| Commit message (Collapse) | Author | Age | Files | Lines |
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We have to keep it there for the cache to work, so let's not have an
extra copy in struct anv_pipeline too.
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A little less ambiguous.
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We can serialize as much as the application asks for and just stop once
we run out of memory. This lets applications use a fixed amount of
space for caching and still get some benefit.
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The final version of the pipeline cache header adds a few more fields.
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This was copied from inline code to a helper and wasn't updated to hash
a pointer instead.
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Among other things, this can cause the depth or stencil test to spurriously
fail when the fragment shader uses discard.
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This fixes many CTS cases, but will require an update to the kernel
command parser register whitelist. (The CS GPRs and TIMESTAMP
registers need to be whitelisted.)
Signed-off-by: Jordan Justen <[email protected]>
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v2: Subtract the baseMipLevel and baseArrayLayer (Jason)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The first time I tried to fix this, I set the wrong fields.
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Match the comment stated above the assignment.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This field is no longer needed.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The stencil write mask wasn't getting set at all so we were using whatever
write mask happend to be left over by the application.
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The hardware docs say that StencilBufferWriteEnable should only be set if
StencilTestEnable is set. It seems reasonable to set them together.
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sample_c is backwards from what GL and Vulkan expect.
See intel_state.c in i965.
v2: Drop unused vk_to_gen_compare_op.
Reviewed-by: Jason Ekstrand <[email protected]>
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Instead of the arbitrary order modules might be specified in.
Acked-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Keep pitch in units of bytes (Jason)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Keep pitch in units of bytes (Jason)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Keep pitch in units of bytes (Jason)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Most of the code in anv_meta_blit2d() is borrowed from do_buffer_copy().
Create an image and image view for each rectangle.
Note: For tiled RGB images, ISL will align the image's row_pitch up to
the nearest tile width.
v2 (Jason):
Keep pitch in units of bytes
Make src_format and dst_format variables
s/dest/dst/ in every usage
v3: Fix dst_image width
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Some fields are unnecessary. The variables "pitch" and "bs" are used
for consistency with ISL.
v2: Keep pitch in units of bytes (Jason)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This API is designed to be an abstraction that sits between the VkCmdCopy
commands and the hardware. The idea is that it is simple enough that it
*should* be implementable using the blitter but with enough extra data that
we can implement it with the 3-D pipeline efficiently. One design
objective is to allow the user to supply enough information that we can
handle most blit operations with a single draw call even if they require
copying multiple rectangles.
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This is a preparatory commit that will simplify the future usage of
this function.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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If a linear image is requested, the only possible result should be a
linearly-tiled surface.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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If a specific bit is set, the intention to create a surface with a
specific tiling format should be respected.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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It wasn't properly handling the fact that wrap-around in the source may not
translate to wrap-around in the destination. This really needs unit tests.
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For OpenGL, see commit 9a939ebb47a0d37a6b29e3dbb1b20bdc9538a721.
Fixes:
* dEQP-VK.compute.indirect_dispatch.upload_buffer.empty_command
* dEQP-VK.compute.indirect_dispatch.gen_in_compute.empty_command
Signed-off-by: Jordan Justen <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
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