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* i965/vec4: add packing support for tcs load outputsTimothy Arceri2016-07-211-3/+3
| | | | | Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
* i965/vec4: add support for packing tes inputsTimothy Arceri2016-07-211-4/+10
| | | | | Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
* i965: Silence unused parameter warningsIan Romanick2016-05-181-1/+1
| | | | | | | | | | | | The only place that actually used the type parameter was the GS visitor, and it was always passed glsl_type::int. Just remove the parameter. brw_vec4_vs_visitor.cpp:38:61: warning: unused parameter ‘type’ [-Wunused-parameter] const glsl_type *type) ^ Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
* i965: Fix gl_TessLevelOuter[] for isolines.Kenneth Graunke2016-03-181-3/+9
| | | | | | | | | | | | | | | | | | | | | | | Thanks to James Legg for finding this! From the ARB_tessellation_shader spec: "The number of isolines generated is derived from the first outer tessellation level; the number of segments in each isoline is derived from the second outer tessellation level." According to the PRM, "TF.LineDensity determines # lines" while "TF.LineDetail determines # segments". Line Density is stored at DWord 6, while Line Detail is at DWord 7. So, they're not reversed like they are for triangles and quads. Fixes Piglit's spec/arb_tessellation_shader/execution/isoline, and about 24 dEQP isoline tests (with GL_EXT_tessellation_shader hacked on - it's not normally enabled). Cc: mesa-stable@lists.freedesktop.org Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94524 Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
* i965: Push most TES inputs in vec4 mode.Kenneth Graunke2016-02-291-31/+53
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (This is commit 4a1c8a3037cd29938b2a6e2c680c341e9903cfbe for vec4 mode.) Using the push model for inputs is much more efficient than pulling inputs - the hardware can simply copy a large chunk into URB registers at thread creation time, rather than having the thread send messages to request data from the L3 cache. Unfortunately, it's possible to have more TES inputs than fit in registers, so we have to fall back to the pull model in some cases. However, it turns out that most tessellation evaluation shaders are fairly simple, and don't use many inputs. An arbitrary cut-off of 24 vec4 slots (12 registers) should suffice. (I chose this instead of the 32 vec4 slots used in the scalar backend to avoid regressing a few Piglit tests due to the vec4 register allocator being too stupid to figure out what to do. We probably ought to fix that, but it's a separate issue.) Improves performance in GPUTest's tessmark_x64 microbenchmark by 41.5394% +/- 0.288519% (n = 115) at 1024x768 on my Clevo W740SU (with Iris Pro 5200). Improves performance in Synmark's Gl40TerrainFlyTess microbenchmark by 38.3576% +/- 0.759748% (n = 42). v2: Simplify abs/negate handling, as requested by Matt. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Matt Turner <mattst88@gmail.com>
* i965: Port tessellation evaluation shaders to vec4 mode.Kenneth Graunke2015-12-281-0/+204
This can be used on Broadwell by setting INTEL_SCALAR_TES=0. More importantly, it will be used for Ivybridge and Haswell. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>