On 08/18/2017 10:25 AM, Marek Olšák wrote:
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://urldefense.proofpoint.com/v2/url?u=https-3A__cgit.freedesktop.org_-7Emareko_mesa_log_-3Fh-3Dblitter-2Doptz&d=DwIFaQ&c=uilaK90D4TOVoH58JNXRgQ&r=Ie7_encNUsqxbSRbqbNgofw0ITcfE8JKfaUjIQhncGA&m=L5oxTYkKIi2pqgCQMRPNabejTUMjsMySB6IsbTx2FBg&s=R3XgONotN2Qd5Kj24pXcOsVaOIEOyzNKsFY8VpxtiPo&e=

If somebody wants to test it on r600g, that would be appreciated too.

Seems OK with the VMware driver.

Tested-by: Brian Paul <bri...@vmware.com>

-Brian


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