Instead we store a void pointer to the key, and cast it to
brw_wm_prog_key for fragment shader specific code paths.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This helps:
1. Reduce the need to have fs_visitor::key's type be brw_wm_prog_key*
2. Align the code to allow brw_sampler_prog_key_data to be pulled out of other
prog_key types for different stages.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Instead we store a brw_stage_prog_data pointer, and cast it to
brw_wm_prog_data for fragment shader specific code paths.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
The spec says that mem objects should maintain a stack of callbacks
not just one.
v2:
- Remove stray printf.
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
CC: "10.3" <mesa-stable@lists.freedesktop.org>
Conditional rendering is not limited to draw_vbo(). Move the support to
ilo_context, and replace ilo_3d_pass_render_condition() by
ilo_skip_rendering().
SOL_RESET happens before bo execution. It should not be observed by the
commands that are already in the bo.
Move the code out of the pipeline now that it submits.
And config query and DRM_CONF_SHARE_FD to both mega-driver and
traditional build configs, so that EGL_EXT_image_dma_buf_import
works.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
We used different lists for different types of queries because we wanted to
update software queries quickly. Now that there is no software queries, we
are fine with a single list.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Read PIPE_QUERY_PRIMITIVES_GENERATED and PIPE_QUERY_PRIMITIVES_EMITTED from
hardware registers. Because all queries now have a bo, remove unnecessary
checks for q->bo.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Add support for PIPE_QUERY_PRIMITIVES_GENERATED and
PIPE_QUERY_PRIMITIVES_EMITTED in ilo_3d_pipeline_emit_query().
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
It replaces
ilo_3d_pipeline_emit_write_timestamp(),
ilo_3d_pipeline_emit_write_depth_count(), and
ilo_3d_pipeline_emit_write_statistics().
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Make it own()'s responsibility to make room for release() and itself. To be
able to do that, allow ilo_cp_submit() in own().
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Move pipe states in ilo_context to the new ilo_state_vector. The motivation
is that ilo_context consists of several loosely related things. When we need
an ilo_context somewhere, we usually need only one or two of the things in it.
This change makes ilo_state_vector one such thing.
An immediate result is that we no longer need ilo_context in 3D pipelines,
something we have planned for since early days.
Tested on my snb-gt2:
4 tests skip->pass in spec/EXT_texture_array
51 tests skip->pass in spec.glsl-3.30
4 tests skip->pass in spec/!OpenGL 3.3
No regressions; no skip->fail changes.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Some users don't understand that these variables can break OpenGL.
The general is rule is that if an app supports MSAA, you mustn't use
GALLIUM_MSAA.
For example, if an app has an 8xMSAA FBO and GALLIUM_MSAA=4
is set, resolving the FBO to the back buffer will be rejected which will look
like this on all gallium drivers:
http://www.phoronix.com/scan.php?page=article&item=amd_radeonsi_msaa
The environment variables also have no effect on modern apps like TF2, but
there is still a performance hit due to wasted bandwidth and VRAM.
In a nutshell, it does more harm than good.
Cc: 10.2 10.3 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
These instructions only have vex encodings, thus they can't be used without
avx. (Technically, one can still use avx-128 if avx isn't available because
the environment doesn't store the ymm registers, however I don't think llvm
can.)
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Geometry shaders was the only thing we needed to enable GLSL 1.50 and
OpenGL 3.2 in gen6.
v2: Layered clears do not work properly in gen6 with OpenGL 3.2. Kenneth
and Jordan realized that for this to work we also need
GL_AMD_vertex_shader_layered (which requires OpenGL 3.2, so it could not be
enabled before this patch), so we agreed to enable this together with
OpenGL 3.2 in this patch.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
In gen6 we will use the geometry shader implementation from gen6_gs_visitor.cpp
and keep the implementation in brw_vec4_gs_visitor.cpp for gen7+. Notice that
gen6_gs_visitor inherits from brw_vec4_gs_visitor so it is not a completely
seprate implementation of geometry shaders.
Also, gen6 does not support multiple dispatch modes, its default operation mode
is equivalent to gen7's SINGLE mode, so select that in gen6 for consistency.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Uniforms declared as uniform blocks are stored in ubo surfaces and need to
be pulled from the geometry shader program so make sure we upload them first
and do the same for pull constants.
This fixes all piglit tests that use uniform blocks:
bin/shader_runner tests/spec/glsl-1.50/uniform_buffer/gs-*
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
For gen6 geometry shaders we use the first BRW_MAX_SOL_BINDINGS entries of the
binding table for transform feedback surfaces. However, vec4_visitor will
setup the binding table so that textures use the same space in the binding
table. This is done when calling assign_common_binding_table_offsets(0) as
part if its run() method.
To fix this clash we add a virtual method to the vec4_visitor hierarchy to
assign the binding table offsets, so that we can change this behavior
specifically for gen6 geometry shaders by mapping textures right after the
first BRW_MAX_SOL_BINDINGS entries.
Also, when there is no user-provided geometry shader, we only need to upload
the binding table if we have transform feedback, however, in the case of a
user-provided geometry shader, we can't only look into transform feedback
to make that decision.
This fixes multiple piglit tests for textureSize() and texelFetch() when these
functions are called from a geometry shader in gen6, like these:
bin/textureSize gs sampler2D -fbo -auto
bin/texelFetch gs usampler2D -fbo -auto
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Currently we buffer transform feedack varyings separately. This patch makes
it so that we reuse the values we have already buffered for all the output
varyings of the geometry shader instead.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Since geometry shaders can alter the value of varyings packed in the first
output VUE slot (PSIZ), we need to buffer it together with all the other
vertex data so we can emit the right value for each vertex when we do the
URB writes.
This fixes the following piglit test in gen6:
tests/spec/glsl-1.50/execution/redeclare-pervertex-out-subset-gs.shader_test
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Update gen6_gs_binding_table and gen6_sol_surface to use user-provided
geometry program information when present. This is necessary to implement
transform feedback support.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This takes care of generating code required to handle transform feedback.
Notice that transform feedback isn't enabled yet, since that requires
additional setups in other parts of the code that will come in later patches.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
We will use this parameter in later patches to provide information relevant
to transform feedback that needs to be set as part of the FF_SYNC message.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This opcode will be used when filling FF_SYNC header before
emitting vertices and their data.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This opcode generates code to copy the specified destination index
into subregister 5 of the MRF message header.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>