We used to use sse roundps intrinsic directly, but switched to use the llvm
intrinsics for rounding with e4f01da15d.
However, llvm semantics follows standard math lib round function which is
specced to do roundNearestAwayFromZero but we really want roundNearestEven
(moreoever, using round generates atrocious code since the cpu can't do it
directly and it results in scalar calls to libm __roundf).
So, use llvm.nearbyint instead, which does exactly the right thing, and even
has the advantage of being available with llvm 3.3 too. (I've verified it
actually generates a roundps instruction with llvm 3.3.)
This fixes https://bugs.freedesktop.org/show_bug.cgi?id=94909
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This fixes a compile error while building Nouveau with C++11 enabled (and
glibc >= 2.23). This happens if SWR is enabled, as it forces C++11.
Signed-off-by: Pierre Moreau <pierre.morrow@free.fr>
Signed-off-by: Jose Fonseca <jfonseca@vmware.com>
https://bugs.freedesktop.org/show_bug.cgi?id=94907
libasan is never linked to shared objects (which doesn't go well with
-z,defs). It must either be linked to the main executable, or (more
practically for OpenGL drivers) be pre-loaded via LD_PRELOAD.
Otherwise works.
I didn't find anything with llvmpipe. I suspect the fact that the
JIT compiled code isn't instrumented means there are lots of errors it
can't catch.
But for non-JIT drivers, the Address/Leak Sanitizers seem like a faster
alternative to Valgrind.
Usage (Ubuntu 15.10):
scons asan=1 libgl-xlib
export LD_LIBRARY_PATH=$PWD/build/linux-x86_64-debug/gallium/targets/libgl-xlib
LD_PRELOAD=libasan.so.2 any-opengl-application
Acked-by: Roland Scheidegger <sroland@vmware.com>
Courtesy of address sanitizer.
[airlied: free buffers as well]
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Increase r to four channels as rgba is written to it
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This is the last necessary bit for OpenGL 4.2 support. All driver-specific
functionality has already been implemented as part of extensions.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
This was triggered by
dEQP-GLES3.functional.vertex_array_objects.all_attributes
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Move the buffer resource extraction code out into its own function.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Signed-off-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
- Check for unused blocks every few frames or every 64K draws
- Delete data unused since the last check if total unused data is > 20MB
Doesn't seem to cause a perf degridation
Acked-by: Brian Paul <brianp@vmware.com>
It's the same as radeonsi. This adds guard band support to r600g.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Grigori Goronzy <greg@chown.ath.cx>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Guard band clipping speeds up rasterization for primitives that are
partially off-screen. This change in particular results in small
framerate improvements in a wide range of games.
Started by Grigori Goronzy <greg@chown.ath.cx>.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Grigori Goronzy <greg@chown.ath.cx>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
and clamp it right before emitting. This is a prerequisite for computing
the guard band.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Grigori Goronzy <greg@chown.ath.cx>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Just for consistency. This should have no effect, because OpenGL textures
always go to VRAM.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
This makes Tonga with vramlimit=128 2x faster in Heaven.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>