| Commit message (Collapse) | Author | Age | Files | Lines |
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ctx->Extensions.ARB_depth_texture is set regardless of the API that's
used, so checking for those direcly will always allow the enums from
this extensions when they are supported by the driver.
So let's instead check for both ARB_depth_texture and OES_depth_texture,
so we support depth textures on OpenGL and OpenGL ES 2.0+. There's no
extension enabling depth-textures for OpenGL ES 1.x, so we shouldn't
allow those enums there.
This fixes oes_packed_depth_stencil-depth-stencil-texture_gles1 on i965
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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ctx->Extensions.KHR_texture_compression_astc_ldr is set regardless of
the API that's used, so checking for those direcly will always enable
extensions when they are supported by the driver.
But there's no extension enabling ASTC for OpenGL ES 1.x, so we
shouldn't allow those enums there.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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ctx->Extensions.ARB_ES3_compatibility is set regardless of the API
that's used, so checking for those direcly will always enable
extensions when they are supported by the driver.
But there's no extension enabling ETC2 for OpenGL ES 1.x, so we
shouldn't allow those enums there.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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There's no extension enabling S3TC formats on OpenGL ES 1.x, so we
shouldn't allow these even if the driver can support it. So let's check
for EXT_texture_compression_s3tc instead of ANGLE_texture_compression_dxt,
which is supported on all other OpenGL variations.
We also need to use _mesa_has_EXT_texture_compression_s3tc() instead of
checking the driver cap directly, otherwise we end up enabling this on
OpenGL ES 1.x, as the API isn't checked.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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_mesa_has_FOO_bar() knows about the APIs these extensions should be
supported under, so let's use that to simplify these checks a bit.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This makes the logic a little bit easier to follow, and reduce a bit of
repetition.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This makes the logic a little bit easier to follow; this is *either*
about ES2 compatibility *or* about gles. GL_RGB565 was added already in
OpenGL ES 1.0.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Using the _mesa_has_FOO_bar helpers is generally more safe and should
generally be prefered over checking driver-caps like this code did,
because the _mesa_has_FOO_bar helpers also verify the API type and
version.
This shouldn't have any practical effect here, as this function only
gets called for OpenGL ES 3.x right now. But if this was to change in
the future, this makes the function behave a lot more predictable.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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S3_s3tc is the extension that enables this functionality on desktop, so
let's check for that one. The _mesa_has_S3_s3tc() helper already
verifies the API according to the extension-table.
As for the second hunk, we currently already only expose
EXT_texture_compression_s3tc on desktop so by using the helper instead,
we get rid of this detail here, and once we enable it for GLES we'll
automaticall get the interaction right.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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_mesa_es3_error_check_format_and_type isn't specific to OpenGL ES 3.x,
it applies to all versions of OpenGL ES. So let's rename it to reflect
this.
While we're at it, let's also rename a helper function it uses similarly.
As the helper is static, we can also remove the namespacing-prefix from
the name.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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All other _mesa_has_foo functions return bool rather than GLboolean, so
let's follow that style here as well.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The warning is emitted when building without INLINE_SSE41.
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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The new approach is that samplers don't get unbound even if they won't be used
in a draw and we should just leave them be as well.
Fixes a regression in multiple windows games using gallium nine and nouveau.
v2: adjust num_samplers to keep track of the highest sampler bound
v3: rework how to set the new value of num_samplers
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106577
Fixes: 4d6fab245eec3880e2a59424a579851f44857ce8
"cso: don't track the number of sampler states bound"
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Fixes -Wstringop-truncation compiler warnings.
See f836d799f9066adf58f36 "intel/decoder: use snprintf(..., "%s", ...) instead of strncpy"
Signed-off-by: Andre Heider <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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Android has cpufeatures library but pinning of threads is not supported
PIPE_OS_LINUX code path causes build error due to sched_getcpu() unavailable
thus we need to avoid setting HAVE_SCHED_GETCPU for Android
Fixes: 48f2160 ("st/mesa: regularly re-pin driver threads to the CCX where the app thread is")
Signed-off-by: Mauro Rossi <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This patch fixes this build error.
CC tests/xvmc_bench.o
In file included from tests/xvmc_bench.c:35:
tests/testlib.h:38:10: fatal error: 'X11/Xlib.h' file not found
^~~~~~~~~~~~
Signed-off-by: Vinson Lee <[email protected]>
Cc: [email protected]
Reviewed-by: Emil Velikov <[email protected]>
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Needed to fix build error in addrlib in mesa for Android
Fixes: 776b911 ("amd/addrlib: update Mesa's copy of addrlib")
Signed-off-by: Mauro Rossi <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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We can mark the buffer unclean if it's ever bound as a TBO,
SSBO, ABO, or image.
This improves
dEQP-GLES3.performance.buffer.data_upload.function_call.map_buffer_range.new_specified_buffer.flag_write_full.stream_draw
from 9.58 MB/s to 451.17 MB/s.
v2: Track buffer cleanliness as a function of bindings (Ilia).
v3: virgl_modify_clean --> virgl_dirty_res (Erik)
Tested-By: Gert Wollny <[email protected]>
Reviewed-by: Erik Faye-Lund <[email protected]>
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We flush everytime the command buffer (16 kB) is full, which is
quite costly.
This improves
dEQP-GLES3.performance.buffer.data_upload.function_call.buffer_data.new_buffer.usage_stream_draw
from 111.16 MB/s to 1930.36 MB/s.
In addition, I made the benchmark produce buffers from 0 --> VIRGL_MAX_CMDBUF_DWORDS * 4,
and tried ((VIRGL_MAX_CMDBUF_DWORDS * 4) / 2), ((VIRGL_MAX_CMDBUF_DWORDS * 4) / 4), etc.
I didn't notice any clear differences, so let's just go with the most obvious
heuristic.
Tested-By: Gert Wollny <[email protected]>
Reviewed-by: Erik Faye-Lund <[email protected]>
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Tested running WebGL aquarium on Nvidia host (10,000 fishes)
This moves us from 7 fps to 9 fps. After quadrupling, performance
gains diminish.
v2: Remove change ID (Erik)
Tested-By: Gert Wollny <[email protected]>
Reviewed-by: Erik Faye-Lund <[email protected]>
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Pipeline state pending bits should be taken into account when copying
results.
In the particular bug below, the results of the
vkCmdCopyQueryPoolResults() command was being overwritten by the
preceding vkCmdCopyBuffer() with a same destination buffer. This is
because we copy the buffers using the 3D pipeline whereas we copy the
query results using the command streamer. Those pieces of HW work in
parallel and the results are somewhat undefined.
v2: Unconditionally flush the pipeline before copying the results
(Jason)
v3: Wrap & expressions (Jason)
Signed-off-by: Lionel Landwerlin <[email protected]>
Suggested-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108894
Cc: [email protected]
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on Gfx9"
I didn't mean to push this. I don't think it makes any difference.
This reverts commit f737fe00a047ae1ae9ec4e15a4ea8b578389f2f6.
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The calculated length of a line may be infinite, if the coords we
get are bogus. This leads to an infinite loop in line stippling.
To prevent this test for this explicitly (although technically
on at least x86 sse it would actually work without the explicit
test, as long as we use the int-converted length value).
While here also get rid of some always-true condition.
Note this does not actually solve the root cause, which is that
the coords we receive are bogus after clipping. This seems a difficult
problem to solve. One issue is that due to float arithmetic, clip w
may become 0 after clipping if the incoming geometry is
"sufficiently degenerate", hence x/y/z ndc (and window) coords will
be all inf (or nan). Even with w not quite 0, I believe it's possible
we produce values which are actually outside the view volume.
(Also, x=y=z=w=0 coords in clipspace would be not considered subject
to clipping, and similarly result in all NaN coords.) We just hope for
now other draw stages (and rasterizers) can handle those relatively
safely (llvmpipe itself should be sort of robust against this, certainly
converstion to fixed point will produce garbage, it might fail a couple
assertions but should neither hang nor crash otherwise).
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Józef Kucia <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Update to the internal master as of 2018-11-15.
This has a lot of gratuitous whitespace change, but on the plus
side it's built using the same tooling that's used for AMDVLK,
which should help going forward.
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Our choices here are simply redundant as long as sin.flags is set
correctly.
(v2:
- remove unused function parameter)
Reviewed-by: Marek Olšák <[email protected]>
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v2:
- use SI_CONTEXT_REG_OFFSET
Reviewed-by: Dave Airlie <[email protected]>
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The ioctl.cap_3d member was never freed.
Cc: [email protected]
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Sinclair Yeh <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Free the context after destruction.
Cc: [email protected]
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Sinclair Yeh <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Viewport/scissor don't need to be updated for array textures.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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If all layers are bound we can perform a fast color or depth clear
instead of iterating over all layers. This has the advantage
to avoid trashing the framebuffer for nothing if you we end up by
doing a fast clear when calling radv_clear_image_layer(), and
clearing all layers in one shot is obviously faster.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Currently only true if RADV_PERFTEST=dccmsaa is set.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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For further optimisations.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The driver doesn't support DCC/CMASK for mipmapped textures.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Fix build error.
CXXLD pipe_msm.la
../../../../src/gallium/drivers/freedreno/.libs/libfreedreno.a(freedreno_batch.o): In function `batch_init':
src/gallium/drivers/freedreno/freedreno_batch.c:54: undefined reference to `fd_device_version'
src/gallium/drivers/freedreno/freedreno_batch.c:59: undefined reference to `fd_submit_new'
src/gallium/drivers/freedreno/freedreno_batch.c:61: undefined reference to `fd_submit_new_ringbuffer'
src/gallium/drivers/freedreno/freedreno_batch.c:64: undefined reference to `fd_submit_new_ringbuffer'
src/gallium/drivers/freedreno/freedreno_batch.c:66: undefined reference to `fd_submit_new_ringbuffer'
src/gallium/drivers/freedreno/freedreno_batch.c:70: undefined reference to `fd_submit_new_ringbuffer'
Fixes: b4476138d5ad ("freedreno: move drm to common location")
Fixes: aa0fed10d357 ("freedreno: move ir3 to common location")
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Acked-by: Christian König <[email protected]>
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Window system buffers didn't use the optimal alignment.
Acked-by: Christian König <[email protected]>
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Acked-by: Christian König <[email protected]>
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Sadly, the 3 games I tested (DeusEx:MD, DiRT Rally, DOTA 2) are unaffected
by the overallocation, because I guess their buffers don't fall into
the small range below a power-of-two size.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Christian König <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Christian König <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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- the slab buffer size increased from 128 KB to 2 MB (PTE fragment size)
- the max suballocated buffer size increased from 64 KB to 256 KB,
this increases memory usage because it wastes memory
- the number of suballocators increased from 1 to 3 and they are layered
on top of each other to minimize unused space in slabs
The final increase in memory usage is:
DeusEx:MD: 1.8%
DOTA 2: 1.75%
DiRT Rally: 0.2%
The kernel driver will also receive fewer buffers.
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