Marek Olšák [Sun, 20 Nov 2011 19:33:31 +0000 (20:33 +0100)]
u_vbuf_mgr: rename translate_vb_slot -> fallback_vb_slot
Marek Olšák [Sat, 19 Nov 2011 21:38:22 +0000 (22:38 +0100)]
gallium: separate out floating-point CAPs into its own enum
The motivation behind this is to add some self-documentation in the code
about how each CAP can be used.
The idea is:
- enum pipe_cap is only valid in get_param
- enum pipe_capf is only valid in get_paramf
Which CAPs are floating-point have been determined based on how everybody
except svga implemented the functions. svga have been modified to match all
the other drivers.
Besides that, the floating-point CAPs are now prefixed with PIPE_CAPF_.
Marek Olšák [Fri, 18 Nov 2011 14:51:47 +0000 (15:51 +0100)]
gallium: remove PIPE_CAP_GLSL and enable GLSL unconditionally
Only i965g does not enable GLSL, but that driver has been unmaintained and
bitrotting for quite a while anyway.
Marek Olšák [Sat, 19 Nov 2011 15:45:46 +0000 (16:45 +0100)]
glsl: convervative_depth is not allowed in the vertex shader
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Marek Olšák [Sat, 19 Nov 2011 15:41:08 +0000 (16:41 +0100)]
glsl: finish up ARB_conservative_depth (v2)
v2: updated an error message
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Marek Olšák [Sat, 19 Nov 2011 15:27:50 +0000 (16:27 +0100)]
mesa: rename the AMD_conservative_depth extension flag to ARB
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Marek Olšák [Sun, 20 Nov 2011 14:08:56 +0000 (15:08 +0100)]
st/mesa: quick fix of CopyPixels with GL_DEPTH_STENCIL
This fixes:
- depthstencil-default_fb-copypixels
- fbo-depthstencil-GL_DEPTH24_STENCIL8-copypixels
Reviewed-by: Brian Paul <brianp@vmware.com>
Ian Romanick [Mon, 21 Nov 2011 19:42:37 +0000 (11:42 -0800)]
linker: Remove erroneous multiply by 4 in uniform usage calculation
The old count_uniform_size::num_shader_uniforms was actually
calculating the number of components used. Multiplying by 4 when
setting gl_shader::num_uniform_components caused us to count 4x as
many uniform components as were actually used.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42930
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42966
Acked-by: Marek Olšák <maraeo@gmail.com>
Tested-by: Vinson Lee <vlee@vmware.com>
Tested-by: Pavel Ondračka <pavel.ondracka@email.cz>
Reviewed-and-tested-by: Kenneth Graunke <kenneth@whitecape.org>
Chad Versace [Tue, 22 Nov 2011 18:52:29 +0000 (10:52 -0800)]
Merge branch 'hiz' of ssh://people.freedesktop.org/~chadversary/mesa
Chad Versace [Thu, 17 Nov 2011 16:53:39 +0000 (08:53 -0800)]
i965/gen6: Enable HiZ by default
Regresses one Piglit test: bugs/fdo10370.
I'm not enabling HiZ for gen7 yet because it causes a mysterious
performance regression.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 16:50:05 +0000 (08:50 -0800)]
intel: Use separate stencil whenever possible
For depthstencil renderbuffers, we were using separate stencil only if the
hardware required it. Since the performance gains from HiZ is so high, we
should always use separate stencil if the hardware supports it.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Kenneth Graunke [Mon, 7 Nov 2011 23:58:43 +0000 (15:58 -0800)]
i965: Implement the actual tables for texture alignment units [v2]
I implemented functions for horizontal/vertical alignment units separately
because I find it easier to read that way...especially with all the
corner-cases.
[chad] Corrected the vertical alignment calculation by checking for
depthstencil formats.
v2:
- Fix typos in intel_horizontal_texture_alignment_unit():
s/height/width/ and s/VALIGN/HALIGN.
- Remove special case for compressed formats in
intel_get_texture_alignment unit(). Compressed formats are already
handled in the halign and valign functions.
- Replace check ``_mesa_is_depth_format(...) ||
_mesa_is_depthstencil_format(...)`` with explcitit checks against
GL_DEPTH_COMPONENT and GL_DEPTH_STENCIL.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 17:09:56 +0000 (09:09 -0800)]
i965/gen6: Set vertical alignment in SURFACE_STATE batch
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 16:30:30 +0000 (08:30 -0800)]
intel: Store miptree alignment units in the miptree
This allows us to replace all the calls to
intel_get_texture_alignment_unit() with a single call at miptree creation.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 06:51:35 +0000 (22:51 -0800)]
intel: Enable HiZ for texture renderbuffers
When a depth texture is first attached to framebuffer, allocate a HiZ
miptree for it.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 02:25:39 +0000 (18:25 -0800)]
intel: Resolve buffers in intel_map_renderbuffer()
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 02:21:12 +0000 (18:21 -0800)]
intel: Resolve buffers in intel_map_texture_image()
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 02:21:09 +0000 (18:21 -0800)]
intel: Mark needed resolves when first enabling HiZ on a miptree
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 02:20:43 +0000 (18:20 -0800)]
i965: Mark that depth buffer needs depth resolve after drawing
After brw_try_draw_prims() emits a batch, mark that the depth buffer needs
a depth resolve if the buffer was written to and if it has an accompanying
HiZ buffer.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 02:21:05 +0000 (18:21 -0800)]
intel: Resolve buffers in intelSpanRenderStart
Resolve all buffers that will be mapped by intelSpanRenderStart. This
comprises resolving the depth buffer of each enabled texture and of the
read and draw buffers.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 02:20:57 +0000 (18:20 -0800)]
intel: Refactor intelSpanRenderStart
Factor the mapping loops from intelSpanRenderStart() into
intel_span_map_buffers(). This in preparation for the next commit,
which resolves the buffers before mapping.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 02:20:39 +0000 (18:20 -0800)]
i965: Resolve buffers before drawing [v2]
Before emitting primitives in brw_try_draw_prims(), resolve the depth
buffer's HiZ buffer and resolve the depth buffer of each enabled depth
texture.
v2: [anholt] The driver no longer validates drm bo's, so update a comment
to reflect that.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 02:20:34 +0000 (18:20 -0800)]
i965: Prevent recursive calls to FLUSH_VERTICES [v2]
To do so, we must resolve all buffers on entering a glBegin/glEnd block.
For the detailed explanation, see the Doxygen comments in this patch.
v2:
- Fix typo: s/enusure/ensure/.
- In brwPrepareExecBegin(), do the same resolves as done by
brw_predraw_resolve_buffers().
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 02:20:31 +0000 (18:20 -0800)]
i965/gen6: Manipulate state batches for HiZ meta-ops [v4]
A lot of the state manipulation is handled by the meta-op state setup.
However, some batches need manual intervention.
v2:
Do not special-case the 3DSTATE_DEPTH_STENCIL.Depth_Test_Enable bit
for HiZ in gen6_upload_depth_stencil(). The HiZ meta-op sets
ctx->Depth.Test, just read the value from that.
v3:
Add a new dirty flag, BRW_STATE_HIZ, for brw_tracked_state. Flag it
immediately before and after executing the HiZ operation in
gen6_resolve_slice(). Add the flag to the the dirty bits for the
following state packets:
gen6_clip_state
gen6_depth_stencil_state
gen6_sf_state
gen6_wm_state
v4:
- Add BRW_NEW_STATE_HIZ to the dirty bit table in brw_state_upload.c.
This is needed for INTEL_DEBUG=state.
- Align brw dirty bit for gen6_depth_stencil_state.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 16:10:57 +0000 (08:10 -0800)]
i965/gen6: Complete stubs for HiZ buffer resolves
Some state batches also need to be manipulated. That's done in the next
commit.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 02:20:20 +0000 (18:20 -0800)]
i965: Add HiZ operation state to brw_context
brw_context::hiz contains state needed to perform HiZ meta-ops and
indicates if a HiZ operation is currently in progress.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 16:03:48 +0000 (08:03 -0800)]
intel: Add resolve functions for renderbuffers
Add the following functions:
intel_renderbuffer_resolve_hiz
intel_renderbuffer_resolve_depth
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 02:20:02 +0000 (18:20 -0800)]
intel: Add resolve functions for miptrees
Add functions that
- set a miptree slice as needing a resolve
- resolve a single slice of a miptree
- resolve all slices of a miptree
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 15:42:21 +0000 (07:42 -0800)]
intel: Add field intel_mipmap_tree::hiz_map
This is a map of miptree slices to needed resolves.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 07:43:56 +0000 (23:43 -0800)]
intel: Define struct intel_resolve_map [v2]
This is a map of miptree slices to needed resolves, implemented as
a linked list. A future commit will embed such a list in
intel_mipmap_tree.
If you think I'm crazy to put a list in a miptree, read the Doxygen in
this patch for intel_resolve_map.
v2: [anholt] Move Doxygen from functin prototypes to definitions.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 07:23:30 +0000 (23:23 -0800)]
intel: Change signature of HiZ resolve functions
Now that intel_renderbuffer::region has been replaced with a miptree, the
HiZ functions region parameter must be replaced with a miptree parameter.
Change the return type from bool to void.
Rename the 'depth' parameter to 'layer', because it will correspond to
irb->mt_layer.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 07:10:48 +0000 (23:10 -0800)]
intel: Remove unused HiZ functions
Remove the following functions:
i830_hiz_resolve_noop
i915_hiz_resolve_noop
brw_hiz_resolve_noop
My original strategy for how intel->vtbl.resolve_*buffer was used has
substantially changed. The above functions are no longer called in the
current strategy.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 07:14:39 +0000 (23:14 -0800)]
intel: Replace intel_mipmap_tree::hiz_region with a miptree [v2]
This is required to correctly implement HiZ for mipmapped and
multi-layered textures.
v2: Accomodate refcount fixes in intel_process_dri2_buffer_*() that were
introduced in v2 of commit
intel: Replace intel_renderbuffer::region with a miptree [v2]
Reviewed-by: Eric Anholt <eric@anholt>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 06:17:34 +0000 (22:17 -0800)]
intel: Replace intel_texture_image::stencil_irb with intel_mipmap_tree::stencil_mt [v3]
For depthstencil textures using separate stencil, we embedded a stencil
buffer in intel_texture_image. The intention was that the embedded stencil
buffer would be the golden copy of the texture's stencil bits. When
necessary, we scattered/gathered the stencil bits between the texture
miptree and the embedded stencil buffer.
This approach had a serious deficiency for mipmapped or multi-layer
textures. Any given moment the embedded stencil buffer was consistent with
exactly one miptree slice, the most recent one to be scattered. This
permitted tests of type A to pass, but broke tests of type B.
Test A:
1. Create a depthstencil texture.
2. Upload data into (level=x1,layer=y1).
3. Read and test stencil data at (level=x1, layer=y1).
4. Upload data into (level=x2,layer=y2).
5. Read and test stencil data at (level=x2, layer=y2).
Test B:
1. Create a depthstencil texture.
2. Upload data into (level=x1,layer=y1).
3. Upload data into (level=x2,layer=y2).
4. Read and test stencil data at (level=x1, layer=y1).
5. Read and test stencil data at (level=x2, layer=y2).
v2:
Only allocate stencil miptree if intel->must_use_separate_stencil,
because we don't make the conversion from must_use_separate_stencil to
has_separate_stencil until commit
intel: Use separate stencil whenever possible
v3:
Don't call ChooseNewTexture in intel_renderbuffer_wrap_miptree() in
order to determine the renderbuffer format. Instead, pass the format as
a param to that function.
CC: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 06:11:33 +0000 (22:11 -0800)]
intel: Refactor intel_render_texture() [v2]
This is in preparation for properly implementing glFramebufferTexture*()
for mipmapped depthstencil textures. The FIXME comments deleted by this
patch give a rough explanation of what was broken.
This refactor does the following:
- In intel_update_wrapper() and intel_wrap_texture(), change the
parameters to prepare to remove functions' dependency on
gl_texture_image.
- Move the call to intel_renderbuffer_set_draw_offsets() from
intel_render_texture() into intel_udpate_wrapper().
Each time I encounter those functions, I dislike their vague names.
(Update which wrapper? What is wrapped? What is the wrapper?). So, while
I was mucking around, I also renamed the functions.
v2:
In addition to the ``GLenum internal_format`` parameter to
intel_wrap_miptree(), add a ``gl_format format`` parameter. This
removes the need to recalculate for the true format from
internal_format with ChooseNewTextureFormat, which was just weird.
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 06:42:44 +0000 (22:42 -0800)]
intel: Define intel_miptree_check_level_layer()
This is a small helper function that asserts that a given level and layer
are valid for a miptree. I will be extensively using it in the future
miptree HiZ functions.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Tue, 15 Nov 2011 18:22:14 +0000 (10:22 -0800)]
intel: Remove unneeded params from intel_renderbuffer_set_draw_offset()
Since the renderbuffer tracks the miptree level and layer that it wraps,
the 'tex_image' and 'zoffset' params are no longer needed to calculate the draw
offsets.
Not only are they no longer needed, but their presence would prevent
calculating the renderbuffer draw offsets in situations where there were
no texture image. Such situations will occur during the HiZ meta-op and
during scatter/gather of separate stencil textures.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Tue, 15 Nov 2011 18:05:21 +0000 (10:05 -0800)]
intel: Track the miptree layer wrapped by a renderbuffer [v2]
TODO: Make v2 for kwg.
Add two fields to intel_renderbuffer:
mt_level
mt_layer
Multiple renderbuffers may simultaneously wrap a single texture and each
provide a different view into that texture. [Consider
glFramebufferTextureLayer()]. The new fields indicate which slice of the
miptree is wrapped by the renderbuffer.
The buffer resolve operations, to be introduced in the future, require
these fields in order to resolve the correct slice in the miptree.
To add the fields, it was necessary to replace the type of some function
parameters from gl_texture_image to gl_renderbuffer_attachment.
v2: [kwg] Replace confusing condition `CubeMapFace > 0` with the more
sensible `Target == GL_TEXTURE_CUBE_MAP`.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Tue, 15 Nov 2011 17:55:40 +0000 (09:55 -0800)]
intel: Kill intel_mipmap_level::nr_images [v4]
For all texture targets except GL_TEXTURE_CUBE_MAP, the 'nr_images' and
'depth' fields of intel_mipmap_level were identical. In the exceptional
case, nr_images == 6 and depth == 1.
It is simple to determine if a texture is a cube or not, so the presence
of two fields here was not helpful. Worse, it was confusing. When we
eventually implement GL_ARB_texture_cube_map_array, this mess would have
become even more confusing.
This patch removes 'nr_images' and assigns to 'depth' a consistent
meaning: depth is the number of 2D slices at each miplevel. The exact
semantics of depth varies according to the texture target:
- For GL_TEXTURE_CUBE_MAP, depth is 6.
- For GL_TEXTURE_2D_ARRAY, depth is the number of array slices. It is
identical for all miplevels in the texture.
- For GL_TEXTURE_3D, it is the texture's depth at each miplevel. Its
value, like width and height, varies with miplevel.
- For other texture types, depth is 1.
As a consequence, parameters were removed from the following function
signatures:
intel_miptree_set_level_info
Remove 'nr_images'.
i945_miptree_layout
brw_miptree_layout_texture
brw_miptree_layout_texture_array
Remove 'slices'.
v2:
- Replace "It's" with "Its".
- Remove all hunks in intel_fbo.c. The hunks were spurious and sneaked
in during a rebase.
- Remove unneeded hunk in intel_tex_map_image_for_swrast(). It was
a little refactor of the for-loop's upper bound.
v4:
In intel_miptree_get_image_offset(), document the conditions under
which different if-branches are taken.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Vasily Khoruzhick [Tue, 22 Nov 2011 16:04:04 +0000 (19:04 +0300)]
i915g: implement RGBX and BGRX render targets
They're not supported by hw directly, but it's easy to emulate
them with a shader swizzling fixup.
Signed-off-by: Vasily Khoruzhick <anarsoul@gmail.com>
[danvet: The important thing is to write a 1 to the unused alpha
channel, the ddx is relying on this for render accel.]
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Brian Paul [Mon, 21 Nov 2011 20:59:35 +0000 (13:59 -0700)]
st/mesa: fix accum buffer allocation in st_renderbuffer_alloc_storage()
If the gallium driver doesn't support PIPE_FORMAT_R16G16B16A16_SNORM
the call to st_choose_renderbuffer_format() would fail and we'd generate
an GL_OUT_OF_MEMORY error. We'd never get to the subsequent code that
handles software/malloc-based renderbuffers.
Add a special-case check for PIPE_FORMAT_R16G16B16A16_SNORM which is used
for software-based accum buffers. This could be fixed in other ways but
it would be a much larger patch. st_renderbuffer_alloc_storage() could
be reorganized in the future.
This fixes accum buffer allocation for the svga driver.
Note: This is a candidate for the 7.11 branch.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Chad Versace [Thu, 17 Nov 2011 06:26:38 +0000 (22:26 -0800)]
intel: Refactor intel_miptree_copy_teximage()
Extract the body of the inner loop into a new function,
intel_miptree_copy_slice().
This is in preparation for adding support for separate stencil and HiZ to
intel_miptree_copy_teximage(). When copying a slice of a depthstencil
miptree that uses separate stencil, we will also need to copy the
corresponding slice of the stencil miptree. The easiest way to do this
will be to call intel_miptree_copy_slice() recursively. Analogous
reasoning applies to copying a slice of a depth miptree with HiZ.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Mon, 14 Nov 2011 16:56:26 +0000 (08:56 -0800)]
intel: Refactor intel_mipmap_level offsets
Add a new field, intel_mipmap_level::slice, and move the offset fields
into it. Also add some much needed documentation for these fields.
Before this patch, a separate array was allocated for the
intel_mipmap_level::{x,y}_offsets. This was just silly; it incurred an
extra call to malloc and diminished memory locality.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Wed, 16 Nov 2011 22:04:25 +0000 (14:04 -0800)]
intel: Replace intel_renderbuffer::region with a miptree [v3]
Essentially, this patch just globally substitutes `irb->region` with
`irb->mt->region` and then does some minor cleanups to avoid segfaults
and other problems.
This is in preparation for
1. Fixing scatter/gather for mipmapped separate stencil textures.
2. Supporting HiZ for mipmapped depth textures.
As a nice benefit, this lays down some preliminary groundwork for easily
texturing from any renderbuffer, even those of the window system.
A future commit will replace intel_mipmap_tree::hiz_region with a miptree.
v2:
- Return early in intel_process_dri2_buffer_*() if region allocation
fails.
- Fix double semicolon.
- Fix miptree reference leaks in the following functions:
intel_process_dri2_buffer_with_separate_stencil()
intel_image_target_renderbuffer_storage()
v3:
- [anholt] Fix check for hiz allocation failure. Replace
``if (!irb->mt)` with ``if(!irb->mt->hiz_region)``.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Mon, 14 Nov 2011 07:04:24 +0000 (23:04 -0800)]
intel: Define intel_miptree_create_for_renderbuffer()
This function creates a miptree that is suitable as storage for
a non-texture renderbuffer.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Mon, 14 Nov 2011 07:06:17 +0000 (23:06 -0800)]
intel: Move inline functions from intel_fbo.h to .c
Move the following inline functions:
intel_get_rb_region
intel_framebuffer_has_hiz
A future commit will replace the renderbuffer's region with a miptree.
This small refactor will eliminate the need for intel_fbo.h to include
intel_mipmap_tree.h on that commit. I'd like to avoid the situation where
each header transitively includes every other header.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Mon, 14 Nov 2011 07:05:47 +0000 (23:05 -0800)]
intel: Kill intel_framebuffer_get_hiz_region()
The only user of intel_framebuffer_get_hiz_region() was
intel_framebuffer_has_hiz(). So I folded the body of the former into the
latter.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Mon, 14 Nov 2011 07:02:04 +0000 (23:02 -0800)]
intel: Temporarily disable HiZ for textures
A great refactor thrashing begins after this commit for HiZ and separate
stencil. Removing code for texture HiZ will make that refactoring easier,
because then we don't have to maintain that code during the refactor.
To disable HiZ for textures, I've removed the hook in
intel_update_wrapper() that allocates a HiZ buffer when attaching a depth
texture to a framebuffer.
HiZ was broken for textures anyway, so there's no regression here.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 00:02:39 +0000 (16:02 -0800)]
intel: Always gather stencil buffer in intel_map_renderbuffer_separate_s8z24()
The function gathered the stencil buffer into the depth buffer only when
the map mode contained the read bit. But we must do the gather even if the
map mode is write-only. If we do not, then, when the depth buffer's stencil
bits are scattered into the stencil buffer by intel_unmap_renderbuffer(),
some of the scattered stencil bits would be invalid.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Mon, 14 Nov 2011 01:45:51 +0000 (17:45 -0800)]
intel: Fix swrast_render_start() for depthstencil buffers with separate stencil
1. Don't map the depthstencil buffer twice
Place a guard in intel_renderbuffer_map() to prevent a renderbuffer
from being mapped twice. This happened if a single buffer was attached to
the framebuffer's depth and stencil attachment points. (Interestingly,
because intel_map_renderbuffer_gtt() is idempotent, the double mapping did
not cause bugs for depthstencil buffers *without* separate stencil).
2. Stop overriding gl_framebuffer::_DepthBuffer,_StencilBuffer
Normally, if a depthstencil buffer is attached to the framebuffer's
depth attachment point, then _mesa_update_framebuffer() installs
a wrapper depth renderbuffer at gl_framebuffer::_DepthBuffer. Ditto for
the stencil attachment point and gl_framebuffer::_StencilBuffer
A depthstencil intel_renderbuffer with separate stencil contains hidden
depth and stencil renderbuffers, which are the *real* renderbuffers. In
order to force swrast to work, we were installing, in
brw_update_draw_buffer(), the hidden renderbuffers at
gl_framebuffer::_DepthBuffer and _StencilBuffer, thus overriding the
behavior of _mesa_update_framebuffer(). However, now that
intel_renderbuffer_map() is implemented with MapRenderbuffer(),
overriding _mesa_update_framebuffer's introduces bugs. This patch
removes the override code.
Fixes several Piglit tests on gen7.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Thu, 17 Nov 2011 06:10:11 +0000 (22:10 -0800)]
intel: Don't use special stencil span accessors
The special stencil span accessors, as set by intel_span_init_funcs.
perform software W detiling. Since intel_renderbuffer_map() now uses
MapRenderbuffer, rb->Data points to an *untiled* stencil buffer.
Fixes several Piglit tests on gen7.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Vadim Girlin [Tue, 15 Nov 2011 15:57:22 +0000 (19:57 +0400)]
r600g: handle PIPE_SHADER_CAP_OUTPUT_READ
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
Vadim Girlin [Tue, 15 Nov 2011 15:57:21 +0000 (19:57 +0400)]
st/mesa: use PIPE_SHADER_CAP_OUTPUT_READ
Don't replace outputs with temps when the driver supports reading outputs.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
Vadim Girlin [Tue, 15 Nov 2011 15:57:20 +0000 (19:57 +0400)]
gallium: add PIPE_SHADER_CAP_OUTPUT_READ
It's intended to indicate whether the driver/hardware supports reading
of the values written into shader outputs.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
Yuanhan Liu [Mon, 21 Nov 2011 08:31:58 +0000 (16:31 +0800)]
swrast: fix unmatched span->array->ChanType
texture_combine converts the result rgba to CHAN_TYPE from FLOAT. At the
same time, make sure the span->array->ChanType is changed, too.
v2: pick a nicer comment from Brian
Signed-off-by: Yuanhan Liu <yuanhan.liu@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Yuanhan Liu [Fri, 18 Nov 2011 01:49:51 +0000 (09:49 +0800)]
swrast: simplify the prototype of function texture_combine
Parameter n and rgbaChan are both from structure span, thus using span
as paramter to simplify the prototype. Function texture_combine is only
used by _swrast_texture_span, so I guess it's safe to do so.
This patch is mainly for the next patch.
Signed-off-by: Yuanhan Liu <yuanhan.liu@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Marek Olšák [Sun, 20 Nov 2011 18:22:47 +0000 (19:22 +0100)]
r300g: set max_index to 0xffffff if there are no per-vertex attribs
Marek Olšák [Sun, 20 Nov 2011 02:58:34 +0000 (03:58 +0100)]
u_vbuf_mgr: correctly compute max vertex count from hw buffers
And update r300g.
This is different from util_draw_max_index in how it obtains vertex elements
and that it doesn't have to call util_format_description due to additional
precomputed data in vertex elements.
Marek Olšák [Sun, 20 Nov 2011 02:50:36 +0000 (03:50 +0100)]
u_vbuf_mgr: correctly obtain min/max_index for uploads and translate
This forks vbo_get_minmax_index. We need to know the index range when
translating non-native vertices into native ones. There is no other way
around it.
Marek Olšák [Sun, 20 Nov 2011 02:47:29 +0000 (03:47 +0100)]
r600g: use u_vbuf_mgr to set/get the index buffer
Marek Olšák [Sun, 20 Nov 2011 02:43:11 +0000 (03:43 +0100)]
r300g: use u_vbuf_mgr to set/get the index buffer
Marek Olšák [Sun, 20 Nov 2011 02:36:49 +0000 (03:36 +0100)]
u_vbuf_mgr: add set_index_buffer function
It will use the index buffer soon.
Marek Olšák [Sun, 20 Nov 2011 02:24:00 +0000 (03:24 +0100)]
u_vbuf_mgr: add comments
Marek Olšák [Sun, 20 Nov 2011 01:30:36 +0000 (02:30 +0100)]
u_vbuf_mgr: don't upload user buffers which have been uploaded by translate
Marek Olšák [Sat, 19 Nov 2011 23:18:48 +0000 (00:18 +0100)]
r600g: set MIN/MAX_VTX_INDX to 0 and ~0, respectively
The CS checker doesn't check the regs and the state-tracker-provided values
are not to be trusted.
This also removes the hack for non-zero index bias.
Marek Olšák [Sat, 19 Nov 2011 22:54:31 +0000 (23:54 +0100)]
r300g: always set VF_MIN_VTX_INDX to 0
It's not really useful to have non-zero there.
Kenneth Graunke [Sat, 19 Nov 2011 22:37:31 +0000 (14:37 -0800)]
i965: Remove unused file brw_fallback.h.
Marek Olšák [Sat, 19 Nov 2011 18:40:26 +0000 (19:40 +0100)]
gallium/docs: remove obsolete documentation
Marek Olšák [Fri, 18 Nov 2011 14:00:10 +0000 (15:00 +0100)]
mesa: set the gl_FragDepth layout in the GLSL linker
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Marek Olšák [Sat, 19 Nov 2011 13:30:13 +0000 (14:30 +0100)]
glsl: when cloning a variable, copy the depth layout too
This fixes AMD_conservative_depth.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Brian Paul [Fri, 18 Nov 2011 00:20:05 +0000 (17:20 -0700)]
mesa: handle MapRenderbuffer() failures in glReadPixels
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Brian Paul [Sat, 19 Nov 2011 00:39:01 +0000 (17:39 -0700)]
mesa: make slow_read_rgba_pixels() a void function
The boolean return value was ignored by the caller.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Brian Paul [Sat, 19 Nov 2011 00:39:00 +0000 (17:39 -0700)]
mesa: define, use _mesa_is_cube_face() in several places
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Ben Skeggs [Thu, 17 Nov 2011 00:17:06 +0000 (10:17 +1000)]
nvc0: add support for GF119 (NVD9)
Signed-off-by: Ben Skeggs <bskeggs@redhat.com>
Brian Paul [Fri, 18 Nov 2011 14:39:03 +0000 (07:39 -0700)]
st/mesa: rewrite the primitive restart fallback code
Previously we were mapping/unmapping the index buffer each time we
found the restart index in the buffer. This is bad when the restart
index is frequently used. Now just map the index buffer once, scan
it to produce a list of sub-primitives, unmap the buffer, then draw
the sub-primitives.
Also, clean up the logic of testing for indexed primitives and calling
handle_fallback_primitive_restart(). Don't call it for non-indexed
primitives.
v2: per Jose, only map the relevant part of the index buffer with
pipe_buffer_map_range()
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Ian Romanick [Thu, 17 Nov 2011 20:12:34 +0000 (12:12 -0800)]
docs: Add 7.11.1 release md5sums
(cherry picked from commit
228da884c9bfe9258cc26e741f41b273aa3e668a)
Ian Romanick [Thu, 17 Nov 2011 20:00:18 +0000 (12:00 -0800)]
docs: Add news items for 7.11 and 7.11.1 releases
Ian Romanick [Thu, 17 Nov 2011 19:59:50 +0000 (11:59 -0800)]
docs: Import 7.11 release notes from branch
Ian Romanick [Thu, 17 Nov 2011 19:45:06 +0000 (11:45 -0800)]
docs: Import 7.11.1 release notes from branch
Eric Anholt [Thu, 10 Nov 2011 00:07:57 +0000 (16:07 -0800)]
i965/gen4: Fix sampling from integer textures.
On original gen4, the surface format didn't determine the return data
type from sampling like it does on g45 and later.
Fixes GL_EXT_texture_integer/texture_integer_glsl130
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Vadim Girlin [Wed, 16 Nov 2011 23:33:57 +0000 (03:33 +0400)]
r600g: don't change the order of writes in merge_inst_group
Merge may produce incorrect order of operations for r600-eg:
x: inst1 R0.x, ... ; //from current group
...
t: inst0 R0.x, ... ; //from previous group, same destination
Result of inst1 will be lost.
So compare destinations and don't allow this.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
Michel Dänzer [Thu, 17 Nov 2011 14:04:40 +0000 (15:04 +0100)]
Revert "read_rgba_pixels: Don't force clamping if the renderbuffer is normalized."
This reverts commit
b11c16752a18ef8dfb96d9f0ead6ecb62bde6773.
Breaks at least luminance destination formats.
Michel Dänzer [Wed, 16 Nov 2011 16:39:50 +0000 (17:39 +0100)]
read_rgba_pixels: Don't force clamping if the renderbuffer is normalized.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Ben Skeggs [Thu, 17 Nov 2011 00:17:06 +0000 (10:17 +1000)]
nvc0: add support for GF119 (NVD9)
Signed-off-by: Ben Skeggs <bskeggs@redhat.com>
Brian Paul [Wed, 16 Nov 2011 16:58:45 +0000 (09:58 -0700)]
mesa: initialize stencilMap, Stride if stencilRb==depthRb
Ian Romanick [Thu, 10 Nov 2011 20:32:35 +0000 (12:32 -0800)]
mesa: Only update sampler uniforms that are used by the shader stage
Previously a vertex shader that used no samplers would get updated (by
calling the driver's ProgramStringNotify) when a sampler in the
fragment shader was updated. This was discovered while investigating
some spurious code generation for shaders in Cogs. The behavior in
Cogs is especially pessimal because it ping-pongs sampler uniform
settings:
glUniform1i(sampler1, 0);
glUniform1i(sampler2, 1);
draw();
glUniform1i(sampler1, 1);
glUniform1i(sampler2, 0);
draw();
glUniform1i(sampler1, 0);
glUniform1i(sampler2, 1);
draw();
// etc.
ProgramStringNotify is still too big of a hammer. Applications like
Cogs will still defeat the shader cache. A lighter-weight mechanism
that can work with the shader cache is needed. However, this patch at
least restores the previous behavior.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Brian Paul [Wed, 16 Nov 2011 14:47:51 +0000 (07:47 -0700)]
mesa: don't map depth+stencil buffer twice in glReadPixels()
In slow_read_depth_stencil_pixels_separate() we might have separate
depth and stencil buffers or a combined buffer. In the later case,
don't map the buffer twice. This function is used when the depth
scale/bias pixel transfer values are not the defaults.
Fixes http://bugs.freedesktop.org/show_bug.cgi?id=42963
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Kenneth Graunke [Mon, 14 Nov 2011 06:41:06 +0000 (22:41 -0800)]
i965: Fix inconsistent indentation in brw_gs_emit.c.
Kenneth Graunke [Tue, 15 Nov 2011 01:23:44 +0000 (17:23 -0800)]
glsl: Add missing textureSize(samplerCubeShadow, int) variant.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Yuanhan Liu [Wed, 16 Nov 2011 03:29:08 +0000 (11:29 +0800)]
mesa: do not skip att and spot calculation for infinite light
glspec doesn't say that we should skip the attenuation and spot
calculation for infinite light(Ppli.w == 0). Instead, it gives a same
formula to do the light calculation for both finite light and infinite
light(see page 62 of glspec 2.1.pdf)
Also from the formula (2.4) at page 62 of glspec 2.1.pdf, we can skip
attenuation calculation if Ppli.w == 0.
This would fix all the intel oglc l_sed fail subcases and introduces no
intel oglc regressions.
v2: fix an wrong intendation(comments from Brian).
Signed-off-by: Yuanhan Liu <yuanhan.liu@linux.intel.com>
Acked-by: Brian Paul <brianp@vmware.com>
Yuanhan Liu [Tue, 15 Nov 2011 07:40:53 +0000 (15:40 +0800)]
mesa: make sure all lighting tables are updated before the computation
Make sure all lighting tables are updated before using the table to
calculate something, say using _SpotExpTable to calculate
_VP_inf_spot_attenuation.
Signed-off-by: Yuanhan Liu <yuanhan.liu@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Eric Anholt [Tue, 15 Nov 2011 20:22:15 +0000 (12:22 -0800)]
mesa: Fix a couple of missed conversion to arrays in format_unpack.
Fixes regression in piglit:
ARB_color_buffer_float/GL_RGBA16F-getteximage
ARB_color_buffer_float/GL_RGBA16F-readpixels
ARB_color_buffer_float/GL_RGBA32F-getteximage
ARB_color_buffer_float/GL_RGBA32F-readpixels
Reviewed-by: Brian Paul <brianp@vmware.com>
Eric Anholt [Fri, 4 Nov 2011 22:12:30 +0000 (15:12 -0700)]
mesa: Include R/RG integer textures in _mesa_is_integer_format.
Fixes some spurious GL errors in the upcoming
gl-3.0-required-sized-formats piglit test.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Chad Versace [Tue, 15 Nov 2011 15:08:49 +0000 (07:08 -0800)]
intel: Fix separate stencil in builtin DRI2 backend
intelAllocateBuffer() was oblivious to separate stencil buffers. This
patch fixes it to allocate a non-tiled stencil buffer with special pitch,
just as the DDX does.
Without this, any app that attempted to create an EGL surface with stencil
bits would crash. Of course, this affected only environments that used the
builtin DRI2 backend, such as Android and Wayland.
Fixes GLBenchmark2.1 on Android on gen7.
Note: This is a candidate for the 7.11 branch.
Tested-by: Louie Tsaie <louie.tsai@intel.com>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Tue, 15 Nov 2011 15:21:25 +0000 (07:21 -0800)]
intel: Fix region dimensions for stencil buffers received from DDX
I changed the dimensions of the stencil buffer's region, as allocated by
the DDX, at xf86-video-intel commit
commit
3e55f3e88b40471706d5cd45c4df4010f8675c75
dri: Do not tile stencil buffer
But I forgot to make the analogous update to the Intel DRI2 glue in Mesa.
This patch makes that update.
Surprisingly, the mismatch did not cause any bugs. But the mismatch, if
left unfixed, *would* create bugs in the next commit.
Note: This is a candidate for the 7.11 branch.
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Chad Versace [Tue, 15 Nov 2011 15:10:18 +0000 (07:10 -0800)]
intel: Simplify stencil detiling arithmetic
When calculating the y offset needed for detiling window system stencil
buffers, replace the term
region->height * 2 + region->height % 2 - 1
with
rb->Height - 1 .
The two terms are incidentally equivalent due to some out-of-date,
incorrect code in the Intel DRI2 glue for DDX. (See
intel_process_dri2_buffer_with_separate_stencil(), line ``buffer_height /=
2;``).
Note: This is a candidate for the 7.11 branch (only the intel_span.c hunk).
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Brian Paul [Tue, 15 Nov 2011 15:10:24 +0000 (08:10 -0700)]
radeon: use _mesa_readpixels() instead of _swrast_ReadPixels()
Brian Paul [Tue, 15 Nov 2011 15:07:08 +0000 (08:07 -0700)]
i965: use _mesa_readpixels() instead of _swrast_ReadPixels()
Brian Paul [Sat, 12 Nov 2011 21:43:03 +0000 (14:43 -0700)]
mesa: convert unpack functions to operate on an array of values
Reviewed-by: Eric Anholt <eric@anholt.net>
Brian Paul [Sat, 12 Nov 2011 18:50:32 +0000 (11:50 -0700)]
mesa: new BYTE/SHORT_TO_FLOATZ() macros
Rather than redefining the BYTE/SHORT_TO_FLOAT macros, just define new
ones with different names. These macros preserve zero when converting.
Reviewed-by: Eric Anholt <eric@anholt.net>