| Commit message (Collapse) | Author | Age | Files | Lines |
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Somehow we have native hardware for all of these. Suspected by staring
at the bit pattern; confirmed by poking in various texture wrap modes
into the textures mesa demo and seeing what happens.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's an awfully fancy way to add one...
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's a relic from before we understood the varying builtins. It should
never actually come up if the builtins are decoded correctly.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These are conventions by the blob (a convention we happent to follow).
They are not at all intrinsic to the hardware, so now that the
convention is implemented within the Midgard stack, these defines are
wholly unused. Remove them.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reported-by: Erik Faye-Lund <[email protected]>
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Updates radv Makefile.sources and fixes the following building error:
external/mesa/src/amd/vulkan/radv_shader.c:1122:
error: undefined reference to 'radv_declare_shader_args'
Fixes: 3b14336 ("ac/nir, radv, radeonsi: Switch to using ac_shader_args")
Fixes: 66c703b ("radv: Move argument declaration out of nir_to_llvm")
Signed-off-by: Mauro Rossi <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Updates amd Makefile.sources and fixes the following building errors:
external/mesa/src/gallium/drivers/radeonsi/si_compute_prim_discard.c:338: error: undefined reference to 'ac_add_arg'
external/mesa/src/gallium/drivers/radeonsi/si_compute_prim_discard.c:340: error: undefined reference to 'ac_add_arg'
external/mesa/src/gallium/drivers/radeonsi/si_compute_prim_discard.c:341: error: undefined reference to 'ac_add_arg'
external/mesa/src/gallium/drivers/radeonsi/si_compute_prim_discard.c:342: error: undefined reference to 'ac_add_arg'
Fixes: 9885af3 ("ac: Add a shared interface between radv, radeonsi, LLVM and ACO")
Signed-off-by: Mauro Rossi <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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RADV Android build rules are now getting the wrong vk_format.h
from src/vulkan/util include, the simplest way to fix is to add
src/amd/vulkan include prior to src/vulkan/util include
Fixes the following building errors:
out/target/product/x86_64/obj_x86/STATIC_LIBRARIES/libmesa_radv_common_intermediates/vk_format_table.c:39:4:
error: use of undeclared identifier 'VK_FORMAT_LAYOUT_PLAIN'
...
out/target/product/x86_64/obj_x86/STATIC_LIBRARIES/libmesa_radv_common_intermediates/vk_format_table.c:131:8:
error: use of undeclared identifier 'VK_FORMAT_TYPE_UNSIGNED'; did you mean 'UTIL_FORMAT_TYPE_UNSIGNED'?
{VK_FORMAT_TYPE_UNSIGNED, true, false, false, 4, 0}, /* x = a */
fatal error: too many errors emitted, stopping now [-ferror-limit=]
20 errors generated.
Fixes: 3a28281 ("util: Add a mapping from VkFormat to PIPE_FORMAT.")
Signed-off-by: Mauro Rossi <[email protected]>
Acked-by: Samuel Pitoiset <[email protected]>
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Updates Makefile.sources and fixes the following building error:
In file included from external/mesa/src/vulkan/util/vk_format.c:24:
In file included from external/mesa/src/vulkan/util/vk_format.h:28:
external/mesa/src/util/format/u_format.h:33:10: fatal error: 'pipe/p_format.h' file not found
#include "pipe/p_format.h"
^~~~~~~~~~~~~~~~~
1 error generated.
Fixes: 3a28281 ("util: Add a mapping from VkFormat to PIPE_FORMAT.")
Signed-off-by: Mauro Rossi <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Fixes the following aco building error:
external/mesa/src/amd/compiler/aco_instruction_selection_setup.cpp:846:
error: undefined reference to 'nir_opt_load_store_vectorize'
Fixes: ce9205c ("nir: add a load/store vectorization pass")
Signed-off-by: Mauro Rossi <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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LP_DEBUG=cl will enable CL support for now.
Acked-by: Roland Scheidegger <[email protected]>
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Acked-by: Roland Scheidegger <[email protected]>
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This fixes some CL upsample tests, which lower into packing that needs
lowering.
Acked-by: Roland Scheidegger <[email protected]>
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Fixes some CL piglits.
Acked-by: Roland Scheidegger <[email protected]>
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other sized undefs caused llvm asserts
Acked-by: Roland Scheidegger <[email protected]>
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This is prep work for when vec8/16 have landed.
Acked-by: Roland Scheidegger <[email protected]>
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Acked-by: Roland Scheidegger <[email protected]>
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Acked-by: Roland Scheidegger <[email protected]>
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Acked-by: Roland Scheidegger <[email protected]>
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We have to pass the main block size into the coroutine
and into the shader.
Acked-by: Roland Scheidegger <[email protected]>
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We have to pass the work_dim given by the user into the shader.
Acked-by: Roland Scheidegger <[email protected]>
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Translate to compute for now.
Acked-by: Roland Scheidegger <[email protected]>
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This adds the convert to 8/16 and support for 8/16 comparsions
Acked-by: Roland Scheidegger <[email protected]>
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This allows these to be used with non 32-bit types.
Acked-by: Roland Scheidegger <[email protected]>
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Acked-by: Roland Scheidegger <[email protected]>
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compute shaders need kernel input support
Acked-by: Roland Scheidegger <[email protected]>
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Acked-by: Roland Scheidegger <[email protected]>
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This saves handling them in the backend later.
Reviewed-by: Karol Herbst <[email protected]>
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Things work the same between float and integer.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2261
CC: <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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It shows up as a special (magic?) attribute. We could try to be clever
and only include the extra record if gl_VertexID is actually read, but
honestly that's just extra complexity for no good reason. Might as well
just always include it; this won't be a real bottleneck, I don't think.
Fixes dEQP-GLES3.functional.shaders.builtin_variable.vertex_id.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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They stretch beyond the usual limit for attributes so are included
implicitly.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We have special records for these, put in a fixed location by convention
per the blob.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We will load attributes directly for gl_VertexID.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We don't want the lowering; we have native gl_VertexID.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Just like varyings have special records for point coordinates (etc),
attributes have special records for vertex/instance ID. We can parse
these fairly easily, although they don't line up exactly with normal
attribute records.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Padded counts are numbers of the form:
n = (2k + 1) * 2^s
for k, s integers. Rather than explicitly store k and s separately and
then compute this formula on demand, it's much cleaner to store the
padded number itself, which is what you manipulate most of the time.
When you do need k,s it is easy to factor by noticing the bitwise
representation:
s = ctz(n)
k = n >> (s + 1)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Slight bug with instancing. No harm done but let's get rid of the
pandecode warning, it's just noise.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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When instance_count=2, the packing code was broken. Fixes a dEQP test.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The algorithm doesn't need to be tangled up in details about the
attribute records themselves. We'll need to compute magic divisors for
gl_InstanceID in a second.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Nothing Gallium specific or stateful about them.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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They don't need them; this will allow us to move the code into encoder/
which in turn will make the messy Gallium code less scary.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Let's follow the naming convention that panfrost command stream code is
organized by command stream structure.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We shift over the mask in this case.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Checks if we should emit a dest_override=upper, given a mask.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These show up in some blend shaders. Let's use the shared lowering and
remove our own.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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GL ES 3.0 requires it to be higher, and stuff seems to work just fine.
Fixes: dEQP-GLES3.functional.implementation_limits.max_vertex_output_components
Signed-off-by: Tomeu Vizoso <[email protected]>
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Fixes dEQP-GLES3.functional.texture.format.sized.2d.depth24_stencil8_pot
Signed-off-by: Tomeu Vizoso <[email protected]>
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