| Commit message (Collapse) | Author | Age | Files | Lines |
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Sampler of Multisample textures wasn't initialized correct. So when
texture object created as multisample its sampler is initialized in a
individual case. We change the initial state of TEXTURE_MIN_FILTER and
TEXTURE_MAG_FILTER to NEAREST.
These changes are approved by KhronosGroup.
https://github.com/KhronosGroup/OpenGL-API/issues/45
Signed-off-by: Sergii Romantsov <[email protected]>
Signed-off-by: Illia Iorin <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109057
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Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.30 spec says:
"Variables or block members declared as structures are considered
to match in type if and only if structure members match in name,
type, qualification, and declaration order."
Fixes:
* layout-location-struct.shader_test
v2: rebased against master and small fixes
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108250
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Reviewed-by: Marek Olšák <[email protected]>
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While playing with compute shaders, I was getting a random crash,
noticed that bind_state was using the old shader info for comparision,
but gallium allows the shader to be deleted while bound, so this could
lead to a use after free.
This can't happen using the cso cache. As it tracks all of this.
Reviewed-by: Kenneth Graunke <[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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to indicate write usage per buffer.
This is just a hint (it will be used by radeonsi).
Reviewed-by: Timothy Arceri <[email protected]>
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The GL 4.5 spec says:
"If any enabled array’s buffer binding is zero when DrawArrays or
one of the other drawing commands defined in section 10.4 is called,
the result is undefined."
The result is undefined but it should not crash.
Fixes: gl-3.1-vao-broken-attrib
Signed-off-by: Danylo Piliaiev <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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MI_PREDICATE_DATA is an intermediate storage for the MI_PREDICATE
command's calculations - it holds the result of the subtraction when
the compare operation is SRCS_EQUAL or DELTAS_EQUAL. But the actual
result of the predication is MI_PREDICATE_RESULT, which is what we
want to copy from the render context to the compute context.
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We consider it acceptable, but let's still document it in case people
notice it and are not sure why it's there.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Figure it out once in the build system, then just use that all over the place.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Dump u.tex.first_level instead of dumping u.tex.last_level twice.
Signed-off-by: Guido Günther <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Without that `GALLIUM_DDEBUG=always kmscube -A` would segfault like
#0 0x0000000000000000 in ()
#1 0x0000ffffa72a3c54 in dri2_get_fence_fd (_screen=0xaaaaed4f2090, _fence=0xaaaaed9ef880) at ../src/gallium/state_trackers/dri/dri_helpers.c:140
#2 0x0000ffffa8744824 in dri2_dup_native_fence_fd (drv=0xaaaaed5010c0, disp=0xaaaaed5029a0, sync=0xaaaaed9ef7c0) at ../src/egl/drivers/dri2/egl_dri2.c:3050
#3 0x0000ffffa87339b8 in eglDupNativeFenceFDANDROID (dpy=0xaaaaed5029a0, sync=0xaaaaed9ef7c0) at ../src/egl/main/eglapi.c:2107
#4 0x0000aaaabd29ca90 in ()
#5 0x0000aaaabd401000 in ()
Signed-off-by: Guido Günther <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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Documentation for glDrawPixels with GL_COLOR_INDEX says:
"If the GL is in color index mode, and if GL_MAP_COLOR is true,
the index is replaced with the value that it references in
lookup table GL_PIXEL_MAP_I_TO_I"
We are always in RGBA mode and there is nothing in documentation
about GL_MAP_COLOR in RGBA mode for GL_COLOR_INDEX.
Scale and bias are also only applicable for RGBA format and not
mentioned for GL_COLOR_INDEX.
Thus the behaviour will be on par with i965.
Fixes: gl-1.0-drawpixels-color-index
Signed-off-by: Danylo Piliaiev <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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While at it, fix typo in "rounding error" :P
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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A compute shader is used to reorder DCC data from aligned to unaligned.
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This is the simpler codepath - just disable RB and pipe alignment for DCC.
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so that we can bind DCC (texture) as an image buffer.
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Needed by displayable DCC.
We need to flush L2 after rendering if PIPE_ALIGNED=0 and DCC is enabled.
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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iris_upload_border_color is passed a pointer which points to
variable that is introduced in a different scope.
CID: 1444296
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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CID: 1444309
Fixes: 9ab1b1d0227 "st/nir: Move 64-bit lowering later"
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This should lower transient memory usage and improve performance
slightly (due to less memory to malloc/free, better cache locality,
etc).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This fixes a regression uploading partial tiled textures introduced
sometime during the cubemap series.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This patch implements system values via specially-crafted uniforms.
While we previously had an ad hoc system for passing the viewport into
the vertex shader, this commit generalizes the system to allow for
arbitrary system values to be added to both shader stages. While we're
at it, we clean up uniform handling code (which was considerably muddied
to handle the ad hoc viewport uniform).
This commit serves as both a cleanup of the existing codebase and the
precursor to new functionality, like implementing textureSize().
Concurrent with these changes is respecting the depth transform, which
was not possible with the old fixed uniform system and here serves as a
proof-of-correctness test (as well as justifying the NIR changes).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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While a partial set of viewport system values exist, these are scalar
values, which is a poor fit for viewport transformations on vector ISAs
like Midgard (where the vec3 values for scale and offset each need to be
coherent in a vec4 uniform slot to take advantage of vectorized
transform math). This patch adds vec3 scale/offset fields corresponding
to the 3D Gallium viewport / glViewport+depth
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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For texture write-transfers, we either free them on the transfer-queue
or right away. But for read-transfers, we currently only destroy them in
case they used a temp-resource. This leads to occasional resource-leaks.
Let's add a call to virgl_resource_destroy_transfer in the missing case.
Do the same thing for buffers as well, but the logic is a bit easier to
follow there.
Signed-off-by: Erik Faye-Lund <[email protected]>
Fixes: f0e71b10888 ("virgl: use transfer queue")
Reviewed-by: Gurchetan Singh <[email protected]>
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Since clover has a hard requirement on LLVM
v2: - make error message more specific
Reviewed-by: Eric Engestrom <[email protected]>
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We already do this for nouveau, but it's required for clover too.
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Previously, there was minimal support for interoperating with legacy
kernels (reusing kernel modules originally designed for proprietary
legacy userspaces, rather than for upstream-friendly free software
stacks). Now that the Panfrost kernel is stabilising, this commit drops
the legacy code path.
Panfrost users need to use a modern, mainline kernel supporting the
Panfrost kernel driver from this commit forward.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Trying to construct a scanout capable buffer will only ever work when
when we are on top of a KMS winsys, as the render node isn't capable
of allocating contiguous buffers.
Tested-by: Marius Vlad <[email protected]>
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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When setting up a transfer to a resource, all contexts where the resource
is pending must be flushed. Otherwise a write transfer might be started
in the current context before all contexts that access the resource in
shared (read) mode have been executed.
Fixes: 64813541d575 (etnaviv: fix resource usage tracking across
different pipe_context's)
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Tested-By: Guido Günther <[email protected]>
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The context is self synchronizing at the GPU side, as commands are
executed in order. We must not flush our own context when updating the
resource use, as that leads to excessive flushing on effectively every
draw call, causing huge CPU overhead.
Fixes: 64813541d575 (etnaviv: fix resource usage tracking across
different pipe_context's)
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Drop struct members which are only written to but never read from.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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If we increase vector sizing later it would be nice to avoid
tripped over this again.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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If we increase the vector size in the future it would be good
to not have to fix these up, this should change nothing at present.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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This reverts commit 4218b6422cf1ff70c7f0feeec699a35e88522ed7.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110311
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Helps Max Waves / VGPR use in a bunch of Unigine Heaven
shaders.
shader-db results radeonsi (VEGA):
Totals from affected shaders:
SGPRS: 5505440 -> 5505872 (0.01 %)
VGPRS: 3077520 -> 3077296 (-0.01 %)
Spilled SGPRs: 39032 -> 39030 (-0.01 %)
Spilled VGPRs: 16326 -> 16326 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 744 -> 744 (0.00 %) dwords per thread
Code Size: 123755028 -> 123753316 (-0.00 %) bytes
Compile Time: 2751028 -> 2560786 (-6.92 %) milliseconds
LDS: 1415 -> 1415 (0.00 %) blocks
Max Waves: 972192 -> 972240 (0.00 %)
Wait states: 0 -> 0 (0.00 %)
vkpipeline-db results RADV (VEGA):
Totals from affected shaders:
SGPRS: 160 -> 160 (0.00 %)
VGPRS: 88 -> 88 (0.00 %)
Spilled SGPRs: 0 -> 0 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 0 -> 0 (0.00 %) dwords per thread
Code Size: 18268 -> 18152 (-0.63 %) bytes
LDS: 0 -> 0 (0.00 %) blocks
Max Waves: 26 -> 26 (0.00 %)
Wait states: 0 -> 0 (0.00 %)
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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This fd was create in virgl_drm_screen_create and should be closed
in virgl_drm_screen_destroy.
Signed-off-by: Lepton Wu <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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Since we are now properly storing the clear color with SCS bits, we can
now enable fast clears on gen8 too.
Reviewed-by: Kenneth Graunke <[email protected]>
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We want to skip some types of aux usages (for instance,
ISL_AUX_USAGE_HIZ when the hardware doesn't support it, or when we have
multisampling) when sampling from the surface.
Instead of checking for those cases while filling the surface state and
leaving it blank, let's have a version of aux.possible_usages for
sampling. This way we can also avoid allocating surface state for the
cases we don't use.
Fixes: a8b5ea8ef015ed4a "iris: Add function to update clear color in surface state."
Reviewed-by: Kenneth Graunke <[email protected]>
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Since we are not using it for the clear color, there's no need to
allocate it.
Fixes: a8b5ea8ef015ed4a "iris: Add function to update clear color in surface state."
Reviewed-by: Kenneth Graunke <[email protected]>
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At the fast clear time, the only swizzle we have available is actually
the identity swizzle (which we use for most rendering). So the call to
swizzle_color_value() becomes simply a no-op, and doesn't properly zero
out the unused channels.
We have to manually override those channels.
Fixes: a8b5ea8ef015ed4a "iris: Add function to update clear color in surface state."
Reviewed-by: Kenneth Graunke <[email protected]>
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The swizzle for rendering surfaces is always identity. So when we are
doing the fast clear, we don't have enough information to store the
clear color OR'ed with the Shader Channel Select bits for the dword in
the SURFACE_STATE.
Instead of trying to patch up the SURFACE_STATE correctly later, by
reading the color from the clear color state buffer and then doing all
the operations to store it, let's just re-emit the whole SURFACE_STATE.
That should make things way simpler on gen8, and we can still use the
clear color state buffer for gen9+.
Fixes: a8b5ea8ef015ed4a "iris: Add function to update clear color in surface state."
Reviewed-by: Kenneth Graunke <[email protected]>
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Newer gens can read it directly.
Also properly skip updating the ISL_AUX_USAGE_NONE surface.
Fixes: a8b5ea8ef015ed4a "iris: Add function to update clear color in surface state."
Reviewed-by: Kenneth Graunke <[email protected]>
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