Fixes piglit glsl-fs-discard-01 and -03, and allows a lot of mesa demos to
start running. glsl-fs-discard-02 has a problem where the first tile is
not getting stored on the first render.
This should improve performance on real hardware by allowing more shader
instances to run in parallel. It also fixes assertion failures in tests
that don't emit a fragment color, since otherwise we didn't have enough
instructions to fit our signals in.
The spec citation talked about A and B, and I proceeded to pay no
attention to whether the waddrs were for A or B. As a result, this pair
of instructions would claim to conflict:
mov ra4, ra4 ; nop nop, r0, r0
mov.ns ra4, rb4 ; nop nop, r0, r0
Now that tiling is in place, we can expose the other formats. Depth is
still broken (need to make changes in the shader), but if you don't expose
it things crash all over. SNORM is dropped, but we could re-add it later
with some shader fixes to handle converting between [0,1] and [-1,1].
This still treats everything as RGBA8888 for the most part, same as
before. This is a prerequisite for handling other texture formats, since
only RGBA8888 has a raster-layout mode.
It meant that LUMALPHA was being marked as *many* miplevels, and
unsurprisingly wouldn't validate. On the other hand, some miplevel counts
wouldn't get the small mips validated at all.
Remainder of the dri1 times.
Cc: Marek Olšák <marek.olsak@amd.com>
Cc: Michel Dänzer <michel.daenzer@amd.com>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Remove the set-but-unused, and set-but-empty vtable entries.
Most likely a leftover from the dri1 days.
Cc: Marek Olšák <marek.olsak@amd.com>
Cc: Michel Dänzer <michel.daenzer@amd.com>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
The header is used by DRI1 drivers, which we've removed a while
back. Now only the dri1 loader in libGL is using it, so let's
move it in src/glx, and prefix it accordingly.
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Both have been unused for at least a couple of years.
For example the last user of radeon_macros.h was removed with
commit 8c11f0a883
Author: Eric Anholt <eric@anholt.net>
Date: Fri Oct 14 13:27:02 2011 -0700
radeon: Drop the legacy BO manager code.
Cc: Marek Olšák <marek.olsak@amd.com>
Cc: Michel Dänzer <michel.daenzer@amd.com>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
This flag was set to true for the atomic counter intrinsics, but it
never got plumbed through the linker, so by the time it got to the
backends it would always be set to the false. The current i965 backend
code doesn't use is_intrinsic, so this should not change any existing
code, but it's useful for codepaths that want to distinguish between
intrinsics and non-intrinsics without using strcmp.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Connor Abbott <connor.abbott@intel.com>
This captures all of the steps I have been following in making releases for
the past year or so. This way, the instructions should be sound for anyone who
would like to take over the release process going forward.
This change will double cache size for branches which have a lower
LP_MAX_SHADER_VARIANTS limit (it will not do anything on master).
The reason is that nowadays shaders tend to be quite a bit larger than they
were (they were big when llvmpipe didn't have a fs loop, got much smaller with
that loop, and since then have gradually increased quite a bit though still
smaller than without the fs loop for various reasons - among them being d3d10
compliance, usage of 8-wide vectors, non-swizzled blend code). Thus effectively
less shaders would be cached (unless they were very small and the variant limit
was hit first). Also, since we're getting rid of the IR nowadays, the cached
shaders shouldn't need all that much memory actually.
This captures the set of rules I have been using for stable-branch management,
(starting with a discussion on the mesa-dev mailing list on July 2013, and
then refined through my own experience of performing stable-branch releases
since then).
We switched to these several stable releases ago, (since the MD5 algorithm has
been broken for some time), but only now did I get around to fixing this in
the Makefile rather than just performing this step manually.
CC: "10.2 10.3" <mesa-stable@lists.freedesktop.org>
v2:
- Move dri*_query_renderer_* into their respective dri*_priv.h headers
- Drop then unnneeded include of dri2.h from dri2_query_renderer.c
- Rename dri2_query_renderer.c as dri_common_query_renderer.c, as it's contents
now are used for more than dri[23]
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
If only the flat/smooth shade state changed between
two render calls the prior code would miss updating the
hardware state.
Also add check for sprite coord, potentially same type
of issue otherwise for it.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81967
Signed-off-by: Glenn Kennard <glenn.kennard@gmail.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
cs_vertex_buffer_state.enabled_mask and
cs_vertex_buffer_state.dirty_mask are both updated when
r600_set_constant_buffer() is called, so we don't need to manually
update these values.
This fixes a crash with OpenCL programs that have a kernel with no
arguments.
https://bugs.freedesktop.org/show_bug.cgi?id=82671
CC: "10.2" <mesa-stable@lists.freedesktop.org>
Unlocking the texture is not safe: another thread could come in and grab
it. Now that we use a recursive mutex, this should work. This also fixes
texture lock deadlocks in the new meta fast clear path.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Tested-by: Chris Forbes <chrisf@ijw.co.nz>
This avoids problems with things like meta operations calling functions
that want to take the lock while the lock is already held. Basically,
the point is to guard against API reentrancy across threads...not to
guard against ourselves.
Dave Airlie opposed this change, but it makes master usable again and no
one proposed a better solution. We can revert this if/when someone
does.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Tested-by: Chris Forbes <chrisf@ijw.co.nz>
There were two problems with the way this script used sed on OS X:
1. The OS X sed doesn't interpret "\r" in a replacement list as a
carriage-return character, (instead it was inserting a literal
'r' character).
We fix this by putting an actual ^M character into the source of
the script, (rather than a two-character escape sequence hoping
for sed to do the right thing).
2. When generating the test files with LF-CR ("\n\r") newlines, the
OS X sed was adding an undesired final newline ("\n") at the end
of the file. We avoid this by first using sed to add the ^M
before the newlines, then using tr to swap the \r and \n
characters. This way, sed never sees any lines ending with
anything but \n, so it doesn't get confused and doesn't add any
bogus extra newlines.
Tested-by: Vinson Lee <vlee@freedesktop.org>
Vinson's testing confirmed that this patch fixes FreeBSD as well.
I noticed that with /bin/sh on Mac OS X, "echo -n" does not work as
desired, (it actually prints "-n" rather than suppressing the final
newline). There is a /bin/echo that could be used (it actually works)
instead of the builtin echo.
But I decided it's more robust to just use printf rather than
hardcoding /bin/echo into the script.
This LLVM 3.6 commit changed EngineBuilder constructor.
commit 3f4ed32b4398eaf4fe0080d8001ba01e6c2f43c8
Author: Rafael Espindola <rafael.espindola@gmail.com>
Date: Tue Aug 19 04:04:25 2014 +0000
Make it explicit that ExecutionEngine takes ownership of the modules.
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@215967 91177308-0d34-0410-b5e6-96231b3b80d8
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-and-Tested-by: Michel Dänzer <michel.daenzer@amd.com>
The docs say "When performing a render target resolve, PIPE_CONTROL with end
of pipe sync must be delivered.", which doesn't actually tell us whether we
need to do it before or after. Blorp did it before and after, and doing it
before certainly makes sense. The resolve operation needs to read from the
MCS and if we don't flush the render cache it won't get up-to-date data.
On the other hand, doing it after should not be necessary, since we call
brw_render_cache_set_check_flush() after the resolve.
Fixes rendering corruption in kwin's cover switch effect and various steam
games.
Missing flush spotted by Ken.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Signed-off-by: Kristian Høgsberg <krh@bitplanet.net>
The extension requires GL 3.0, so enable on just the generations
exposing that.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>