On Fri, Aug 18, 2017 at 5:56 PM, Brian Paul <bri...@vmware.com> wrote: > On 08/17/2017 12:31 PM, Marek Olšák wrote: >> >> Hi, >> >> Major u_blitter changes: >> >> - All draw calls except cubemap blits will now use the draw_rectangle >> callback. (cubemap blits are not used if the driver supports texture >> views) >> >> - The VS POSITION output always covers the whole 2D clip space, >> (-1,-1) -> (1,1). The final vertex positions and Z are determined by >> the viewport transformation. >> >> - If VertexID is supported, the VS POSITION output is derived from >> VertexID, and the vertex input with POSITION data is not present. >> >> - If the VS GENERIC output is not needed, it's not present. >> (previously it was always there) >> >> - If there are no VS inputs, the blitter doesn't change vertex buffer >> and vertex element states, leading to lower CPU overhead. >> (measurable with trivial apps like glxgears) >> >> >> RadeonSI changes: >> >> - We only used the draw_rectangle callback for decompress and resolve >> passes, and depth and color clears. Now we will always use it when >> the blitter invokes it. >> >> The overall impact on RadeonSI is that only slow color clears and >> texture blits use a vertex shader that has 1 vertex input. Moving that >> input into user SGPRs would be possible, but that's not done here. >> >> Please review. > > > If you can wait a bit, I'd like to apply your patches to my tree and do some > testing to make sure our driver can handle these changes.
Sure. The changes are here: https://cgit.freedesktop.org/~mareko/mesa/log/?h=blitter-optz If somebody wants to test it on r600g, that would be appreciated too. Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev