Age | Commit message (Collapse) | Author |
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When program constants change we create a new VS constant buffer
instead of re-using the old one. This allows us to have several
const buffers in flight with vertex rendering.
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Fixes a regression from commit 2c30fd84dfa052949a117c78d932b58c1f88b446
seen with DRI1.
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Also enable them all regardless of screen bpp, as 32 bpp what I've been
testing against, and haven't been able to detect any screen bpp-specific
troubles with them.
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Hook up a constant buffer, binding table, etc for the VS unit.
This will allow using large constant buffers with vertex shaders.
The new code is disabled at this time (use_const_buffer=FALSE).
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Plus, begin the new code for vertex shader const buffers.
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Used to map drawables, textures and constant buffers to surface binding
table indexes.
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Currently, shader constants are stored in the GRF (loaded from the CURBE
prior to shader execution). This severly limits the number of constants
and temps that we can support.
This new code will support (practically) unlimited size constant buffers
and free up registers in the GRF. We allocate a new buffer object for the
constants and read them with "Read" messages/instructions. When only a
small number of constants are used, we can still use the old method.
The code works for fragment shaders only (and is actually disabled) for now.
Need to do the same thing for vertex shaders and need to add the necessary
code-gen to fetch the constants which are referenced by the shader
instructions.
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i965 can either do SRGBA8_REV format or SARGB8 format, but not SRGBA8.
Could add SRGBA8_REV support to mesa, but simply use SARGB8 for now.
While here, also add true srgb luminance / luminance_alpha support -
unfortunately the published docs fail to mention which asics support
this, tested on g43 so assume this works on any g4x.
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This requires upgrading the interface so that the argument to
glXBindTexImageEXT isn't just dropped on the floor. Note that this only
fixes the accelerated path on Intel, as Mesa's texture format support is
missing x8r8g8b8 support (right now, GL_RGB textures get uploaded as a8r8gb8,
but in this case we're not doing the upload so we can't really work around it
that way).
Fixes bugs with compositors trying to use shaders that use alpha channels, on
windows without a valid alpha channel. Bug #19910 and likely others as well.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Be a little more specific about what these are.
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We were asking for something illegal (write_domain != 0 && read_domains !=
write_domain) because at the time of writing the region surfaces were used
for texturing occasionally as well, and we weren't really clear on the model
GEM was going to use.
This reliably triggered a kernel bug with domain handling, resulting in
oglconform mustpass.c failure. Of course, it only became visible after
01bc4d441fd6821ad9fc20d5e9544e4e587e4ff0 cleaned up some gratuitous flushing.
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Note that I24X8 vs. A24X8 vs. L24X8 doesn't seem to make any difference
for texture/shadow compare, however.
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The CACHE_NEW_SURFACE bit always gets spammed since we get many different
surface BOs per state emit, but the only consumer of it wanted to just know
how many surfaces were enabled.
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Fixes black borders around windows in compiz. Bug #17233.
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Makefile.template
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This reverts commit 7c81124d7c4a4d1da9f48cbf7e82ab1a3a970a7a.
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This reverts commit 53675e5c05c0598b7ea206d5c27dbcae786a2c03.
Conflicts:
src/mesa/drivers/dri/i965/brw_wm_surface_state.c
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(cherry picked from commit 9bc9e0ecb0fb2069b2c123e665eb2118e358098f which
was lost in a merge)
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should fix fd.o 14441
(cherry-picked from commit d4244683a61f66cfb78408a37cf2587587847f96 which was
lost in a merge)
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To do this, I had to clean up some of 965 state upload stuff. We may end
up over-emitting state in the aperture overflow case, but that should be rare,
and I'd rather have the simplification of state management.
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This is an API breakage only.
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The GEM flags are much more descriptive for what we need. Since this makes
bufmgr_fake rather device-specific, move it to the intel common directory.
We've wanted to do device-specific stuff to it before.
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Makes state emission into a 2 phase, prepare sets things up and accounts
the size of all referenced buffer objects. The emit stage then actually
does the batchbuffer touching for emitting the objects.
There is an assert in dri_emit_reloc if a reloc occurs for a buffer
that hasn't been accounted yet.
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Fixes valgrind warnings, and potential performance loss from cache misses.
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DEPTH_STENCIL texture. (bug#14952).
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Previously the frame_buffer_texobj case would have been bound as a normal
texture, at best resulting in no surface data being associated with it.
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The previous change gave us only two modes, one which looped over the batch
per cliprect (3d drawing) and one that didn't (state updeast).
However, we really want 4:
- Batch doesn't care about cliprects (state updates)
- Batch needs DRAWING_RECTANGLE looping per cliprect (3d drawing)
- Batch needs to be executed just once (region fills, copies, etc.)
- Batch already includes cliprect handling, and must be flushed by unlock time
(copybuffers, clears).
All callers should now be fixed to use one of these states for any batchbuffer
emits. Thanks to Keith Whitwell for pointing out the failure.
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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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With FBOs, we end up wanting to do 3D metaops against one or the other without
having to find the other one to fill in if we're not going to draw to it.
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This removes the delayed texture upload optimization from 965, in exchange for
bringing us closer to PBO support. It also disables SGIS_generate_mipmap,
which didn't seem to be working before anyway, according to the lodbias demo.
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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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This is currently believed to work but be a significant performance loss.
Performance recovery should be soon to follow.
The dri_bo_fake_disable_backing_store() call was added to allow backing store
disable like bufmgr_fake.c did, which is a significant performance win (though
it's missing the no-fence-subdata part).
This commit is a squash merge of the 965-ttm branch, which had some history
I wanted to avoid pulling due to noisiness and brokenness at many points
for git-bisecting.
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