| Commit message (Collapse) | Author | Age | Files | Lines |
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Suggested-by: Andreas Boll <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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The final user of it was st/vega.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
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Similar to other accompanying documentation we have in-tree.
For example glsl/README.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
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This changes the way radv_entrypoints_gen.py works from generating a
table containing every single entrypoint in the XML to just the ones
that we actually need. There's no reason for us to burn entrypoint
table space on a bunch of NV extensions we never plan to implement.
RADV implements VK_AMD_draw_indirect_count, so add that to the list.
Port of 114c281e707919a1420d3a20219ce4392d8b360d
"and/entrypoints: Only generate entrypoints for supported features"
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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Ideally would have caught these when adding the interface but this just
switches a few return types for the INTEL_performance_query backend
interface to bool instead of GLboolean.
Signed-off-by: Robert Bragg <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Tested with dEQP-EGL.functional.get_proc_address.*
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Starting with the next commit, badly sorting this list will break the
eglGetProcAddress().
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This will allow us to make sure the list is always sorted in the next
commit.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Let's make that comment true.
If will also be necessary in a couple commits (using bsearch).
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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As of the last 3 commits, there's a function for each entrypoint.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Use the utility u_copy_nv12_from_yv12 to implement this similarly to
how it's been done in the VPAU state tracker. The old code mixed up
planes and fields and didn't correctly handle video surfaces in
interlaced format.
Acked-by: Christian König <[email protected]>
Signed-off-by: Thomas Hellstrom <[email protected]>
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mplayer likes putting YV12 data, and if there is a buffer format mismatch,
the vdpau state tracker would try to reallocate the video surface as an
YV12 surface. A virtual driver doesn't like reallocating and doesn't like YV12
surfaces, so if we can't support YV12, try an YV12 to NV12 conversion
instead.
Also advertize that we actually can do the getBits and putBits conversion.
v2: A previous version of this patch prioritized conversion before
reallocating. This has been changed to prioritize reallocating in this version.
Cc: Christian König <[email protected]>
Acked-by: Christian König <[email protected]>
Signed-off-by: Thomas Hellstrom <[email protected]>
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Otherwise the configuration fails when building independant libs
like vdpau, vaapi or omx
Fixes: 1ac40173c2a ("configure.ac: simplify EGL requirements for
drivers dependent on EGL")
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Cc: "17.0" <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Lars Hamre <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Passes all corresponding piglit tests.
Signed-off-by: Lars Hamre <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Passes all corresponding piglit tests.
Signed-off-by: Lars Hamre <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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v3: have util_clear_texture mirror the pipe function (Roland Scheidegger)
v2: rework util clear functions such that they operate on a resource
instead of a surface (Roland Scheidegger)
Creates a util_clear_texture function for implementing the GL_ARB_clear_texture
in softpipe and llvmpipe.
Signed-off-by: Lars Hamre <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This adds support to write to sample mask from the fragment shader.
We can optimise this later like radeonsi.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This refactors out the sample index fixup between
txf and image load.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This follows the txf_ms code, I can't figure out why amdgpu-pro
doesn't do this in their shaders, they must know someone we don't.
This fixes:
dEQP-VK.pipeline.multisample_shader_builtin.sample_id.*
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The code was interpolating at the offset from the sample,
not the offset from the center. Also fix for persample interpolation
modes we should force the pixel center to be at the sample.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fix issue with index buffers that do not contain a 0 index. 0 index
can be a non-valid index if the (copied) vertex buffers are a subset of the
user's (which happens because we only copy the range between min & max).
Core will use an index passed in from the driver to replace invalid indices.
Only do this for calls that contain non-zero indices, to minimize performance
Reviewed-by: Bruce Cherniak <[email protected]>
cost.
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For now, the cache key is all of FETCH_COMPILE_STATE.
Use new/delete for swr_vertex_element_state, since we have to call the
constructors/destructors of the struct elements.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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If a thread doesn't load GLSL IR from cache but does load TGSI
from cache (that was created by another thread) than it will
crash due to expecting gl_program_parameter_list to have been
restored from the GLSL IR cache and not be null.
Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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This just enables basic MSAA compression (no fast clears) for all
multisampled surfaces. This improves the framerate of the Sascha
"multisampling" demo by 76% on my Sky Lake laptop. Running Talos on
medium settings with 8x MSAA, this improves the framerate in the
benchmark by 80%.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Not all clear colors are valid. In particular, on Broadwell and
earlier, only 0/1 colors are allowed in surface state. No CTS tests are
affected outright by this because, apparently, the CTS coverage for
different clear colors is pretty terrible. However, when multisample
compression is enabled, we do hit it with CTS tests and this commit
prevents regressions when enabling MCS on Broadwell and earlier.
Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: "13.0 17.0" <[email protected]>
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v2: Instead of having the same block in isl_gen7,8,9.c add it
once into isl.c::isl_choose_image_alignment_el() instead.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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v3 (Jason Ekstrand): Add a comment explaining why
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The isl_surf_init call that each of these helpers make can, in theory,
fail. We should propagate that up to the caller rather than just
silently ignoring it.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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OpenGL allows the TCS to be missing and supplies an implicit passthrough
shader, but OpenGL ES does not (see section 7.3 of the ES 3.2 spec,
cited above in the code).
One open question is how to handle this for ARB_ES3_2_compatibility.
This patch raises the link error for all ES shading language programs,
but it might make sense to base it on the API. The approach taken in
this patch is more restrictive, but should still allow any valid ES
programs to work in GL.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Andres Gomez <[email protected]>
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From IVB PRM, SURFACE_STATE::Height:
"For typed buffer and structured buffer surfaces, the number of
entries in the buffer ranges from 1 to 2^27 . For raw buffer
surfaces, the number of entries in the buffer is the number of bytes
which can range from 1 to 2^30."
The minimum value is 1, according to the spec. The spec quote
was already added into the code by 028f6d8317f00.
Fixes crashing tests under:
dEQP-VK.robustness.buffer_access.*
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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From ARB_post_depth_coverage:
"This extension allows the fragment shader to control whether values in
gl_SampleMaskIn[] reflect the coverage after application of the early
depth and stencil tests. This feature can be enabled with the following
layout qualifier in the fragment shader:
layout(post_depth_coverage) in;
Use of this feature implicitly enables early fragment tests."
And a bit later it also adds:
"early_fragment_tests" requests that fragment tests be performed before
fragment shader execution, as described in section 15.2.4 "Early Fragment
Tests" of the OpenGL Specification. If neither this nor post_depth_coverage
are declared, per-fragment tests will be performed after fragment shader
execution."
Fixes:
GL45-CTS.post_depth_coverage_tests.PostDepthSampleMask
Reviewed-by: Marek Olšák <[email protected]>
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ir_variable pointer
It will return the current variable ('var') or the earlier declaration ('earlier') in
case of redeclaration of that variable.
In order to distinguish between both, 'is_redeclaration' boolean will indicate in which
case we are.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The get_variable_being_redeclared() function can free 'var' because
a re-declaration of an unsized array variable can establish the size, so
we set the array type to the 'earlier' declaration and free 'var' as it is
not needed anymore.
However, the same 'var' is referenced later in ast_declarator_list::hir().
This patch fixes it by picking the ir_variable_mode from the proper
ir_variable.
This error was detected by Address Sanitizer.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Suggested-by: Ian Romanick <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99677
Cc: "17.0" <[email protected]>
Cc: "13.0" <[email protected]>
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Before releasing a shared context, flush the context
with ST_FLUSH_WAIT to make sure all commands are executed.
This ensures that rendering to any shared resources is completed
before they will be referenced by another context.
Fixes an intermittent flickering with Photoshop. (VMware bug# 1779340)
Reviewed-by: Brian Paul <[email protected]>
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When st_context_flush() is called with ST_FLUSH_WAIT,
the function will return after the fence is completed.
Reviewed-by: Brian Paul <[email protected]>
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This fixes up the clip distance passing between the geometry
shader and the copy shader. It packs the clip and cull distances
into one or two consecutive slots, and avoids wasting space and
make sure the gs output and copy shader input agree on where
things are stored.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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