| Commit message (Collapse) | Author | Age | Files | Lines |
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According to the following definition,
int AtomicCompSwap(inout int mem, uint compare, uint data);
the preceding one in atomic_comp_swap of NIR is compare and data is
followed, while src0 for cmpxchg needs vec2(data, compare)
So for ssbo/image deref comp_swap, that should be reversed.
Fixes: dEQP-GLES31.functional.image_load_store.*.atomic.comp_swap*
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Possibly these bits mean something else now. Blob always seems to use
FOUR_QUADS, and changing to TWO_QUADS seems to cause different threads
to overlap registers.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Do a better job of skipping mem2gmem/gmem2mem..
Signed-off-by: Rob Clark <[email protected]>
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Fix a few bits of confusion, as with previous gen's constlen is aligned
to 4, and value in bitfield is left-shifted by 2 (ie. divided by 4).
But this is done by the CONSTLEN() accessor/builder fxn, so don't do it
twice. Also HLSQ_FS_CNTL.CONSTLEN is not special.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Fixes a crash in (of all things) dEQP-GLES2.info.vendor with
--deqp-surface-type=fbo..
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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batch_flush_reset_dependencies() expects to be called unlocked, and can
call fd_batch_reference() which can try to aquire the screen lock again.
Signed-off-by: Rob Clark <[email protected]>
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In c3d9f29b we allowed ctx->batch to be null, and started tracking the
current framebuffer state in fd_context. But the existing logic in
fd_blitter_pipe_begin() would, if !ctx->batch, set null fb state to be
restored after blit. Which broke the world of deqp (and probably other
things)
Fixes: c3d9f29b781 freedreno: allocate ctx's batch on demand
Signed-off-by: Rob Clark <[email protected]>
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This is defined to always clear the entire surface(s) specified,
regardless of scissor state.. mesa/st will turn scissored clears
into a draw. So rip about a bunch of unnecessary machinery.
Also remove a comment that was obsolete since using u_blitter to
turn clear into draw (for the cases where there isn't a hw blitter
fast-path).
Signed-off-by: Rob Clark <[email protected]>
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The logic to force a flush every draw was short-circuited with newer
kernels. Also it should apply to clears as well.
Signed-off-by: Rob Clark <[email protected]>
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The effective scissor changes based on rasterizer->scissor flag, so we
need to re-emit scissor state when rasterizer state changes.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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In st_renderbuffer_alloc_storage, we avoid allocating storage for
zero-sized buffers, leading to this pointer being NULL. We already
take care to avoid dereferencing these pointers for color-buffers,
but not for depth/stencil-buffers.
So let's thread a bit more carefully here.
This avoids a crash while running Piglit's glx/glx-visuals-stencil
test, both on virgl and r600g.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Guillaume Charifi <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Since the Randr lease code was added, compiling against libxcb 1.12 no
longer works.
CC: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108024
Fixes: 7ab1fffcd2a504024b16e408de329f7a94553ecc
Tested-By: Maxime <[email protected]>
Fixes: 7ab1fffcd2a504024b16 "vulkan: Add EXT_acquire_xlib_display [v5]"
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Trivial.
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Use sample rate shading instead, should give better locality.
Makes Nier with 8x msaa on a Raven go 5 fps -> 7 fps in the menu.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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I was about to make the claim to someone that every field in isl_surf
is either an enum or has explicit units. Then I looked at isl_surf and
discovered this claim was wrong. We should fix that. This commit does
a few refactors:
* Add _B suffixes to some struct fields
* Add _B to some variables and parameters
* Rename row_pitch_tiles -> row_pitch_tl
Reviewed-by: Nanley Chery <[email protected]>
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Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=105333
Fixes: https://github.com/iXit/Mesa-3D/issues/314
For this application, NaN is passed to KILL_IF and is expected to
pass.
v2: Explain in the code why UGE is used.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
CC: <[email protected]>
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Previously if only ff vs or only ff ps was used,
the constants for both were marked as updated,
while only the constants of the used ff shader
were updated.
Now that NINE_STATE_FF_VS and
NINE_STATE_FF_PS do not intersect anymore,
we can correctly mark the correct set of constant
as updated.
Fixes: https://github.com/iXit/Mesa-3D/issues/319
Signed-off-by: Axel Davy <[email protected]>
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NINE_STATE_FF_OTHER was mostly ff vs states.
Rename it to NINE_STATE_FF_VS_OTHER and
move common states with ps to
NINE_STATE_FF_PS_CONSTS (renamed from
NINE_STATE_FF_PSSTAGES).
Signed-off-by: Axel Davy <[email protected]>
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Some states only affect the ff shader,
not its constants.
Currently we don't check anything and
always recompute the ff shader key.
However we do check for NINE_STATE_FF_OTHER
and if set we reupload some constants.
Thus for those states which had NINE_STATE_FF_OTHER
set but didn't need it,
replace by a dummy ff shader state (which is
easier to understand for an external reader than
just setting 0 and more future proof).
Signed-off-by: Axel Davy <[email protected]>
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The pointsize states were missing the ff
NINE_STATE_FF_OTHER flag, and thus might
miss state updates when using ff.
Fixes some wine tests.
Signed-off-by: Axel Davy <[email protected]>
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Rename NINE_STATE_FOG_SHADER,
NINE_STATE_POINTSIZE_SHADER and NINE_STATE_PS1X_SHADER
into
NINE_STATE_VS_PARAMS_MISC and NINE_STATE_PS_PARAMS_MISC.
The behaviour is unchanged, except one minor change:
D3DRS_FOGTABLEMODE doesn't need to affect VS.
Signed-off-by: Axel Davy <[email protected]>
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With some test app I hit the limit.
As we allocate on demand (up to the maximum),
it is free to increase the limit.
Signed-off-by: Axel Davy <[email protected]>
CC: <[email protected]>
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Previously we had already found that for
MANAGED buffers the buffer started dirty
(which meant all writes out of bound
before the first draw call using the
buffer have to be taken into account).
Possibly it is the same for the other types of buffers.
For now always lock the entire buffer (starting from the offset)
for these (except for DYNAMIC buffers, which might hurt
performance too much).
Fixes: https://github.com/iXit/Mesa-3D/issues/301
Signed-off-by: Axel Davy <[email protected]>
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The previous code was ignoring the input
until a cursor is set inside d3d
(with SetCursorProperties), as expected
by wine tests.
However it did still make a call to ID3DPresent_SetCursor,
which would result into a SetCursor(NULL) call, thus
hidding any cursor set outside d3d, which we shouldn't do.
Add comment about not avoiding redundant ID3DPresent_SetCursor
calls once a cursor has been set in d3d, as it has been tested to
cause regressions.
Fixes: https://github.com/iXit/Mesa-3D/issues/197
Signed-off-by: Axel Davy <[email protected]>
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For some applications SetCursorPosition
is called when a cursor event is received.
Our SetCursorPosition was always calling
wine SetCursorPos which would trigger
a cursor event.
The infinite loop is avoided by not calling
SetCursorPos when the position hasn't changed.
Found thanks to wine tests.
Fixes irresponsive GUI for some applications.
Fixes: https://github.com/iXit/Mesa-3D/issues/173
Signed-off-by: Axel Davy <[email protected]>
CC: <[email protected]>
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This is only useful for software cursor,
but at least now we won't start it at (0, 0).
Signed-off-by: Axel Davy <[email protected]>
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Initialize manually the cursor structure fields
for more clarity on its content.
Signed-off-by: Axel Davy <[email protected]>
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d3d9_get_pipe_depth_format_bindings assumes the input format
is a depth stencil format.
Previously the user could hit this function with an invalid format.
Protect the last non protected call with a depth_stencil_format check.
Another solution is to have d3d9_get_pipe_depth_format_bindings
support non depth stencil format, but we don't want the user
to create depth buffers with d3d formats that can't be one,
it's better to check if the format can be depth buffer with d3d.
Signed-off-by: Axel Davy <[email protected]>
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Tests show the clamping can be removed
when mul_zero_wins is supported.
Signed-off-by: Axel Davy <[email protected]>
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Most of the work was already there, just not implemented.
Fixes: https://github.com/iXit/Mesa-3D/issues/318
Signed-off-by: Axel Davy <[email protected]>
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Fix aliasing of colorarg_b4 with
colorarg_b5.
Fixes: https://github.com/iXit/Mesa-3D/issues/302
Signed-off-by: Axel Davy <[email protected]>
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"tex_stage[s][D3DTSS_COLORARG0] >> 4" could be a two bit
number, thus colorarg_b4 was incorrectly set.
Signed-off-by: Axel Davy <[email protected]>
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colorarg0, etc are 3 bits wide.
Make the code more readable by adding an & 0x7
to further indicate we only remember the first 3 bits only.
The 4th bit is always 0,
and colorarg_b4, colorarg_b5, etc are used to store
the 5th and 6th bits.
Signed-off-by: Axel Davy <[email protected]>
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This is useful to see the matrices content
in the log to debug.
Signed-off-by: Axel Davy <[email protected]>
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This is very useful to find in the log
the ff shader shource of a given call.
Signed-off-by: Axel Davy <[email protected]>
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When using csmt, ff shader creation happens on the csmt
thread. Creating the shaders, then calling RefToBind causes
the device ref to be increased then decreased.
However the device dtor assumes than no work pending on the
csmt thread could increase the device ref, leading to hang.
The issue is avoided by creating the shaders with a bind
count directly.
Fixes: https://github.com/iXit/Mesa-3D/issues/295
Signed-off-by: Axel Davy <[email protected]>
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Add a new helper to create objects starting with a bind
count instead of a ref count.
Signed-off-by: Axel Davy <[email protected]>
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Add a parameter to start new object with a bind
instead of a refcount.
Signed-off-by: Axel Davy <[email protected]>
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Emulate perspective interpolation of depth for programmable ps fog
ff ps fog uses position z, or 1/w depending on the ff
projection matrix set. This is according to public documents
found describing the algorithm and tests we made.
In the case of programmable ps, we used position's z,
which was sufficient to pass wine tests (which test shaders
don't set w).
Issue https://github.com/iXit/Mesa-3D/issues/315 showed
that this calculation was wrong.
Using perspective interpolation on z, that is using z * 1/w
seems to satisfy both this application and wine tests.
Fixes: https://github.com/iXit/Mesa-3D/issues/315
Signed-off-by: Axel Davy <[email protected]>
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