For hardware that doesn't do actual jumps for conditionals (i915,
current vc4 driver), this reduces the number of texture fetches
performed (assuming the driver isn't really smart about noticing that
the same sampler is used on each side of an if just with different
coordinates).
No performance difference on i965 with x11perf -magpixwin100 (n=40).
Improves -magpixwin100 by 12.9174% +/- 0.405272% (n=5) on vc4.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
All sorts of weird indentation, and some cuddled conditional
statements deep in the if tree.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
wh ratios are != 1.0 only when large, so with that we can simplify
down how we end up with RepeatFix being used.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We had a double loop across h and w, and passed the current x and y
out to callers who then used w to multiply/add to an index. Instead,
just single loop across w * h.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This is a step toward using glamor_program.c for Render acceleration.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We can just hand in a constant mask and the driver will optimize away
the multiplication for us.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
One less custom path! By following the common glamor_program.c use
pattern, we get the ability to handle large pixmaps as the
destination. It's also one less place where glamor_utils.h coordinate
transformation happens.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We were clipping the drawn rectangle to each clip box, then expanding
the box to a big triangle to avoid tearing, then drawing each triangle
to the destination through a scissor. If we're using a scissor for
clipping, though, then we don't need to clip the drawn primitive on
the CPU in the first place.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
No sense doing it on every draw.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This hasn't been used since 2f80c7791b
(GLAMOR_SEPARATE_TEXTURE removal).
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Wait long enough, and you don't need to think about it at all.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
They've been dead since the yInverted removal
(e310387f44).
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
i965 does most of its compiling at link time, so our debug output for
its shaders didn't have the name on.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v1.1: use version defines.
v2: let glamor work it out itself
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Glamor works out from the profile if it is
core.
This flag is used to disable quads for rendering.
v1.1: split long line + make whitespace conform (Michel)
v1.2: add GL 3.1 version defines
v2: move to having glamor work out the profile.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
GL_RED is supported by core profiles while GL_ALPHA is not; use GL_RED
for one channel objects (depth 1 to 8), and then swizzle them into the
alpha channel when used as a mask.
[airlied: updated to master, add swizzle to composited glyphs and xv paths]
v2: consolidate setting swizzle into the texture creation code, it
should work fine there. Handle swizzle when setting color as well.
v3: Fix drawing to a8 with Render (changes by anholt, reviewed by airlied).
Signed-off-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
We only need it once at the top of the shader, so just put it
there.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This happens if you run twm + mplayer + xclock and drag
the clock over the mplayer. If we don't catch it, we cause
an illegal draw elements command to be passed to GL.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
It's been on the list to add dual source blending support to avoid the
two pass componentAlpha code. Radeon has done this for a while in
EXA, so let's add support to bring glamor up to using it.
This adds dual blend to both render and composite glyphs paths.
Initial results show close to doubling of speed of x11perf -rgb10text.
v2: Fix breakage of all of CA acceleration for systems without
GL_ARB_blend_func_extended. Add CA support for all the ops we
support in non-CA mode when blend_func_extended is present. Clean
up some comments and formatting. (changes by anholt)
Signed-off-by: Dave Airlie <airlied@redhat.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
I originally inherited this from the EXA code, without determining
whether it was really needed. Regular composite should end up doing
the same thing, since it's all just shaders anyway. To the extent
that it doesn't, we should fix composite.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reading and writing to 16-depth pixmaps using PICT_x1r5g5b5 ends up
failing, unless you're doing a straight copy at the same bpp where the
misinterpretation matches on both sides.
Fixes rendercheck/blend/over and renderhceck/blend/src in piglit.
Please cherry-pick this to active stable branches.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Core contexts require the use of vertex array objects, so switch both glamor
and ephyr/glamor over.
Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This converts the Xv code to using VBOs instead of
client ptrs. This is necessary to move towards using
the core profile later.
v2: put all boxes into single vbo, use draw arrays
to offset things. (Eric)
v2.1: brown paper bag with releasing vbo.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This converts two client arrays users to using vbos,
this is necessary to move to using core profile later.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
According to Nicolai Hähnle, the relevant specification says "All
messages are initially enabled unless their assigned severity is
DEBUG_SEVERITY_LOW", so we need to explicitly disable the messages we
don't want to get. Failing that, we were accidentally logging e.g.
shader stats intended for shader-db.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93659
Tested-by: Laurent Carlier <lordheavym@gmail.com>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
There is a problem with some fonts that the height necessary
to store the font is greater than the max texture size, which
causes a fallback to occur. We can avoid this by storing two
macro columns side-by-side in the texture and adjusting
the calculations to suit.
This fixes
xfd -fn -*-*-*-*-*-*-*-*-*-*-*-*-*-*
falling back here, when it picks
-arabic-newspaper-medium-r-normal--32-246-100-100-p-137-iso10646-1
Reviewed-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
running xfontsel on haswell here, with a max texture size
of 8kx8k, one font wants 9711 height. This fallsback to
sw in this case.
A proper solution probably involves using an array texture.
Reviewed-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
If a pixmap isn't getting exported as a dmabuf, then we don't need to
make an EGLImage/GBM bo for it. This should reduce normal pixmap
allocation overhead, and also lets the driver choose non-scanout
formats which may be much higher performance.
On Raspberry Pi, where scanout isn't usable as a texture source, this
improves x11perf -copypixwin100 from about 4300/sec to 5780/sec under
xcompmgr -a, because we no longer need to upload our x11perf window to
a tiled temporary in order to render it to the screen.
v2: Just use pixmap->usage_hint instead of a new field. Drop the
changes that started storing gbm_bos in the pixmap priv due to
lifetime issues.
v3: Fix a missing gbm_bo_destroy() on the pixmap-from-fd success path.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
This GBM import path was introduced in 10.2, which we already require.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
I think void * was just used to avoid needing to #include gbm.h, but
we can just forward-declare the structs and be fine.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
We were rolling ioctl calls ourselves, when there's a nice interface
for it.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
One less layering violation (EGL should call glamor, if anything, not
the other way around).
v2: Move glamor.c's DestroyPixmap wrapping up above the
glamor_egl_screen_init() call, since glamor.c's DestroyPixmap
needs to be the bottom of the stack (it calls fb directly and
doesn't wrap). Caught by Michel.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
The DestroyPixmap chain and CloseScreen chain all do pixmap teardown
already, and calling it manually would be redundant.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
I assume this was a workaround for an old, broken, closed driver. The
driver doesn't get to throw away rendering just because the rendering
context's shared-across-processes render target is getting freed from
the local address space. If the rendering isn't to a shared render
target, then we *do* want to throw away the rendering to it.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
If the source/mask pixmap is a pixmap that doesn't have an FBO
attached, and it doesn't match the Render operation's size, then we'll
composite it to a CPU temporary (not sure why). We would take the
PictFormatShort from the source Picture, make a pixmap of that depth,
and try to look up the PictFormat description from the depth and the
PictFormatShort. However, the screen's PictFormats are only attached
to the screen's visuals' depths. So, with an x2r10g10b10 short format
(depth 30), we wouldn't find the screen's PictFormat for it
(associated with depth 32).
Instead of trying to look up from the screen, just use the pFormat
that came from our source picture. The only time we need to look up a
PictFormat when we're doing non-shader gradients, which we put in
a8r8g8b8.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
If the glTexImage (or glTexSubImage) out-of-memories, error out
cleanly so that we can fall back to software.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
We already have a fallback path, so we just need to jump to it when we
hit the failure.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
The spec allows general undefined behavior when GL_OOM is thrown. But
if the driver happens to throw the error at this point, it probably
means the pixmap was just too big, so we should delete that texture
and have this pixmap fall back to software.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
GL 4.5 / GLES 3.0 require throwing GL errors at map time, and Mesa
before that might throw errors accidentally if a malloc(0) call was
made to return the mapping.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Rob Clark <robdclark@gmail.com>
Signed-off-by: Alan Coopersmith <alan.coopersmith@oracle.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Otherwise we'll fail and/or crash as no context is bound.
Fixes: 64e6124f27 (glamor: move GL_OES_EGL_image check next to EGL_EXT_image_dma_buf_import)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92105
Cc: Michel Dänzer <michel@daenzer.net>
Cc: Nick Sarnie <commendsarnex@gmail.com>
Reported-by: Nick Sarnie <commendsarnex@gmail.com>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Tested-by: Nick Sarnie <commendsarnex@gmail.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
We're using the former only as the latter is present. Thus in some cases
we might incorrectly error out if it's missing.
Namely - glamor_glx, glamor_egl without gbm, EGL_KHR_gl_texture_2D_image
or EGL_EXT_image_dma_buf_import.
Fixes 58d54ee82df(glamor: explicitly check for GL_OES_EGL_image)
Cc: Eric Anholt <eric@anholt.net>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Suggested-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Otherwise we'll fail miserably later on as we try to use
glEGLImageTargetTexture2DOES.
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>