PIPE_CAP_SM3 has always been an odd one out of all our caps. While most
other caps are fine-grained and single-purpose, this cap encode several
features in one. And since OpenGL cares more about single features, it'd
be nice to get rid of this one.
As it turns, this is now relatively simple. We only really care about
three features using this cap, and those already got their own caps. So
we can remove it, and make sure all current drivers just give the same
response to all of them.
The only place we *really* care about SM3 is in nine, and there we can
instead just re-construct the information based on the finer-grained
caps. This avoids DX9 semantics from needlessly leaking into all of the
drivers, most of who doesn't care a whole lot about DX9 specifically.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
the dri image format here should match the fourcc format
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This reverts commit 5157a42765.
There is a meson bug that causes llvm to always be statically linked,
which is obviously not what we want. I haven't had time to look into it
yet, but for now let's just revert it.
Meson has support for using cmake as a finder for some dependencies,
including LLVM. Using cmake has a lot of advantages: it needs less meson
maintenance to keep working (even for llvm updates); it works more
sanely for cross compiles (as llvm-config is a compiled binary not a
shell script). Meson 0.51.0 also has a new generic variable getter that
can be used to get information from either cmake, pkg-config, or
config-tools dependencies, which is needed for cmake. We continue to
support using llvm-config if you don't have cmake installed, or if cmake
cannot find a suitable version.
Fixes: 0d59459432
("meson: Force the use of config-tool for llvm")
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
This patch allows nine to read the preferred IR from pipe caps and use
NIR when that is preferred by the driver, by calling tgsi_to_nir. Also
adds some debug options that allow overriding it.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Axel Davy <davyaxel0@gmail.com>
Verified to work properly with Iris driver on Android Celadon. Cache
files get generated as 'com.android.opengl.shaders_cache' for each
application.
v2: check that cache was returned (Eric Engestrom)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
The _LEVELS assumes that the max is always power of two. For V3D 4.2, we
can support up to 7680 non-power-of-two MSAA textures, which will let X11
support dual 4k displays on newer hardware.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This fixes video being rendered incorrectly.
User wants height of 360 but internally pipe_video_buffer 's height
is 368 in the test below.
Test:
GST_GL_PLATFORM=egl gst-launch-1.0 videotestsrc ! video/x-raw, width=868, height=360, format=NV12 ! vaapipostproc ! glimagesink
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110443
Signed-off-by: Julien Isorce <jisorce@oblong.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Leo Liu <leo.liu@amd.com>
This pipe_screen function is not implemented by all backends.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110443
Signed-off-by: Julien Isorce <jisorce@oblong.com>
Reviewed-by: Leo Liu <leo.liu@amd.com>
It's done by:
- decrease the number of frames in flight by 1
- flush before throttling in SwapBuffers
(instead of wait-then-flush, do flush-then-wait)
The improvement is apparent with Unigine Heaven.
Previously:
draw frame 2
wait frame 0
flush frame 2
present frame 2
The input lag is 2 frames.
Now:
draw frame 2
flush frame 2
wait frame 1
present frame 2
The input lag is 1 frame. Flushing is done before waiting, because
otherwise the device would be idle after waiting.
Nine is affected because it also uses the pipe cap.
When discard_delayed_release is set (default), we allocate more buffers
and use a different buffer wait path.
Check if it is set, and use the old paths if not
(the alternative buffer wait path could still be used, but there is no
advantage to using it in this case).
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
thread_submit's throttling depending on the number of internal
back buffers, and wasn't affected by the driver requested
throttling value.
Now it is.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Optimize writeonly by passing PIPE_TRANSFER_WRITE
for these buffers instead of the safer
PIPE_TRANSFER_READ_WRITE.
This seems to improve the performance of d3d8 games
using d3d8to9.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
We used TGSI_SEMANTIC_FOG for fog,
however on vs/ps 3, fog is allowed to have
4 components (even on the ff pipeline according
to a wine test).
Since gallium's TGSI_SEMANTIC_FOG has only one
component, use TGSI_SEMANTIC_GENERIC instead.
Fixes:
https://github.com/iXit/Mesa-3D/issues/346
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
The shader constant buffer size with the
constant compaction code can vary depending
on the shader variant compiled (for example if
fog constants are required, etc).
Thus instead of using fixed size for the shader,
add in the variant cache the size required, pass it
to the context, and use this value.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
As with the constant compaction we map the constant
slots to new slots, we need to pass that information
to the context which is in charge of uploading
the constants.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
When indirect addressing is not used, we know exactly
which constants are accessed, and thus can
have them located in consecutive slots.
We thus parse again the shader with a slot map
for compaction.
The path contains the work inside nine_shader.c for this
path, but it needs some other commits to work, and thus
is not enabled yet by this commit.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Regroup all the param->rel assertions into one assertion for better clarity
and better covering.
param->rel on an input can only happen with float constants for vs,
or with inputs on vs/ps 3.0.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Boolean and Integer constants are used in d3d9 for flow control.
Boolean are used for if/then/else and Integer constants
for loops.
The compilers can generate better code if these values are known
at compilation.
I haven't met so far a game that would change the values of these
constants frequently (and when they do, they set to the values used
for the previous draw call, and thus the changes get filtered out).
Thus it makes sense to inline these constants and recompile the shaders.
The commit sets a bound to the number of variants for a given shader
to avoid too many shaders to be generated.
One drawback is it means more shader compilations. It would probably
make sense to compile these shaders asynchronously or let the user
control the behaviour with an env var, but this is not done here.
The games I tested hit very few shader variants, and the performance
impact was negligible, but it could help for games with uber shaders.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
dynamic textures seem to have predictable stride. This stride
should be the same as for a ram buffer.
It seems some game don't check the actual stride value, assuming
it to be the expected one.
Thus this workaround (protected by drirc option) is to use an intermediate
ram buffer.
Fixes Rayman Legends texture issues when enabled.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Use nine_context_box_upload instead of locking the pipe
for volume upload with format conversion.
nine_context_box_upload already handles format
conversion.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Use nine_context_box_upload instead of locking the pipe
for surface upload with format conversion.
nine_context_box_upload already handles format
conversion.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
SINCOS takes an input with replicated swizzle.
the swizzle can be on any component, not just x.
Enable it to read from any component, but also
use a temporary register to avoid dst/src aliasing.
No known game is fixed by this change as it seems
the input swizzle is commonly on x for this instruction,
and src and dst don't alias.
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
Systemmem has a specific behaviour we don't
mimick exactly.
That makes Halo feel free to use nooverwrite
with it all the time, even when reading again
at the same location.
Ignore nooverwrite to have proper synchronization.
Fixes: https://github.com/iXit/Mesa-3D/issues/348
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
For many ps 1.X instructions, we were reading the
texcoords directly, instead of through tx_src_param,
resulting in modifiers getting ignored.
Use tx_src_param for all these instructions.
Fixes: https://github.com/iXit/Mesa-3D/issues/337
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
d3d's nooverwrite and gallium's unsynchronized
have different semantics.
Indeed nooverwrite says the applications won't
write to locations needed by previous draws,
which is less strong than unsynchronized which
won't synchronize previous writes.
Thus in case app is locking without discard/nooverwrite,
then using nooverwrite, we need to add a
synchronization.
Fixes: https://github.com/iXit/wine-nine-standalone/issues/29
Signed-off-by: Axel Davy <davyaxel0@gmail.com>