Age | Commit message (Collapse) | Author |
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These fields are no longer indexed by shader output. Now, we just have
a simple array of renderbuffer pointers.
If the shader writes to gl_FragData[i], send those colors to the N
_ColorDrawBuffers. Otherwise, replicate the single gl_FragColor (or
the fixed-function color) to the N _ColorDrawBuffers.
A few more changes and simplifications can follow from this...
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We have two consumers of relocations. One is static state buffers, which
want the same relocation every time. The other is the batchbuffer, which gets
thrown out immediately after submit. This lets us reduce repeated computation
for static state buffers, and clean up the code by moving relocations nearer
to where the state buffer is computed.
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To do so, merge the remainnig necessary code from the buffers, blit, span, and
screen code to shared, and replace it with those.
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The user-space suballocator that was used avoided relocation computations by
using the general and surface state base registers and allocating those types
of buffers out of pools built on top of single buffer objects. It also
avoided calls into the buffer manager for these small state allocations, since
only one buffer object was being used.
However, the buffer allocation cost appears to be low, and with relocation
caching, computing relocations for buffers is essentially free. Additionally,
implementing the suballocator required a don't-fence-subdata flag to disable
waiting on buffer maps so that writing new data didn't block on rendering using
old data, and careful handling when mapping to update old data (which we need
to do for unavoidable relocations with FBOs). More importantly, when the
suballocator filled, it had no replacement algorithm and just threw out all
of the contents and forced them to be recomputed, which is a significant cost.
This is the first step, which just changes the buffer type, but doesn't yet
improve the hash table to not result in full recompute on overflow. Because
the buffers are all allocated out of the general buffer allocator, we can
no longer use the general/surface state bases to avoid relocations, and they
are set to 0 instead.
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In the process, fix some alignment issues:
- Scratch space allocation was aligned into units of 1KB, while the allocation
wanted units of bytes, so we never allocated enough space for scratch.
- GRF register count was programmed as ALIGN(val - 1, 16) / 16 instead of
ALIGN(val, 16) / 16 - 1, which overcounted for val != 16n+1.
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glPolygonMode with point sprite on i965
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The clamping for these values depends on whether we're drawing AA or non-AA
points, lines. Defer clamping until drawing time. Drivers could compute and
keep clamped AA and clamped non-AA values if desired.
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This driver comes from Tungsten Graphics, with a few further modifications by
Intel.
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