| Commit message (Collapse) | Author | Age | Files | Lines |
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Now that we can handle it both for sampling and as depth/stencil enable it.
Passes nearly all additional piglit tests which are now performed, with two
exceptions (one being a framebuffer blit which fails for all other formats
including stencil too as we don't support stencil blits, the other reporting
a unexpected GL error so doesn't look to be llvmpipe's fault).
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We need to split up the depth and stencil values in this case, and there's
some new logic required to handle float depth and stencil simultaneously.
Also make sure we get the 64bit zs clear values and masks propagated
correctly.
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We do rendering to linear color buffers for quite some time, and since
switching to linear depth buffers all the tiled/linear logic was unused.
So get rid of (most) of it - there's still some LAYOUT_NONE things and
late allocation of resources which probably could be simplified.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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The code avoided first_layer parameter in the sampler interface (and needing
to do another calculation at runtime) by fixing up the base texture pointer
instead. Unfortunately, this didn't actually work as we have mip-first
texture layout so fixing up the base ptr by a fixed amount is very wrong if
there are mipmaps present. The wrong offsets caused misrendering and crashes.
Fix this by just adjusting the individual mip level offsets instead.
Spotted by Jose.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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This change was meant as a stepping stone to use PMADDUBSW SSSE3
instruction, but actually this refactoring by itself yields a 10%
speedup on texture intensive shaders (e.g, Google Earth's ocean water
w/o S3TC on a Ivy Bridge machine), while giving yielding exactly the
same results, whereas PMADDUBSW only gave an extra 5%, at the expense of
2bits of precision in the interpolation.
I belive that the speedup of this change comes from the reduced register
pressure (as 8.8 fixed point intermediates take twice the space of 8bit
unorm).
Also, not dealing with 8.8 simplifies lp_bld_sample_aos.c code
substantially -- it's no longer necessary to have code duplicated for
low and high register halfs.
Note about lp_build_sample_mipmap(): the path for num_quads > 1 is never
executed (as it is faster on AVX to split the 256bit wide texture
computation into two 128bit chunks, in order to leverage integer
opcodes). This path might be useful in the future, so in order to
verify this change did not break that path I had to apply this change:
@@ -1662,11 +1662,11 @@ lp_build_sample_soa(struct gallivm_state *gallivm,
/*
* we only try 8-wide sampling with soa as it appears to
* be a loss with aos with AVX (but it should work).
* (It should be faster if we'd support avx2)
*/
- if (num_quads == 1 || !use_aos) {
+ if (/* num_quads == 1 || ! */ use_aos) {
if (num_quads > 1) {
if (mip_filter == PIPE_TEX_MIPFILTER_NONE) {
LLVMValueRef index0 = lp_build_const_int32(gallivm, 0);
/*
and then run texfilt mesademo:
LP_NATIVE_VECTOR_WIDTH=256 ./texfilt
Ran whole piglit without regressions.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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The SROA and function inliner passes are espically important, because
they optimize away unsupported features: functions and indirect
private memory access.
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Signed-off-by: Niels Ole Salscheider <niels_ole@salscheider-online.de>
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Whether HiZ is enalbed or not, separate stencil is supported and enforced on
GEN7+. Now that we support separate stencil resources, we know how to emit
3DSTATE_STENCIL_BUFFER.
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For allocations, we need to support stencil-only and separate stencil
resources. For mapping, we need to support software tiling and
packing/unpacking for separate stencil resources.
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Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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This fixes and enables texturing with compressed MSAA colorbuffers
on Evergreen and Cayman. For the first time, multisample textures work
on Cayman.
This requires the libdrm flag RADEON_SURF_FMASK.
v2: require libdrm_radeon 2.4.45
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Map the bo directly, instead of calling transfer_map().
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Always check if a bo is busy in choose_transfer_method() since we always need
to map it in either map() or unmap(). Also determine how a bo is mapped in
choose_transfer_method().
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Add tex_get_box_offset() to compute transfer offet from the pipe_box. Add
tex_get_slice_stride() to compute slice stride for a transfer.
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We should not write staging data back when PIPE_TRANSFER_WRITE is not set.
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Rename some functions and reorder some code.
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Always return a tile-aligned offset. Also fix for W tiling.
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Pass in the size of the index buffer, when available, and use it
to handle out of bounds conditions. The behavior in the case of
an overflow needs to be the same as with other overflows in the
vertex processing pipeline meaning that a vertex should still
be generated but all attributes in it set to zero.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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We would crash when stride was bigger than the size of the buffer.
The correct behavior is to just fetch zero's in this case.
Unfortunatly with user_buffer's there's no way to validate the size
because currently we're just not getting it. Adjust the draw interface
to pass the size along the mapped buffer, which works perfectly
for buffer backed vertex_buffers and, in future, it will allow
us to plumb user_buffer sizes through the same interface.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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Signed-off-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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Note: this is a candidate for the 9.1 branch
Signed-off-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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Static initialization of internal libstdc++ data related to iostream
causes segfaults with some apps.
This patch replaces all uses of std::ostream and std::ostringstream in sb
with custom lightweight classes.
Prevents segfaults with ut2004demo and probably some other old apps.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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Parsing and ir construction is required for optimization only,
it's unnecessary if we only need to print shader dump.
This should make new disassembler more tolerant to any new
features in the bytecode.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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Use ilo_buffer for buffer resources and ilo_texture for texture resources. A
major cleanup is necessitated by the separation.
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In preparation for the introduction of ilo_buffer.
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Resource mapping is distinct from resource allocation, and is going to get
more and more complex. Move the related functions to a new file to make the
separation clear.
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v2: fix typo 65535 -> 65536
Reviewed-by: Brian Paul <brianp@vmware.com>
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Fixes "Uninitialized scalar variable" defect reported by Coverity.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
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and add assertions to prevent buffer overflow. This fixes corruption
of the r600_shader struct.
NOTE: This is a candidate for the stable branches.
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Now tells Gallium that ilo supports primitive restart.
Updated ilo_draw_vbo to be able to check that the indexed
primitive being rendered can actually be supported in HW. If not,
will break up into individual prims similar to what Mesa does.
[olv: a minor fix after rebasing and formatting]
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It is decompressed to and stored as PIPE_FORMAT_R8G8B8X8_UNORM on-the-fly.
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It can be used for unpacking compressed texture on-the-fly or to support
explicit transfer flushing.
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We want to or need to use a different mapping method when when the resource is
busy, the bo format differs from the requested format, and etc.
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For separate stencil buffer or formats not supported natively, the real format
of the bo may differ from that requested.
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This basically reverts commit
2acc7193743199701f8f6d1877a59ece0ec4fa5b.
With the previous change, we're not batchbuffer limited any
longer. So we actually start seeing a performance difference
between X and Y tiling. X tiling is funny because it is
faster for screen-aligned quads but slower in games. So let's
use Y tiling which is 10% faster overall.
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Now that we don't throttle at every batchbuffer, we can shrink
the size of batchbuffers to achieve early flushing. This gives
a significant speed boost in a lot of games (on the order of
20%).
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tgsi_opcode_infer_{src,dst}_type() works just fine.
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And remove toy_tgsi_get_texture_coord_dim().
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Fixes infinite loop on startup in Portal and Left 4 Dead 2.
NOTE: This is a candidate for the 9.0 and 9.1 branches.
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Fixes "Missing break in switch" defect reported by Coverity.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
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We can replace CNDxx with MOV (and possibly eliminate after
propagation) in following cases:
If src1 is equal to src2 in CNDxx instruction then the result doesn't
depend on condition and we can replace the instruction with
"MOV dst, src1".
If src0 is const then we can evaluate the condition at compile time and
also replace it with MOV.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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Use the same limit for kcache constants in alu group on r6xx as on other
chips (two const pairs). Relaxing this will require additional checks to
make sure that all 4 consts in the group come from 2 kcache sets (clause
limit), probably without noticeable improvements of shader performance.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
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Rather than relying on a predetermined order for the config values.
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The LLVM backend emits raw ISA now, so we can just its output
unmodified.
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The LLVM backend takes care of this now.
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