The idea is taken from radeonsi. The code lacks some checks for null vs,
and I'm unsure about some changes against that, so I left it in place.
Some statistics for GTAⅣ:
Average tesselation bind skip per frame: ≈350
Average geometric shaders bind skip per frame: ≈260
Skip of binding vertex ones occurs rarely enough to not get into per-frame
counter at all, so I just gonna say: it happens.
v2: I've occasionally removed an empty line, don't do this.
v3: return a check for null tes and gs back, while I haven't figured out
the way to move stride assignment to r600_update_derived_state() (as it
is in radeonsi).
Signed-off-by: Constantine Kharlamov <Hi-Angel@yandex.ru>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
We're about to replace blorp's emit code with ISL and it emits them in
the other order. This makes diffing the aubs easier.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Since the inclusion in 7f160efcde
the header used x_biased, while the implementation used y_biased.
This changes the header to macth the implementation since the
uses of the function seems to expect y_biased.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Tested-by: Bartosz Tomczyk <bartosz.tomczyk86@gmail.com>
This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This will be used to take ownership of freashly created renderbuffers,
avoiding the need to call the reference function which requires
locking.
V2: dereference any existing fb attachments and actually attach the
new rb.
v3: split out validation and attachment type/complete setting into
a shared static function.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Tested-by: Bartosz Tomczyk <bartosz.tomczyk86@gmail.com>
The nv50 ir is scalar. Perhaps this was from some early attempts to
integrate the simd aspects of nv30. However at this point it's entirely
unused.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
The API/entry point in mesa already checks the correct behavior,
however, it's possible to be handled by another implementation and those
implementations should not be able to abuse a weird combination of count
and pointer.
This fixes CID 1403193
Cc: Mark Janes <mark.a.janes@intel.com>
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Along the way, add missing GL_ONE source support and drop non-existing
GL_ZERO and GL_ONE operand support.
Signed-off-by: Gustaw Smolarczyk <wielkiegie@gmail.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Instead of computing it once again using _mesa_tex_target_to_index.
Signed-off-by: Gustaw Smolarczyk <wielkiegie@gmail.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Change it into filter_fp_input_mask transform function that instead of
returning a mask, transforms input.
Also, simplify the case of vertex program handling by assuming that
fp_inputs is always a combination of VARYING_BIT_COL* and VARYING_BIT_TEX*.
Signed-off-by: Gustaw Smolarczyk <wielkiegie@gmail.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Since it holds values from 0 to 8, 4 bits will suffice.
Signed-off-by: Gustaw Smolarczyk <wielkiegie@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Its only usage is easily replaced by nr_enabled_units. As for cache key
part, unit[i].enabled should be enough.
Signed-off-by: Gustaw Smolarczyk <wielkiegie@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Since fixed-function shaders are restricted to MAX_TEXTURE_COORD_UNITS
texture units, use this constant instead of MAX_TEXTURE_UNITS. This
reduces the array size from 32 to 8.
Signed-off-by: Gustaw Smolarczyk <wielkiegie@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
This gets rid of one piece of ugliness with the way ISL handles surface
emitting surface states. I've never liked that hand-rolled table but it
was the best we had at the time.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The helper block is extremely general. It takes an string property name
and an object that supports three methods: has_prop, iter_prop, and
get_prop. This way we can easily generalize it to emit more different
types of getter functions.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
We tend to try to reduce the number of allocation calls the Vulkan
driver uses by doing a single allocation whenever possible for a data
structure. While this has certain downsides (usually code complexity),
it does mean error handling and cleanup is much easier. This commit
adds a nice little helper struct for getting rid of some of that
complexity.
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
We only need to update it if something changes. Also
_mesa_bind_vertex_buffer() will update the mask when binding to a
NULL or default buffer so no need to do that update here.
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>