| Commit message (Collapse) | Author | Age | Files | Lines |
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Mike Lothian <[email protected]>
Tested-By: Gert Wollny<[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-By: Gert Wollny <[email protected]>
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Not sure if GL/GLES can hit this path, but it's just decompression.
Tested-by: Mike Lothian <[email protected]>
Tested-By: Gert Wollny<[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-By: Gert Wollny <[email protected]>
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in order to support ASTC
Tested-by: Mike Lothian <[email protected]>
Tested-By: Gert Wollny<[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-By: Gert Wollny <[email protected]>
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in order to support ASTC
Tested-by: Mike Lothian <[email protected]>
Tested-By: Gert Wollny<[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-By: Gert Wollny <[email protected]>
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Tested-by: Mike Lothian <[email protected]>
Tested-By: Gert Wollny<[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-By: Gert Wollny <[email protected]>
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for ASTC support later
Tested-by: Mike Lothian <[email protected]>
Tested-By: Gert Wollny<[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-By: Gert Wollny <[email protected]>
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Tested-by: Mike Lothian <[email protected]>
Tested-By: Gert Wollny <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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When texture buffers are used as images in compute shaders, the guest
never sees the modified data since the TBO is always marked as clean.
Fixes most dEQP-GLES31.functional.image_load_store.buffer.* tests.
Example test cases:
dEQP-GLES31.functional.image_load_store.buffer.load_store.r32ui
dEQP-GLES31.functional.image_load_store.buffer.qualifiers.coherent_r32f
dEQP-GLES31.functional.image_load_store.buffer.format_reinterpret.rgba8_rgba8ui
Note: virglrenderer side patch also needed to bind TBOs correctly
Reviewed-by: Dave Airlie <[email protected]>
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Reviwed-by: Gert Wollny <[email protected]>
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Reviwed-by: Gert Wollny <[email protected]>
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v2: add max image samples support
Reviwed-by: Gert Wollny <[email protected]>
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Make glXChooseFBConfig properly handle the case where the only matching
configs have the sRGB flag set, but no sRGB attribute is specified.
Since 6e06e281, the sRGBcapable flag is now actually compared, using
MATCH_DONT_CARE.
7b0f912e added defaulting of sRGBcapable to GL_FALSE in
__glXInitializeVisualConfigFromTags(), to handle servers which don't report
it, but this function is also used by glXChooseFBConfig(), so sRGBcapable is
implicitly false when not explicitly specified.
(This can cause e.g. glxinfo to fail to find anything matching the simple
config it looks for if all the candidates have the sRGB flag set to true.
I'm assuming this doesn't happen 'normally' as candidate configs with and
without sRGB true are available)
Move this defaulting to createConfigsFromProperties(), and set the default
for glXChooseFBConfig() in init_fbconfig_for_chooser() to GLX_DONT_CARE.
Reviewed-by: Eric Anholt <[email protected]>
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get_supported_modifiers() and pixmap_from_buffers() requests both
expect a window as drawable, passing a pixmap will fail as the Xserver
will fail to match the given drawable to a window.
That leads to dri3_alloc_render_buffer() to return NULL and breaks
rendering when using GLX_DOUBLEBUFFER on pixmaps.
Query the root window of the pixmap on first init, and use the root
window instead of the pixmap drawable for get_supported_modifiers()
and pixmap_from_buffers().
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107117
Fixes: 069fdd5 ("egl/x11: Support DRI3 v1.1")
Signed-off-by: Olivier Fourdan <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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v2: ignore names on purpose, for consistency with other places where
we are doing the same (Alejandro)
v3: changes proposed by Timothy Arceri, implemented by Alejandro Piñeiro:
* Remove redundant 'struct active_xfb_varying'
* Update several comments, including spec quotes if needed
* Rename struct 'active_xfb_varying_array' to 'active_xfb_varyings'
* Rename variable 'array' to 'active_varyings'
* Replace one if condition for an assert (<MAX_FEEDBACK_BUFFERS)
* Remove BufferMode initialization (was already done)
v4: simplify output pointer handling (Timothy)
Signed-off-by: Neil Roberts <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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For now we are just adding nir lowerings that are needed/mandatory to
get things working. After everything is settled, we would start to add
good-to-have lowerings.
This patch adds the following calls:
* nir_split_var_copits and nir_split_per_member_structs: as vulkan
drivers are doing now. See commit
b0c643d8f579a3e1e45a08f6d9de099f2c45898b ("spirv: Use NIR
per-member splitting") for more info.
Without this commit, piglit tests like this crashes:
spec/arb_gl_spirv/execution/varying/block
And in general most of the shaders that includes any kind of
struct.
* nir_copy_prop: after nir_deref_instr introduction, function calls
need this. See commit "nir,spirv: Rework function calls"
(c11833ab24dcba26de1b0a5805e35a5d6761514e) for more info.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Whenever a non-zero stream is written to it now sets uses_streams to
true. This reflects the code in validate_geometry_shader_emissions for
GLSL.
v2: set uses_streams at gather_info instead that at spirv to nir
(Jason Ekstrand)
Reviewed-by: Jason Ekstrand <[email protected]>
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It looks like it was previously taking the SPIR-V instruction number
directly instead of looking up the constant value.
v2: use vtn_constant_value helper (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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From SPIR-V 1.0 spec, section 3.20, "Decoration":
"Stream
Apply to an object or a member of a structure type. Indicates the
stream number to put an output on."
Note the "or", so that means that it is allowed for both a full struct
or a membef or a struct (although the wording is not really ideal, and
somewhat error-prone, imho).
We found this with some Geometry Streams tests for ARB_gl_spirv, where
the full gl_PerVertex is assigned Stream 0 (default value on OpenGL
for gl_PerVertex).
So this commit allows structs to have this Decoration, and sets the
stream at the nir variable if needed.
Signed-off-by: Neil Roberts <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
v2: squash two Decoration Stream patches (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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v2: simplify last_vert check (Timothy)
Reviewed-by: Timothy Arceri <[email protected]>
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These set the new explicit XFB members on nir_variable.
This is needed to support ARB_gl_spirv, as Vulkan doesn't support
transform feedback.
Reviewed-by: Timothy Arceri <[email protected]>
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This just sets has_transform_feedback_varyings on the shader.
Reviewed-by: Timothy Arceri <[email protected]>
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These are copied from the from the corresponding values in
ir_variable. The intention is to eventually use them in a pure-NIR
linker.
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes: d0bed0b4944d ("etnaviv: support HI performance counters")
Cc: [email protected]
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Chris Healy <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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These bits were missing, found when extending the Piglit test.
Fixes: 7f467d4f73 "mesa: GL_EXT_texture_norm16 extension plumbing"
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Allow platform_surfaceless to use swrast even if DRM is not available.
To be used to allow a fuzzer for virgl to be run on a jailed VM without
hardware GL or DRM support.
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Signed-off-by: David Riley <[email protected]>
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Signed-off-by: David Riley <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
[chadv: Dropped spurious hunk]
Reviewed-by: Chad Versace <[email protected]>
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A V3D_DEBUG=clif file from a non-texturing .shader_test can now be
successfully run through the CLIF runner in the simulator. Now I need to
build an open source CLIF runner against the v3d DRM module.
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We need to dump each buffer's contents in order for a CLIF file, so we
need to collect all of the relocs into a buffer (such as the indirect CL
full of both uniforms and GL shader states) before we start dumping.
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These will match the names that the CLIF parser expects to see. I may in
the future decide to change more of the other names so that I match the
names the HW/closed SW team uses for their packets, rather than the names
in the spec (which only they and I can read anyway).
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This matches what CLIF parsing expects, and makes
TILE_BINNING_MODE_CONFIGURATION_COMMON_CONFIGURATION into a much more
legible TILE_BINNING_MODE_CFG_COMMON.
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The CLIF format expects american english spelling, and the rest of Mesa is
too. I was previously adhering to the spec's spelling, which is
counterproductive.
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This makes us match up with the V3D HW team's names a bit more.
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The parser doesn't handle float input, so we have to dump the raw value.
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The struct field names aren't part of the CLIF ABI, just the order of
fields within the struct. The comments are there for human readability.
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A few of the upcoming changes would make the V3D_DEBUG=cl output less
readable, so let's make proper CLIF file production be under a separate
V3D_DEBUG=clif flag.
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V3D only has one of these (the top 16 bits of a float32) left in its CLs,
but VC4 had many more. This gets us proper pretty-printing of the values
instead of a large uint.
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This should be some simpler memcpying at draw time, and makes the next
change easier.
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I copied this value from radeonsi, but it was wrong, 1024
seems to be correct answer from looking at gpuinfo.
This should fix a few compute shader related hangs. (at least in CTS)
Cc: <[email protected]>
(airlied: pushed because it avoids hangs)
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Somehow this got lost from the initial MSAA patch.
Signed-off-by: Rob Clark <[email protected]>
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To avoid serializing, this has the user constant buffer always be 65536
bytes and enabled unless it's required that something else is used for
constant buffer 0.
Fixes artifacts with at least XCOM: Enemy Within, 0 A.D. and Unigine
Valley, Heaven and Superposition.
v2: changed uniform_buffer_bound to be bool instead of a uint32_t
v3: remove magic constants
v3: remove pointless code in nvc0_validate_driverconst
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100177
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The kernel by default serializes the BCL on previous BCLs submitted on
this FD, but not RCLs. For now this fix is conservative and blocks on
last RCL if any vertex texturing is done, which fails to get bin/render
overlap if there was an intermediate job that doesn't draw to the BCL's
buffer. I've dropped a perf_debug() in here to note that as a potential
future improvement.
Fixes intermittent failures in
KHR-GLES3.copy_tex_image_conversions.required.*
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