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Nexuiz was hitting a software fallback.
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In the case where glBlitFramebuffer is being used to copy to a texture
without scaling it is faster if we can use the hardware to do a blit
rather than having to do a texture render. In most of the drivers
glCopyTexSubImage2D will use a blit so this patch makes it check for
when glBlitFramebuffer is doing a simple copy and then divert to
glCopyTexSubImage2D.
This was originally proposed as an extension to the common meta-ops.
However, it was rejected as using the BLT is only advantageous for Intel
hardware.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=33934
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
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The only mismatch between the two is that we have to clear the
destination's alpha to 1.0. Fixes WOW performance on my Ironlake,
from a few frames a second to almost playable.
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Before, we were going off of a couple of known (hopeful) matches
between internalFormats and the cpp of the read buffer. Instead, we
can now just look at the gl_format of the two to see if they match.
We should avoid bad blits that might have been possible before, but
also allow different internalFormats to work without having to
enumerate each one.
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The blit that follows appears in the command stream so it's serialized
with previous rendering. Any queued vertices in the tnl layer were
already flushed up in mesa/main/.
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Not fixing a particular bug, just noticed by code inspection.
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This provides the optimizer with hints about code hotness, which we're
quite certain about for debug printouts (or, rather, while we
developers often hit the checks for debug printouts, we don't care
about performance while doing so).
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The format selection of the CopyTexSubImage is pretty bogus still, but
this at least avoids software fallbacks in nexuiz, bringing
performance from 7.5fps to 12.8fps on my machine.
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This can only happen along a malloc failure path, but check anyway.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
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The pixel transfer rules state that we must set alpha to 1.0 in this case
which we can't easily do with the blitter. We can do to passes: one that
sets the alpha to 0xff and one that copies the RGB bits or we can just
use the 3D engine. Neither approach seems worth it for this case.
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Now that intel_flush() deosn't use the needs_mi_flush argument, we can
finally drop one of the two flush functions.
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With DRI2, x and y are always zero and fb->Height is always up to date
with the drawable height.
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The pitch is not really an inherent part of the miptree, since it's
not part of any of the layout calculations, and it's dictated by the
libdrm-allocated region pitch now.
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This uses a stamp mechanisms to mark the DRI drawable as invalid.
Instead of immediately updating the buffers we just bump the drawable
stamp and call out to DRI2GetBuffers "later".
"Later" used to be at LOCK_HARDWARE time, and this patch brings back
callouts at the points where we used to call LOCK_HARDWARE. A new function,
intel_prepare_render(), is called where we used to call LOCK_HARDWARE,
and if the buffers are invalid, we call out to DRI2GetBuffers there.
This lets us invalidate buffers only when notified instead of on
every glViewport() call. If the loader calls the DRI invalidate
entrypoint, we disable viewport triggered buffer invalidation.
Additionally, we can clean up the old viewport mechanism a bit,
since we can just invalidate the buffers and not worry about
reentrancy and whatnot.
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mesa core does it now. If only it did so for other entrypoints.
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Conflicts:
src/mesa/drivers/dri/intel/intel_screen.c
src/mesa/drivers/dri/intel/intel_swapbuffers.c
src/mesa/drivers/dri/r300/r300_emit.c
src/mesa/drivers/dri/r300/r300_ioctl.c
src/mesa/drivers/dri/r300/r300_tex.c
src/mesa/drivers/dri/r300/r300_texstate.c
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* remove-intel-dri1:
intel: intelScreenContext() is no longer used
intel: Remove remaining dri2.enabled tests
intel: Drop more cliprect bookkeeping
intel: Remove struct intel_framebuffer
intel: Remove client-side vblank code
intel: Drop intelWindowMoved()
intel: Drop batchbuffer cliprect_mode tracking
intel: Drop DRI1 static regions
intel: Use depth buffer from ctx.DrawBuffer in copypix_src_region()
intel: Drop LOCK/UNLOCK_HARDWARE()
intel: Drop DRI1 SwapBuffer implementation
intel: Drop DRI1 CopySubBuffer implementation
intel: Drop DRI1 support
Push __driDriverExtensions out of dri_util.c and into the drivers
Remove leftover __DRI{screen,drawable,context}Private references
Check for libdrm_$chipset.pc when needed
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Fixes piglit fbo-copyteximage.
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As part of the DRI driver interface rewrite I merged __DRIscreenPrivate
and __DRIscreen, and likewise for __DRIdrawablePrivate and
__DRIcontextPrivate. I left typedefs in place though, to avoid renaming
all the *Private use internal to the driver. That was probably a
mistake, and it turns out a one-line find+sed combo can do the mass
rename. Better late than never.
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Use src->draw_offset intead of zero. Zero usually worked, except when
the src renderbuffer is actually a texture mipmap level higher than zero.
Fixes progs/test/blitfb.c test.
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Conflicts:
src/mesa/drivers/dri/intel/intel_fbo.c
src/mesa/drivers/dri/intel/intel_mipmap_tree.c
src/mesa/drivers/dri/intel/intel_mipmap_tree.h
src/mesa/drivers/dri/intel/intel_tex_copy.c
src/mesa/drivers/dri/intel/intel_tex_image.c
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By just using offsets, we confused the hardware's tiling calculations,
resulting in failures in miptree validation and blit clears.
Fixes piglit fbo-clearmipmap.
Bug #23552. (automatic mipmap generation)
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This lets us get rid of intel_miptree_depth_offsets() and simplify all
of the calling code.
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Conflicts:
src/gallium/auxiliary/util/u_cpu_detect.c
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Avoids an unnecessary fallback.
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Per the suggestion in the Intel driver, move the calls to
ctx->Driver.GenerateMipmap() into core Mesa so that drivers don't
have to worry about it.
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Really, we should be checking that the MesaTexFormat for the read buffer
and the texture match, but the previous code wasn't even doing that, so
matching the cpp should be an improvement (and potentially fix some hangs!).
The previous code also rejected GL_RGB even though blitting the alpha
channel to the ignored channel of an x8r8g8b8 texture should be fine, which
tripped up compiz's blur plugin.
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This is somewhat nasty, but we need to do Y-tiled depth for FBO support.
May help with corruption and hangs since enabling texture tiling, and
since switching depth textures to Y tiled.
Fixes piglit depthtex.c on 965.
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I was in the midst of fixing some blitting-with-Y-tiled issues when I
noticed this. Hopefully PBO usage will be a little more robust, as a
result.
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This is about a 30% performance win in OA with high settings on my GM45,
and experiments with 915GM indicate that it'll be around a 20% win there.
Currently, 915-class hardware is seriously hurt by the fact that we use
fence regs to control the tiling even for 3D instructions that could live
without them, so we spend a bunch of time waiting on previous rendering in
order to pull fences off. Thus, the texture_tiling driconf option defaults
off there for now.
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This prevents the width / height from being clipped to the window size before
the texture is allocated. This matches intelCopyTexImage1D.
This should fix bug #21227
Signed-off-by: Ian Romanick <ian.romanick@intel.com>
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In addition to being HW accelerated, it avoids the incorrect
(black) rendering of the mipmaps that SW was doing in fbo-generatemipmap.
Improves the performance of the mipmap generation and drawing in
fbo-generatemipmap by 30%.
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glCopyTexSubImage already gets the (correct) clipping for us, so it doesn't
need the path. While moving the clipping out, replace the code with the mesa
path to do the same job.
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The images aren't mapped at this point, so we want the generic Mesa path for
GenerateMipmapEXT that does the mapping/unmapping for us. Ideally Mesa would
just call it for us.
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