fragment position is a system value.
Suggested-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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I removed this mistakenly in 2dbc20e45689e09766552517a74e2270e49817b5. I
actually thought it should not be necessary and a piglit run didn't show
any differences, but this shouldn't have been in there.
draw_prepare_shader_outputs() is in fact dependent on NEW_RASTERIZER.
The new polygon-mode-facing test indeed shows why this is necessary, there's
lots of invalid reads and writes with valgrind (also crashes without
valgrind), because the pre-pipeline vertex size doesn't match the
post-pipeline vertex size (note this won't help much with stages which don't
have the prepare hook which can grow the vertex size, in particular the wide
point stage, but this isn't used by llvmpipe). The test still won't pass, of
course, but it is only usage of uninitialized values now, which is much
less dangerous...
(Albeit I'm pretty sure for i915 it really is not needed anymore as it
doesn't care about the extra outputs and doesn't call
draw_prepare_shader_outputs().)
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Discovered by accident, valgrind was complaining (could have possibly caused
us to create redundant geometry shader variants).
v2: convinced by Brian and Jose, just use memset for both gs and vs keys,
just as easy and less error prone.
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Otherwise, clipped lines would have undefined stippling reset bit if line
stippling is enabled.
(Untested, and I just assume copying over the bits from the original line
is actually the right thing to do.)
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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The unfilled stage was not filling in the prim header, and the line stage
then decided to reset the stipple counter or not based on the uninitialized
data. This causes some failures in conform linestipple test (albeit quite
randomly happening depending on environment).
So fill in the prim header in the unfilled stage - I am not entirely sure
if anybody really needs determinant after that stage, but there's at least
later stages (wide line for instance) which copy over the determinant as well.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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draw emit couldn't care less what the interpolation mode is...
This somehow looked like it would matter, all drivers more or less
dutifully filled that in correctly. But this is only used for emit,
if draw needs to know about interpolation mode (for clipping for instance)
it will get that information from the vs anyway.
softpipe actually used to depend on that interpolation parameter, as it
abused that structure quite a bit but no longer.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Previously the code would just redirect requests for attributes which
don't exist to use output 0. Rework this to output all zeros instead which
seems more useful - in particular some extensions like
ARB_fragment_layer_viewport require 0 in the fs even if it wasn't output by
previous stages. That way, drivers don't have to special case this depending
if the vs/gs outputs some attribute or not.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Fix silly issue with MSVC case fall-though support to need
a extra 'break;'
Found-by: Coccinelle
Signed-off-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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NaNs mean it should be clipped, otherwise the NaNs might get passed to the
next stages (if clipping didn't happen for another reason already), which
might cause all kind of problems.
The llvm path got this right already (possibly by luck), but this isn't used
when there's a gs active.
Found by code inspection, verified with some hacked piglit test and some more
hacked debug output.
(Note the clipper can still itself incorrectly generate NaN and INF position
values in its output prims (at least after w divide / viewport transform) even
if the inputs weren't NaNs, if the position data of the vertices is
"sufficiently bad".)
Reviewed-by: Brian Paul <brianp@vmware.com>
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Those stages only really work for OGL-style texturing (so number of samplers
and views mostly the same, certainly for the max values).
These get often set up all at once, thus there might be max number of both
even if all of them are just NULL. We must not set the max number of samplers
and views to the same value since that will lead to terrible things if a driver
supports more views than samplers (and the state tracker set up all the views).
(This will not make these stages magically work if a shader uses dx10-style
texturing, they might still replace an actually used sview in that case.)
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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We just ignored them altogether. While this feature is rather old-fashioned
supporting it is actually rather trivial.
This fixes the associated piglit tests (2 gl-1.0-edgeflag, 2 gl-2.0-edgeflag
and all (7) of point-vertex-id).
v2: comment fixes, and make the use of the edgeflag in clipmask consistent
with when it's actually there (should be impossible to hit a case where the
difference would actually matter but still...)
Reviewed-by: Brian Paul <brianp@vmware.com>
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This just adds confusion, these parameters are used when fetching vertices
by translate, but certainly not when emitting hw vertices for drivers, they
make no sense there (setting them has no consequences otherwise since there
won't be any elements with instance_divisor set). So just set them to 0 (the
draw_pipe_vbuf code for emitting vertices when the draw pipeline is run
already does exactly that).
Also while here do some whitespace cleanup.
Reviewed-by: Brian Paul <brianp@vmware.com>
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vertex header had both clip_pos and clip_vertex.
We only really need one (clip_pos) because the draw llvm shader would
overwrite the position output from the vs with the viewport transformed.
However, we don't really need the second one, which was only really used
for gl_ClipVertex - if the shader didn't have that the values were just
duplicated to both clip_pos and clip_vertex. So, just use this from the vs
output instead when we actually need it.
Also change clip debug to output both the data from clip_pos and the
clipVertex output (if available).
Makes some things more complex, some things less complex, but seems more
easy to understand what clipping actually does (and what values it uses
to do its magic).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Seems obvious now this should use the data from position and not clip_vertex
(albeit might not really make a difference).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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clip -> clip_vertex and pre_clip_pos -> clip_pos.
Looks more obvious to me what these values actually represent (so use
something resembling the vs output names).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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This is just for code cleanup, conceptually the have_clipdist really
isn't per-vertex state, so don't put it there (just dependent on the
shader). Even though there wasn't really any overhead associated with
this, we shouldn't store random shader information in the vertex header.
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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I'm pretty sure this should use position (i.e. pre_clip_pos) and not
the output from clipVertex. Albeit piglit doesn't care. It is what we
use in the clip test, and it is what every other driver does (as they
don't even have clipVertex output and lower the additional planes to
clip distances).
Reviewed-by: Brian Paul <brianp@vmware.com
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Otherwise, if struct vertex_info is changed, you're in for some surprises...
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Discovered this when working on other clip code, apparently didn't work
correctly - the combination of linear interpolated values and using
gl_ClipVertex produced wrong values (failing all such combinations
in piglits glsl-1.30 interpolation tests, named
interpolation-noperspective-XXX-vertex).
Use the pre-clip-pos values when determining the interpolation factor to
fix this.
Noone really understands this code well, but everybody agrees this looks
sane... This fixes all those failing tests (10 in total) both with
the llvm and non-llvm draw paths, with no piglit regressions.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
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Signed-off-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
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Use NULL tests of the form `if (ptr)' or `if (!ptr)'.
They do not depend on the definition of the symbol NULL.
Further, they provide the opportunity for the accidental
assignment, are clear and succinct.
Signed-off-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
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Signed-off-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
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This was just plain broken. It used always the value from v0 (for vp_index)
but would pass the value from the provoking vertex to later stages - but only
if there was a corresponding fs input, otherwise the layer/vp index would get
lost completely (as it would try to interpolate the (unsigned) values as
floats).
So, make it obey provoking vertex rules (drivers relying on draw will need to
do the same). And make sure that the default interpolation mode (when no
corresponding fs input is found) for them is constant.
Also, change the code a bit so constant inputs aren't interpolated then
copied over later.
Fixes the new piglit test gl-layer-render-clipped.
v2: more consistent whitespaces fixes for function defs, and more tab killing
(overall still not quite right however).
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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compressed textures are very slow because decoding is rather complex
(and because there's no jit code code to decode them too for non-technical
reasons).
Thus, add some texture cache which holds a couple of decoded blocks.
Right now this handles only s3tc format albeit it could be extended to work
with other formats rather trivially as long as the result of decode fits into
32bit per texel (ideally, rgtc actually would decode to more than 8 bits
per channel, but even then making it work for it shouldn't be too difficult).
This can improve performance noticeably but don't expect wonders (uncompressed
is unsurprisingly still faster). It's also possible it might be slower in
some cases (using nearest filtering for example or if there's otherwise not
many cache hits, the cache is only direct mapped which isn't great).
Also, actual decode of a block relies on util code, thus even though always
full blocks are decoded it is done texel by texel - this could obviously
benefit greatly from simd-optimized code decoding full blocks at once...
Note the cache is per (raster) thread, and currently only used for fragment
shaders.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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