| Commit message (Collapse) | Author | Age | Files | Lines |
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Make it a local macro for the i915 driver.
v2: use conditional operator instead of bit shifting
Reviewed-by: Eric Anholt <eric@anholt.net>
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For the i915 driver, make it a local macro.
v2: use conditional operator instead of bit shifting
Reviewed-by: Eric Anholt <eric@anholt.net>
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Reviewed-by: Eric Anholt <eric@anholt.net>
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For the i915 driver, make it a local macro.
v2: use conditional operator instead of bit shifting
Reviewed-by: Eric Anholt <eric@anholt.net>
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Reviewed-by: Eric Anholt <eric@anholt.net>
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Reviewed-by: Eric Anholt <eric@anholt.net>
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Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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TGSI_OPCODE_IF condition had two possible interpretations:
- src.x != 0.0f
- Mesa statetracker when PIPE_SHADER_CAP_INTEGERS was false either for
vertex and fragment shaders
- gallivm/llvmpipe
- postprocess
- vl state tracker
- vega state tracker
- most old drivers
- old internal state trackers
- many graw examples
- src.x != 0U
- Mesa statetracker when PIPE_SHADER_CAP_INTEGERS was true for both
vertex and fragment shaders
- tgsi_exec/softpipe
- r600
- radeonsi
- nv50
And drivers that use draw module also were a mess (because Mesa would
emit float IFs, but draw module supports native integers so it would
interpret IF arg as integers...)
This sort of works if the source argument is limited to float +0.0f or
+1.0f, integer 0, but would fail if source is float -0.0f, or integer in
the float NaN range. It could also fail if source is integer 1, and
hardware flushes denormalized numbers to zero.
But with this change there are now two opcodes, IF and UIF, with clear
meaning.
Drivers that do not support native integers do not need to worry about
UIF. However, for backwards compatibility with old state trackers and
examples, it is advisable that native integer capable drivers also
support the float IF opcode.
I tried to implement this for r600 and radeonsi based on the surrounding
code. I couldn't do this for nouveau, so I just shunted IF/UIF
together, which matches the current behavior.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Marek Olšák <maraeo@gmail.com>
v2:
- Incorporate Roland's feedback.
- Fix r600_shader.c merge conflict.
- Fix typo in radeon, spotted by Michel Dänzer.
- Incorporte Christoph Bumiller's patch to handle TGSI_OPCODE_IF(float)
properly in nv50/ir.
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This patch adds PCI IDs for Bay Trail (sometimes called Valley View).
As far as the 3D driver is concerned, it's very similar to Ivybridge,
so the existing code should work just fine.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
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Assume the maximum pixel size (16 bytes per pixel). In addition to
moving redundant malloc and free calls outside the loop, this fixes a
potential resource leak when a surface is mapped and the malloc fails.
This also makes blit_nearest look a bit more like blit_linear.
v2: Use MAX_PIXEL_BYTES instead of 16. Suggested by Ken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This was originally discovered by Klocwork analysis:
Possible memory leak. Dynamic memory stored in 'srcBuffer0'
allocated through function 'malloc' at line 566 can be lost at line
746
However, I think the problem is actually much worse. Since the memory
is freed after the first pass through the loop, the released buffer may
be used on the next iteration!
NOTE: This is a candidate for stable release branches.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Tested-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-and-Tested-by: Andreas Boll <andreas.boll.dev@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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For the sake of consistency.
Tested-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-and-Tested-by: Andreas Boll <andreas.boll.dev@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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I don't see a sensible value to use in this path, but we shouldn't ever
hit this outside of developer new-texture-target enabling.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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We don't want to store this thing in the class, and we do need the
definition to be at the top of the function and held onto until the end
here, so there's not much to do besides (void) reference it.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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This was copy and pasted from can_reswizzle_dst(), and we can just fold it
in instead to avoid the warning.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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I think this actually clarifies what's going on in the asserts a bit,
given how many regions we've got floating around.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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It's used in an assert, but we have this as a member of the class anyway.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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We assert that failure doesn't happen, but it fixes a warning in the
release build and it would at least give working behavior for a user by
falling back to the normal texsubimage path.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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This was silly -- checking that we didn't overflow the array by dividing
the array size by 2 and then multiplying it back up by 2.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Matt Turner <mattst88@gmail.com>
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This fixes unused variable warnings in the release build, and should be
more useful if it ever triggers.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Asserts don't stop execution in release builds, so we would continue on to
use an uninitialized format value. Just take the failure path, which
appears to continue up the call stack for a while.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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The call has no side effects, and moving it into the assert cleans up a
compile warning in the release build.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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We have this support for firsthalf/sechalf instructions, which would be
called in the !has_compr4 (aka original gen4) 16-wide case. We currently
only support 16-wide for gen5+, so we weren't tripping over this, but it
would have been a problem if we ever try to enable it.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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This is a poor substitute for proper global dead code elimination that
could replace both our current paths, but it was very easy to write. It
particularly helps with Valve's shaders that are translated out of DX
assembly, which has been register allocated and thus have a bunch of
unrelated uses of the same variable (some of which get copy-propagated
from and then left for dead).
shader-db results:
total instructions in shared programs: 1735753 -> 1731698 (-0.23%)
instructions in affected programs: 492620 -> 488565 (-0.82%)
v2: Fix comment typo
Reviewed-by: Matt Turner <mattst88@gmail.com>
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This instruction doesn't update its IR destination, it just moves from
payload to f0. This caused the dead code elimination pass I'm adding to
dead-code-eliminate the first step of interpolation.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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These checks were all over, and every time I wrote one I had to try to
decide again what the cases were for partial updates.
v2: Fix inadvertent reladdr check removal.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Matt Turner <mattst88@gmail.com>
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The other dispatch tables (Exec and Save) are freed, but BeginEnd is
never freed. This was found by inspection why investigating the leak of
shared state in _mesa_initialize_context.
NOTE: This is a candidate for stable branches
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Back up at line 1017 (not shown in patch), we add a reference to the
shared state. Several places after that may divert to the error
handler, but, as far as I can tell, nothing ever unreferences the shared
state.
Fixes issue identified by Klocwork analysis:
Resource acquired to 'shared->TexMutex' at line 1012 may be lost
here. Also there is one similar error on line 1087.
NOTE: This is a candidate for the stable branches.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Duh.
Fixes issues identified by Klocwork analysis:
Pointer 'table' returned from call to function 'calloc' at line 115
may be NULL and will be dereferenced at line 117.
and
Suspicious dereference of pointer 'table' before NULL check at line
119.
NOTE: This is a candidate for the stable branches.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Eric Anholt <eric@anholt.net>
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Also change if (shader) to if (prog) for consistency.
Reviewed-by: Eric Anholt <eric@anholt.net>
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This adds support to the mesa state tracker for ARB_texture_multisample.
hardware doesn't seem to use a different texture instructions, so
I don't think we need to create one for TGSI at this time.
Thanks to Marek for fixes to sample number picking.
v2: idr pointed out a bug in how we picked the max sample counts,
use new internal format chooser interface to pick proper answers.
v3: use st_choose_format directly, it was okay, fix anding of masks.
Reviewed-by: Marek Olšák <maraeo@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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This just calls into the gallium interface.
Reviewed-by: Marek Olšák <maraeo@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Since the vec4_visitor and vec4_generator classes are going to be
re-used for geometry shaders, we can't enable their debug
functionality based on (INTEL_DEBUG & DEBUG_VS) anymore. Instead, add
a debug_flag boolean to these two classes, so that when they're
instantiated the caller can specify whether debug dumps are needed.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Geometry shader inputs are arrays, but they use an unusual array
layout: instead of all array elements for a given geometry shader
input being stored consecutively, all geometry shader inputs are
interleaved into one giant array. As a result, the array stride we
use to access geometry shader inputs must be equal to the size of the
input VUE, rather than the size of the array element.
This patch introduces a new virtual function,
vec4_visitor::compute_array_stride(), which will allow geometry shader
compilation to specialize the computation of array stride to account
for the unusual layout of geometry shader input arrays. It also
renames the local variable that the ir_dereference_array visitor uses
to store the stride, to avoid confusion.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This patch introduces a new function,
vec4_visitor::lower_attributes_to_hw_regs(), which replaces registers
of type ATTR in the instruction stream with the hardware registers
that store those attributes. This logic will need to be common
between the vertex and geometry shaders.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This patch introduces a new function, vec4_visitor::emit_vertex(),
which contains the code for emitting vertices that will need to be
common between the vertex and geometry shaders.
Geometry shaders will need to use a different message header, and a
different opcode, for their URB writes, so we introduce virtual
functions emit_urb_write_header() and emit_urb_write_opcode() to take
care of the GS-specific behaviours.
Also, since vertex emission happens at the end of the VS, but in the
middle of the GS, we need to be sure to only call
emit_shader_time_end() during VS vertex emission. We accomplish this
by moving the call to emit_shader_time_end() into the VS
implementation of emit_urb_write_opcode().
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Since this function is going to get used for geometry shaders too, it
deserves a more generic name: generate_vec4_instruction.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This patch removes the following field from vec4_generator, since it
is not used:
- struct brw_vs_compile *c
And changes the following field:
- struct gl_vertex_program *vp => struct gl_program *prog
With these changes, vec4_generator no longer refers to any VS-specific
data structures. This will pave the way for re-using it for geometry
shaders.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
v2: Use the name "prog" rather than "p".
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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The next patch is going to change the type of vec4_generator::vp from
struct gl_vertex_program * to struct gl_program *, and rename it. The
sensible name to change it to is vec4_generator::prog. However, prog
is already used. Since the existing vec4_generator::prog is of type
struct gl_shader_program, it makes sense to rename it to shader_prog.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This patch moves the following data structures from vec4_visitor to
vec4_vs_visitor, since they contain VS-specific data:
- struct brw_vs_compile *c (renamed to vs_compile)
- struct brw_vs_prog_data *prog_data (renamed to vs_prog_data)
- src_reg *vp_temp_regs
- src_reg vp_addr_reg
Since brw_vs_compile and brw_vs_prog_data also contain vec4-generic
data, the following pointers are added to the base class, to allow it
to access the vec4-generic portions of these data structures:
- struct brw_vec4_compile *c
- struct brw_vec4_prog_key *key
- struct brw_vec4_prog_data *prog_data
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
v2: Use shorter names in the base class and longer names in the
derived class.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This patch moves functions from vec4_visitor to vec4_vs_visitor that
deal with ARB (assembly) vertex programs. There's no point in having
these functions in the base class since we don't intend to support
assembly programs for the GS stage. The following functions are
moved:
- setup_vp_regs
- get_vp_dst_reg
- get_vp_src_reg
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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The system values handled by vec4_visitor::visit(ir_variable *) are
VS-specific (vertex ID and instance ID). This patch moves the
handling of those values into a new virtual function,
make_reg_for_system_value(), so that this VS-specific code won't be
inherited by geomtry shaders.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This patch makes the following vec4_visitor functions virtual, since
they will need to be implemented differently for vertex and geometry
shaders. Some of the functions are renamed to reflect their generic
purpose, rather than their VS-specific behaviour:
- setup_attributes
- emit_attribute_fixups (renamed to emit_prolog)
- emit_vertex_program_code (renamed to emit_program_code)
- emit_urb_writes (renamed to emit_thread_end)
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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