| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Avoid moving things around on start of stream.
Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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dri2_dup_image was not copying the dri_format field.
This was causing some bugs, for example:
. we create an gbm_bo.
. we get an EGLImage from the gbm_bo.
. Bug: impossible to get again the gbm_bo from the EGLImage by
importing. (gbm dri2 backend)
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This regressed when I converted BRW_REGISTER_TYPE_* to be an abstract
type that doesn't match the hardware description. dump_instruction()
was using reg_encoding[] from brw_disasm.c, which no longer matches
(and was incorrect for Gen8+ anyway).
This patch introduces a new function to convert the abstract enum values
into the letter suffix we expect.
Signed-off-by: Kenneth Graunke <[email protected]>
Reported-by: Matt Turner <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Mesa now has a real, feature-rich EGL implementation on X11 via xcb.
Therefore I believe there is no longer a practical need for the egl_glx
driver.
Furthermore, egl_glx appears to be unmaintained. The most recent
nontrivial commit to egl_glx was 6baa5f1 on 2011-11-25.
Tested by running weston-smoke in windowed Weston on X with i965.
Signed-off-by: Chad Versace <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Acked-by: Kristian Høgsberg <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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ureg_program is allocated on the heap so we can just bump the
number of immediates that it can handle. It's needed for d3d10.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We need to handle a lot more immediates and in order to do that
we also switch from allocating this structure on the stack to
allocating it on the heap.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We only supported up to 256 immediates, which isn't enough. We had
code which was allocating immediates as an allocated array, but it
was always used along a statically backed array for performance
reasons. This commit adds code to skip that performance optimization
and always use just the dynamically allocated immediates if the
number of them is too great.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The number of allowed temporaries increases almost with every
iteration of an api. We used to support 128, then we started
increasing and the newer api's support 4096+. So if we notice
that the number of temporaries is larger than our statically
allocated storage would allow we just treat them as indexable
temporaries and allocate them as an array from the start.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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If multiple color outputs are written, this shader is unlikely to be
useful with a winsys framebuffer.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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The driver is supposed to ensure buffers before any drawing operation, but in
do_blit_drawpixels() and do_blit_copypixels() we inspect the buffer format
before calling intel_prepare_render(). That was covered up by the
unconditional call to intel_prepare_render() in intelMakeCurrent(), but we
now only do this on the initial intelMakeCurrent call for a context
(to get the size for the initial viewport values).
https://bugs.freedesktop.org/show_bug.cgi?id=74083
Signed-off-by: Kristian Høgsberg <[email protected]>
Tested-by: Alexander Monakov <[email protected]>
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Silences compiler warning. Trivial.
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Wrap to 78 columns, fix comment formatting.
Trivial.
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This will allow testing of compute shader functionality before it is
completed.
To enable ARB_compute_shader functionality in the i965 driver, set
INTEL_COMPUTE_SHADER=1.
Reviewed-by: Jordan Justen <[email protected]>
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v2: Fix comment.
Reviewed-by: Jordan Justen <[email protected]>
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Fixes piglit test:
spec/ARB_compute_shader/linker/mix_compute_and_non_compute
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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v2: Improve error message.
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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v2: Document that the 3-element array MaxComputeWorkGroupCount is
indexed by dimension.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
v2: Use CONTEXT_INT rather than CONTEXT_ENUM.
Reviewed-by: Jordan Justen <[email protected]>
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v2: Document that the 3-element array MaxComputeWorkGroupSize is
indexed by dimension.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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v2: do cs after the ordered pipeline stages for consistency.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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This patch adds MESA_SHADER_COMPUTE to the gl_shader_stage enum.
Also, where it is trivial to do so, it adds a compute shader case to
switch statements that switch based on the type of shader. This
avoids "unhandled switch case" compiler warnings.
Reviewed-by: Matt Turner <[email protected]>
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Linker loops that iterate through all the stages in the pipeline need
to use MESA_SHADER_FRAGMENT as a bound, so that we can add an
additional MESA_SHADER_COMPUTE stage, without it being erroneously
included in the pipeline.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Previously, we were really doing F2I. And also move it to generic section.
(Note that for llvmpipe the code generated is definitely bad, due to lack
of unsigned conversions with sse. I think though what llvm does (using scalar
conversions to 64bit signed either with x87 fpu (32bit) or sse (64bit)
including lots of domain changes is quite suboptimal, could do something like
is_large = arg >= 2^31
half_arg = 0.5 * arg
small_c = fptoint(arg)
large_c = fptoint(half_arg) << 1
res = select(is_large, large_c, small_c)
which should be much less instructions but that's something llvm should do
itself.)
This fixes piglit fs/vs-float-uint-conversion.shader_test (maybe more, needs
GL 3.0 version override to run.)
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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Trivial.
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This updates the r600 driver status to 3.3 being fully supported.
Signed-off-by: Dave Airlie <[email protected]>
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This is my first attempt at enabling r600/r700 geometry shaders,
the basic tests pass on both my rv770 and my rv635,
It requires this kernel patch:
http://www.spinics.net/lists/dri-devel/msg52745.html
v2: address Alex comments.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This throws the switch to enable GL 3.3 and GLSL 330.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This moves the value from the GS shader to the copy shader so the registers
are setup correctly.
fixes tests/spec/glsl-1.50/execution/geometry/clip-distance-out-values.shader_test
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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attempt to calculate a better value for array size to avoid breaking apps.
v2: use 0xfff like streamout, suggested by Grigori
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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cayman has a different end of program bit, so do that properly.
fixes hangs with geom shader tests on cayman.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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set the correct values so the misc out register is setup correctly
for the copy shader.
This also updates the state for the gs copy shader so the hw
gets programmed correctly.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This just makes r600 and evergreen do what the radeonsi codepaths do
for layered rendering. This makes the 2d amd_vertex_shader_layer test
pass on evergreen.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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