| Commit message (Collapse) | Author | Age | Files | Lines |
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Track rendering to each FBO independently and flush rendering only when
necessary. This lets us avoid the overhead of storing and loading the
frame when an application momentarily switches to rendering to some other
texture in order to continue rendering the main scene.
Improves glmark -b desktop:effect=shadow:windows=4 by 27%
Improves glmark -b
desktop:blur-radius=5:effect=blur:passes=1:separable=true:windows=4
by 17%
While I haven't tested other apps, this should help X rendering a lot, and
I've heard GLBenchmark needed it too.
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This is a preparation step for having multiple jobs being queued up at the
same time.
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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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Fixes failure to initialize the force_first_level flag, causing
failures in piglit levelclamp.
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To support general GL_TEXTURE_BASE_LEVEL we have to copy to a temporary
miptree. However, if a single level is being selected, we can use the
existing miptree and force all the sampling to be from that particular
level.
This avoids a ton of software fallbacks in glGenerateMipmaps(), which uses
base levels in the blit implementation in gallium. Improves "glmark2 -b
terrain" from 2 fps to 3 (perhaps some more precision would be useful?),
and cuts its CPU usage during the benchmarking from ~30% to ~10% (total
CPU time from 8.8s to 7.6s).
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The compiler uses the per-stage flags already, so it didn't need this.
vc4_uniforms was using it, so just replace it with both of the stage flags
for now.
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We use a big VC4_DIRTY_FRAGTEX/VC4_DIRTY_VERTEX on the stage, instead.
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Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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This is apparently a weirdness of gallium -- nr_samples==1 is occasionally
used and means the same thing as nr_samples==0. Fixes a bunch of
ARB_framebuffer_srgb blit cases in piglit.
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Since X has undefined contents in new pixmaps, it will allocate new
textures for an FBO and draw to them without an explicit clear. For
VC4, it's much faster to emit a clear than the load of the actual
undefined memory contents, so just do that instead.
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I'm not sure what the caller does is appropriate (just have a NULL sampler
at this slot), but it fixes the immediate crash.
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
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Improves low-settings openarena performance by 31.9975% +/- 0.659931%
(n=7).
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We can't do this all the time, because you want blending to be done in
linear space, and sRGB would lose too much precision being done in 4x8.
The win on instructions is pretty huge when you can, though.
total uniforms in shared programs: 32065 -> 32168 (0.32%)
uniforms in affected programs: 327 -> 430 (31.50%)
total instructions in shared programs: 92644 -> 89830 (-3.04%)
instructions in affected programs: 15580 -> 12766 (-18.06%)
Improves openarena performance at 1920x1080 from 10.7fps to 11.2fps.
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Cuts another 12% of vc4_uniforms.o, in exchange for computing it at
CSO creation time.
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In exchange for a bit of space and computation in CSO setup, we cut
vc4_uniform.c (draw time) code size by 4.8%.
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No code generation changes from this, but it'll be useful to have this
next time I go checking -Wdouble-promotion.
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The idea I had when I wrote the original shadow code was that you'd see a
set_index_buffer to the IB, then a bunch of draws out of it. What's
actually happening in openarena is that set_index_buffer occurs at every
draw, so we end up making a new shadow BO every time, and converting more
of the BO than is actually used in the draw.
While I could maybe come up with a better caching scheme, for now just
do the simple thing that doesn't result in a new shadow IB allocation
per draw.
Improves performance of isosurf in drawelements mode by 58.7967% +/-
3.86152% (n=8).
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Not sure what happened in my testing that made the previous shadow
code fix glxgears swapbuffering, but this also fixes lots of CopyArea
in X (like dragging xlogo around in metacity).
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We don't know who else has written to it, so we'd better update it every
time. This makes the gears spin in X again.
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So, it turns out my simulator doesn't *quite* match the hardware. And the
errata about raster textures tells you most of what's wrong, but there's
still stuff wrong after that. Instead, if we're asked to sample from
raster, we'll just blit it to a tiled temporary.
Raster textures should only be screen scanout, and word is that it's
faster to copy to tiled using the tiling engine first than to texture from
an entire raster texture, anyway.
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This is the same basic logic from the original Broadcom driver.
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When we upload shadow indices at draw time, we need the source offset.
Fixes the piglit draw-elements test.
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If the writemask doesn't compress, then we want to put in the uncompressed
writemask, not the compressed writemask failure value (all-on).
Fixes glean's stencil2 and fbo-clear-formats on stencil.
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Fixes regressions in the next bugfix, because gallium util stuff leaves
the back stencil state as 0 if !back->enabled.
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Fixes assertion failures in 14 piglit tests (half of which now pass).
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GLES2 doesn't have GL_TEXTURE_BASE_LEVEL, so the hardware doesn't. Fixes
piglit levelclamp, tex-miplevel-selection, and texture-storage/2D mipmap
rendering.
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Fixes about 15 piglit tests about interpolation and clipping.
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The texturing hardware takes the POT level 0 width/height and minifies
those. This is different from what we were doing, for example, for
273-wide's level 5: POT(273>>5) == 8, while POT(273)>>5 == 16.
Fixes piglit-depthstencil-render-miplevels 273.
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The non-base NPOT levels are stored as POT-aligned images. We get that
POT alignment by minifying the POT-aligned base level.
This means that level strides are also POT aligned, so we have to tell the
rendering mode config that our resource is larger than the actual
requested area.
Fixes the fbo-generatemipmap-formats NPOT cases. Regresses
depthstencil-render-miplevels 273 * -- the texture presentation now works
(where it was completely broken before), it looks like there's some
overflow of image bounds happening at the lower miplevels.
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This is the support for both the global and per-vertex modes.
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Setting the bit without setting the offset values is kind of useless.
Fixes piglit polygon-offset (but not polygon-mode-offset).
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This is just the GL 1.1 flat shading of colors -- we don't need to support
TGSI constant interpolation bits, because we don't do GLSL 1.30.
Fixes 7 piglit tests.
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While depth test state is passed through the fragment shader as sideband,
data, the stencil test state has to be set by the fragment shader itself.
Many tests are still failing, but this gets most of hiz/ passing.
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There are a few tools I want to have always available, and fprintf() and
abort() are among them.
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This mostly fixes glxgears rendering.
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This doesn't load/store the Z contents across submits yet. It also
disables early Z, since it's going to require tracking of Z functions
across multiple state updates to track the early Z direction and whether
it can be used.
v2: Move the key setup to before the search for the key.
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This introduces an IR (QIR, for QPU IR) to do optimization on. It's a
scalar, SSA IR in general. It looks like optimization is pretty easy this
way, though I haven't figured out if it's going to be good for our weird
register allocation or not (or if I want to reduce to basically QPU
instructions first), and I've got some problems with it having some
multi-QPU-instruction opcodes (SEQ and CMP, for example) which I probably
want to break down.
Of course, this commit mostly doesn't work, since many other things are
still hardwired, like the VBO data.
v2: Rewrite to use a bunch of helpers (qir_OPCODE) for emitting QIR
instructions into temporary values, and make qir_inst4 take the 4 args
separately instead of an array (all later callers wanted individual
args).
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This mostly just takes every draw call and turns it into a sequence of
commands that clear the FBO and draw a single shaded triangle to it,
regardless of the actual input vertices or shaders. I copied the initial
driver skeleton mostly from freedreno, and I've preserved Rob Clark's
copyright for those. I also based my initial hardcoded shaders and
command lists on Scott Mansell (phire)'s "hackdriver" project, though the
bit patterns of the shaders emitted end up being different.
v2: Rebase on gallium megadrivers changes.
v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change.
v4: Rely on simpenrose actually being installed when building for
simulation.
v5: Add more header duplicate-include guards.
v6: Apply Emil's review (protection against vc4 sim and ilo at the same
time, and dropping the dricommon drm bits) and fix a copyright header
(thanks, Roland)
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