Vertex color clamping is only relevant if the shader writes to
the built-in gl_[Secondary]{Front,Back}Color varyings. Otherwise,
brw_vs_prog_key::clamp_vertex_color is never used, so we can simply
leave it set to 0.
This enables us to correctly predict the clamp_vertex_color key value
in the precompile for shaders which don't use those varyings.
Eliminates virtually all VS recompiles in Serious Sam 3's intro.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Vertex color clamping only applies to gl_[Secondary]{Front,Back}Color,
which are compatibility-only built-in varyings. We only support GS in
core profile, so they can't exist in geometry shaders.
We can drop several dirty bits from the GS program key - they're
unnecessary for a core profile implementation.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Vertex color clamping only applies to a few specific built-ins: COL0/1
and BFC0/1 (aka gl_[Secondary]{Front,Back}Color). It seems weird to
handle special cases in a function called emit_generic_urb_slot().
emit_urb_slot() is all about handling special cases, so it makes more
sense to handle this there.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
This is really far removed from the API; we should just use C types.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
With fs_visitor/fs_generator being reused for SIMD8 VS/GS programs,
we're running into weird #include patterns, where scalar code #includes
brw_vec4.h and such.
Program keys aren't really related to SIMD4X2/SIMD8 execution - they
mostly capture NOS for a particular shader stage. Consolidating them
all in one place that's vec4/scalar neutral should help avoid problems.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
It's been merged into brw_state_flags::brw for simplicity and
efficiency.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
I put the BRW_NEW_*_PROG_DATA flags at the beginning so that
brw_state_cache.c can still continue using 1 << brw_cache_id.
I also added a comment explaining the difference between
BRW_NEW_*_PROG_DATA and BRW_NEW_*_PROGRAM, as it took me a long time
to remember it.
Non-mechanical changes:
- brw_state_cache.c and brw_ff_gs.c now signal .brw, not .cache.
- brw_state_upload.c - INTEL_DEBUG=state changes.
- brw_context.h - bit definition merging.
v2: Correct the explanation of BRW_NEW_*_PROG_DATA to mention
state-based recompiles, and nix the "proper subset" claim,
as it's false. (Caught by Kristian Høgsberg).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Now that we've moved a bunch of CACHE_NEW_* bits to BRW_NEW_*, the only
ones that are left are legitimately related to the program cache. Yet,
it seems a bit wasteful to have an entire bitfield for only 7 bits.
State upload is one of the hottest paths in the driver. For each atom
in the list, we call check_state() to see if it needs to be emitted.
Currently, this involves comparing three separate bitfields (mesa, brw,
and cache). Consolidating the brw and cache bitfields would save a
small amount of CPU overhead per atom. Broadwell, for example, has
57 state atoms, so this small savings can add up.
CACHE_NEW_*_PROG covers the brw_*_prog_data structures, as well as the
offset into the program cache BO (prog_offset). Since most uses refer
to brw_*_prog_data, I decided to use BRW_NEW_*_PROG_DATA as the name.
Removing "cache" completely is a bit painful, so I decided to do it in
several patches for easier review, and to separate mechanical changes
from manual ones. This one simply renames things, and was made via:
$ for file in *.[ch]; do
sed -i -e 's/CACHE_NEW_\([A-Z_\*]*\)_PROG/BRW_NEW_\1_PROG_DATA/g' \
-e 's/BRW_NEW_WM_PROG_DATA/BRW_NEW_FS_PROG_DATA/g' $file
done
Note that BRW_NEW_*_PROG_DATA is still in .cache, not .brw!
The next patch will remedy this flaw. It will also fix the
alphabetization issues.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Acked-by: Matt Turner <mattst88@gmail.com>
This was added in September 2013 when we first implemented the fast
(but lower quality) derivatives. A quick Google search didn't turn
up anyone using or recommending the option, so I suspect no one does.
Applications that want to control the quality of their derivatives can
use the new GL_ARB_derivative_control extension, or use the glHint
mechanism. The driconf option seems superfluous.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Note from Ken:
"We used to use the return value to indicate whether software
fallbacks were necessary, but we haven't in years."
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This makes some others patches (still in my local tree) a bit cleaner.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This is generally the prefered style these days.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Most of the code in _mesa_validate_DrawElements,
_mesa_validate_DrawRangeElements, and
_mesa_validate_DrawElementsInstanced was the same. Refactor this out to
common code.
As a side-effect, a bug in _mesa_validate_DrawElementsInstanced was
fixed. Previously this function would not generate an error when
check_valid_to_render failed if numInstances was 0.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
GL 3-ish versions of the spec are less clear that an error should be
generated here, so Ken (and I during review) just missed it in 1afe335.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
height=0 is legal for 1D array textures (as depth=0 is legal for
2D arrays). Fixes new piglit ext_texture_array-errors test.
Cc: "10.3 10.4" <mesa-stable@lists.freedesktop.org>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
We've got two mostly-independent operations in each QPU instruction, so
try to pack two operations together. This is fairly naive (doesn't track
read and write separately in instructions, doesn't convert ADD-based MOVs
into MUL-based movs, doesn't reorder across uniform loads), but does show
a decent improvement on shader-db-2.
total instructions in shared programs: 59583 -> 57651 (-3.24%)
instructions in affected programs: 47361 -> 45429 (-4.08%)
Since 73dd50acf6
glsl: implement switch flow control using a loop
The SB backend was falling over in an assert or crashing.
Tracked this down to the loops having no repeats, but requiring
a working break, initial code just called the loop handler for
all non-if statements, but this caused a regression in
tests/shaders/dead-code-break-interaction.shader_test.
So I had to add further code to detect if all the departure
nodes are empty and avoid generating an empty loop for that case.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86089
Cc: "10.4" <mesa-stable@lists.freedesktop.org>
Reviewed-By: Glenn Kennard <glenn.kennard@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Improves 359 shaders by >=10%
114 shaders by >=20%
91 shaders by >=30%
82 shaders by >=40%
22 shaders by >=50%
4 shaders by >=60%
2 shaders by >=80%
total instructions in shared programs: 5845346 -> 5822422 (-0.39%)
instructions in affected programs: 364979 -> 342055 (-6.28%)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Most prominently helps Natural Selection 2, which has a surprising
number shaders that do very complicated things before drawing black.
instructions in affected programs: 21052 -> 16978 (-19.35%)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Pre-Haswell hardware couldn't actually predicate it, but it's easier to
pretend as if it's predicated in the visitor since it will generate a
MOV from f0.1.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Anonymous structures are only supported with newer versions of
GCC. They will not work with GCC 4.2.1 used by OpenBSD or
GCC 4.4.7 shipped with RHEL6 going by a commit to fix a similiar
problem in radeonsi earlier in the year
(74388dd24b).
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Jonathan Gray <jsg@jsg.id.au>
We need parenthesis around the expression which computes the number of
blocks per row.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.3 10.4" <mesa-stable@lists.freedesktop.org>