mesa: Put extern "C" guards in renderbuffer.h.

I need to use this from C++ code.

NOTE: This is a candidate for the 9.1 branch.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
i965: Implement CopyTexSubImage2D via BLORP (and use it by default).

The BLT engine has many limitations.  Currently, it can only blit
X-tiled buffers (since we don't have a kernel API to whack the BLT
tiling mode register), which means all depth/stencil operations get
punted to meta code, which can be very CPU-intensive.

Even if we used the BLT engine, it can't blit between buffers with
different tiling modes, such as an X-tiled non-MSAA ARGB8888 texture
and a Y-tiled CMS ARGB8888 renderbuffer.  This is a fundamental
limitation, and the only way around that is to use BLORP.

Previously, BLORP only handled BlitFramebuffer.  This patch adds an
additional frontend for doing CopyTexSubImage.  It also makes it the
default.  This is partly to increase testing and avoid hiding bugs,
and partly because the BLORP path can already handle more cases.  With
trivial extensions, it should be able to handle everything the BLT can.

This helps PlaneShift massively, which tries to CopyTexSubImage2D
between depth buffers whenever a player casts a spell.  Since these
are Y-tiled, we hit meta and software ReadPixels paths, eating 99% CPU
while delivering ~1 FPS.  This is particularly bad in an MMO setting
because people cast spells all the time.

It also helps Xonotic in 4X MSAA mode.  At default power management
settings, I measured a 6.35138% +/- 0.672548% performance boost (n=5).
(This data is from v1 of the patch.)

No Piglit regressions on Ivybridge (v3) or Sandybridge (v2).

v2: Create a fake intel_renderbuffer to wrap the destination texture
    image and then reuse do_blorp_blit rather than reimplementing most
    of it.  Remove unnecessary clipping code and conditional rendering
    check.

v3: Reuse formats_match() to centralize checks; delete temporary
    renderbuffers.  Reorganize the code.

v4: Actually copy stencil when dealing with separate stencil buffers but
    packed depth/stencil formats.  Tested by a new Piglit test.

NOTE: This is a candidate for the 9.1 branch.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com> [v4]
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v3]
Reviewed-and-tested-by: Carl Worth <cworth@cworth.org> [v2]
Tested-by: Martin Steigerwald <martin@lichtvoll.de> [v3]
i965/blorp: Support overriding destination alpha to 1.0.

Currently, Blorp requires the source and destination formats to be
equal.  However, we'd really like to be able to blit between XRGB and
ARGB formats; our BLT engine paths have supported this for a long time.

For ARGB -> XRGB, nothing needs to occur: the missing alpha is already
interpreted as 1.0.  For XRGB -> ARGB, we need to smash the alpha
channel to 1.0 when writing the destination colors.  This is fairly
straightforward with blending.

For now, this code is never used, as the source and destination formats
still must be equal.  The next patch will relax that restriction.

NOTE: This is a candidate for the 9.1 branch.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Martin Steigerwald <martin@lichtvoll.de>
i965/blorp: Support blits between ARGB and XRGB formats.

Now that we have support for overriding alpha to 1.0, we can handle
blitting between these formats in either direction.

For now, we only support two XRGB formats: MESA_FORMAT_XRGB8888 and
MESA_FORMAT_RGBX8888_REV.  Most places only appear to worry about the
former, so ignore the latter for now.  We can always add it later.

NOTE: This is a candidate for the 9.1 branch.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Martin Steigerwald <martin@lichtvoll.de>
gallium: add RGBX formats for existing GL RGB texture formats

Reviewed-by: Brian Paul <brianp@vmware.com>
mesa: add RGBX formats for existing GL RGB texture formats

v2: fix compilation of swrast
st/mesa: use new RGBX formats

Reviewed-by: Brian Paul <brianp@vmware.com>
r600g: use new RGBX formats
r300g: use new RGBX formats
r300g: fix blending and alpha-test with RGBX16F and enable MSAA for it
radeonsi: use new RGBX formats
r600g: fix slice tile max for compressed texture and async dma

Was using the pixel size instead of the number of block for the slice
tile max computation which resulted in dma writing at wrong address.

Signed-off-by: Jerome Glisse <jglisse@redhat.com>
r300g: put textures with usage=staging in GTT and make them linear
radeonsi: Use unique names for referring to texture sampling intrinsics.

Append the overloaded vector type used for passing in the addressing
parameters.

Without this, LLVM uses the same function signature for all those types,
which cannot work.

Fixes problems e.g. with FlightGear and Red Eclipse.
radeonsi: Remove incorrect (and dead) assignment in tex_fetch_args().

The proper return type is assigned at the end of the function.
radeonsi: Don't advertise PIPE_FORMAT_L8A8_SRGB support.

The hardware can't do it.
radeonsi: Handle scaled and integer formats for samplers and vertex elements.

Also, add assertions to stress that render targets don't support scaled
formats.

20 more little piglits.
glx: Add a little comment about what dri2FlushFrontBuffer() does.

Reviewed-by: Marek Olšák <maraeo@gmail.com>
glx: Centralize the code for context flushing.

Reviewed-by: Marek Olšák <maraeo@gmail.com>
gbm: Remember to init format on gbm_dri_bo_create.

https://bugs.freedesktop.org/show_bug.cgi?id=60143