Age | Commit message (Collapse) | Author |
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Because we only translate a subrange of the buffer.
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Relative addressing of constant buffers can't work properly through the
kcache, since you can only address within the currently locked kcache window.
Instead, this patch binds the constant buffer as a shader resource, and then
explicitly fetches the constant using a vertex fetch with fetch type
VTX_FETCH_NO_INDEX_OFFSET from the shader. There's probably still some room
for improvement, doing the fetch right before the instruction that needs the
value may not be quite optimal for example.
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This allows them to be used for VS or PS buffer resources as well.
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These are practically unused, only the vs_resource array is being abused for
fetch shader resources.
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this adds a flag to keep track of whether the depth texture structure
is the flushed texture or not, so we can avoid doing flushes when
we do a hw rendering from one to the other.
it also renames flushed to dirty_db which tracks if the DB copy
has been dirtied by being bound to the hw.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Only decrement ref count if r600_upload_const_buffer
really changes the buffer.
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texture.
I know Jerome will probably rewrite the way depth textures work sometime
soon. For the time being this should at least make common depth texture usage
for shadowing work properly though.
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1) Only translate the [min_index, max_index] range.
2) Upload translated vertices via the uploader.
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This fixes:
- piglit/draw-vertices
- piglit/draw-vertices-half-float
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Only upload the [min_index, max_index] range instead of [0, userbuf_size].
This an important optimization.
Framerate in Lightsmark:
Before: 22 fps
After: 75 fps
The same optimization is already in r300g.
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Added a conditional to spi_update per Dave's comment.
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I can't see a performance difference with this code, which means all
the driver-specific code removed in this commit was unnecessary.
Now we use u_upload_mgr in a slightly different way than we did before it got
dropped. I am not restoring the original code "as is" due to latest
u_upload_mgr changes that r300g performance benefits from.
This also fixes:
- piglit/fp-kil
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evergreen was crashing running even gears here.
This is a 7.10 candidate if its broken the same.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Fix bug http://bugs.freedesktop.org/show_bug.cgi?id=32455
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Note the support for non float vertex draw likely regressed need to
find what we want to do there.
candidates for 7.10 branches
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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The hardware supports zero stride just fine. This is a port
of 2af8a1983180fc0168c1e0e53bcc69ee3d684ea4 from r300g.
NOTE: This is a candidate for both the 7.9 and 7.10 branches.
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
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Avoid rebuilding constant shader state at each draw call,
factor out spi update that might change at each draw call.
Best would be to update spi only when revealent states
change (likely only flat shading & sprite point).
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Vertex elements change are less frequent than draw call, those to
avoid rebuilding fetch shader to often build the fetch shader along
vertex elements. This also allow to move vertex buffer setup out
of draw path and make update to it less frequent.
Shader update can still be improved to only update SPI regs (based
on some rasterizer state like flat shading or point sprite ...).
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Aim is to build as little state as possible in draw functions.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Signed-off-by: Tilman Sauerbeck <tilman@code-monkey.de>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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no point duplicating code that doesn't touch hw, also make it easier
to spot mistakes
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