| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We've been setting it in gen7 forever but never in gen8; best to make it
consistent. This hasn't caused any problems yet because we don't advertise
support for statistics queries yet.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The multisample rasterization mode is computed based on this field,
3DSTATE_RASTER::DXMultisampleRasterizationMode (only for forced
multisampling), 3DSTATE_RASTER::APIMode, and the number of samples. There
are two tables in the SKL PRM that describe how the final multisample mode
is calculated: "Windower (WM) Stage >> Multisampling >> Multisample
ModeState >> Table 1" and the formula for "SF_INT::Multisample
Rasterization Mode".
The "DX Multisample Rasterization Enable" bit changes whether multisample
mode is set to OFF_PIXEL or ON_PATTERN in the samples > 1 case. In the
samples == 1 case, the bit has no effect. Since Vulkan has no concept of
disabling multisampling for samples > 1, we can just set the bit.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is now handled in emit_3dstate_clip
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This error condition is not implementable when using tessellation or
geometry shaders. The text was also removed from the ES 3.2 spec.
I believe the intended behavior is to remove the error condition
when either OES_geometry_shader or OES_tessellation_shader are
exposed.
v2: Quote a better part of issue 13 (suggested by Ian).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Mostly, I want to share the GLES 3 transform feedback handling,
though most of the rest of the code is identical as well.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This adds the #extension directive support, built-in #defines,
lexer keyword support, and updates has_tessellation_shader().
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This makes them available in the GLES 3.1 API.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Also update _mesa_has_tessellation to know about the new extensions.
For now, these are dummy_false, to avoid turning on the extension
until everything's in place. Eventually, we'll move them over to
the "ARB_tessellation_shader" bit so that any drivers supporting
both the desktop extension and ES 3.1 get the feature.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The OES_tessellation_shader and EXT_tessellation_shader specifications
have suffixed names. These are identical to the core function, so just
alias them.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Prefer to use DRAW_(INDEX)_INDIRECT_MULTI when available in the firmware.
Versions for SI and CI already added as provided by the firmware team, but
keep in mind that they won't currently be used since the radeon kernel module
has no interface to query the firmware version.
Reviewed-by: Marek Olšák <[email protected]>
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This allows better code sharing for indirect draw calls.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The radeon kernel module doesn't have the firmware query interface, so the
corresponding values will remain 0.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Overriding it is not allowed anyway, and actually lead to a crash when polygon
stippling was used with monolithic shaders.
Reviewed-by: Marek Olšák <[email protected]>
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These are largely identical, except that the GS version has a few
extra error conditions. We can just pass in the stage and skip these.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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We need to subtract VARYING_SLOT_PATCH0, not VARYING_SLOT_VAR0.
Since "patch" only applies to inputs and outputs, we can just handle
this once outside the switch statement, rather than replicating the
check twice and complicating the earlier conditions.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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These are lowered to gl_TessLevel{Outer,Inner}MESA. We need them to
appear in the program resource list with their original names and types.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This assertion is bogus. Varying structs, and arrays of structs, are
allowed by GLSL, and we can see them here. While we currently don't
have any partial-variable support for those, simply returning false
and marking the entire thing as used is certainly legitimate.
I believe this is often swept under the rug by varying packing,
but that's disabled in certain tessellation situations.
Hit by 20 dEQP-GLES31.functional.tessellation.user_defined_io.* tests.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This better matches the grammar in section 4.3.9 of the GLSL 4.5 spec,
and also removes some redundant code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Similar to has_geometry_shader(), has_compute_shader(), and so on.
This will make it easier to add more conditions here later.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This reverts commit b403eb338533894ee012a96bf55653996c92ec7c.
Not needed.
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They can only be run manually as described in HOW_TO_RUN.
It should help catch suboptimal code generation.
Some of the tests already fail.
v2: rename the tests to *.glsl,
fix lit.cfg to find FileCheck
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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This will be used by GLSL lit tests.
For developers only. It shouldn't be distributable and it doesn't use
the Mesa build system.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This will be used by: amdgcn_glslc -mcpu=[family]
It can also be used for shader-db if you want stats for a different family.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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We don't wanna use unflushed fences when we have multiple contexts.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This will be used as a counter for whether fence_finish needs to flush
the IB.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The following patches will use this.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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On gl{Push,Pop}Attrib(GL_CLIENT_VERTEX_ARRAY_BIT) take
care that gl_vertex_array_object::VertexAttribBufferMask
matches the bound buffer object in the
gl_vertex_array_object::VertexBinding array.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Fredrik Höglund <[email protected]>
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