When initializing mcs, map with MAP_RAW and fill in the linear
map. Removes a place where gtt mapping is used.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
In all current uses, the linear surface is only allocated starting
at (xt1, yt1) anyway, so this improves the calling ergonomics.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
TileY's low 6 address bits are: v1 v0 u3 u2 u1 u0
Thus a cache line in the tiled surface is composed of a 2d area of
16x4 bytes of the linear surface.
Add a special case where the area being copied is 4-line aligned
and a multiple of 4-lines so that entire cache lines will be
written at a time.
On Apollolake, this increases tiling throughput to wc maps by
84.0103% +/- 0.862818%
v2: Split [y0, y1) and [y2, y3) loops apart for clarity (Jason Ekstrand)
v3: Don't reset src var (Jason), Ensure y0 <= y1 <= y2 <= y3
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This code to re-set the type of the source and destination is not
necessary since we never manipulate the types. Looks like a
left over from a time where we had to retype to float temporarily
to handle 64-bit inputs.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Divide it by two as we do for other stages. This is because the
component layout qualifier is always in 32-bit units.
Fixes issues in a new CTS test (still WIP):
KHR-GL45.enhanced_layouts.varying_double_components
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
There is still more to do in that area, but it's a good start.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This fixes a regression in the broadcast color to all color bufs case.
Fixes: 6c691081a (r600: fixup sparse color exports.)
Signed-off-by: Dave Airlie <airlied@redhat.com>
I found a shader with
DCL TEMP[0], LOCAL
DCL TEMP[1..256], ARRAY(1), LOCAL
DCL TEMP[257..512], ARRAY(2), LOCAL
DCL TEMP[513..768], ARRAY(3), LOCAL
DCL TEMP[769], LOCAL
This would remap badly, as it would add up all the spilled sizes
and subtract it from the temp for 0. If the current temp is less
than the array start break out.
Fixes: 1d871aa6 (r600g: Implement spilling of temp arrays (v2))
Signed-off-by: Dave Airlie <airlied@redhat.com>
Shaders coming from dx10 state trackers have a RET before the END.
And the epilog needs to be placed before the RET (otherwise it will
get ignored).
Hence figure out if a RET is in main, in this case we'll place
the epilog there rather than before the END.
(At a closer look, there actually seem to be problems with control
flow in general with output redirection, that would need another
look. It's enough however to fix draw's aa line emulation in some
internal bug - lines tend to be drawn with trivial shaders, moving
either a constant color or a vertex color directly to the output).
v2: add assert so buggy handling of RET in main is detected
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Nobody queries these and nobody sets them to anything useful,
the docs say TODO.
Drop them until a use appears.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Add support for GL_NUM_SHADING_LANGUAGE_VERSIONS
and glGetStringi for GL_SHADING_LANGUAGE_VERSION
v2:
- Combine similar functionality into
_mesa_get_shading_language_version() function.
- Change GLSL version return mechanism.
v3:
- Add return of empty string for GLSL ver 1.10.
- Move _mesa_get_shading_language_version() function
to src/mesa/main/version.c.
v4:
- Add OpenGL version check.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104915
Signed-off-by: Andriy Khulap <andriy.khulap@globallogic.com>
Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
The EXTRA_VERSION_40 predicate is tested as part of
extra_gl40_ARB_sample_shading but there was no switch case for it.
Fixes: 77b440e42d ("mesa: Add new functions and enums required
by GL_ARB_sample_shading")
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Looks like one conversion was missed.
Fixes: e149a0253 (mesa,glsl,nir: reduce gl_state_index size to 2 bytes)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105067
Signed-off-by: Dave Airlie <airlied@redhat.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
This struct allows us to report:
- accurate max point size/line width.
- accurate texel and texture gather offsets
- vertex/geometry limits.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Let's use the new gl_state_index16 type everywhere and remove
the typecasts.
This helps reduce the size of gl_program_parameter.
Reviewed-by: Brian Paul <brianp@vmware.com>
All drivers convert these to float, so there is no reason to use double.
The piglit test that expects double precision from glGet will be adjusted
not to require it (there is a piglit patch).
gl_context::ViewportArray: 512 -> 384 bytes
Reviewed-by: Mathias Fröhlich <mathias.froehlich@web.de>
Reviewed-by: Brian Paul <brianp@vmware.com>
GL allows doing glTexEnv on 192 texture units, while in reality,
only MaxTextureCoordUnits units are used by fixed-func shaders.
There is a piglit patch that adjusts piglits/texunits to check only
MaxTextureCoordUnits units.
Reviewed-by: Brian Paul <brianp@vmware.com>
We were setting current_pipeline to UINT32_MAX and then calling
cmd_cmd_state_reset which memsets the entire state struct to 0 which
implicitly resets current_pipeline to 3D. I have no idea how this
hasn't caused everything to explode.
Fixes: cd3feea745 "anv/cmd_buffer: Rework anv_cmd_state_reset"
cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>