| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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There are actually 6 of them according to the GL_KHR_vulkan_glsl spec.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Emitting binding tables can cause push constants to be dirtied if the
shader uses images so we need to handle push constants later.
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this fixes compile failures since 86514d84e0beec47c82da4888db12bf07f33cb83
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for debugging
Reviewed-by: Timothy Arceri <[email protected]>
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for debugging
v2: wrap all checksums in #ifdef DEBUG
Reviewed-by: Timothy Arceri <[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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The != VK_SUCCESS case is really only capable of handling the one error.
This assert makes things a bit safer if something else goes wrong.
Suggested-by: Lionel Landwerlin <[email protected]>
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There is no version 2 of the DRI2_FENCE extension. So only a request
for version 1 has a chance to succeed.
Fixes: 74b1969d717f (gbm: wire up fence extension)
Cc: "13.0" <[email protected]>
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Cc: "13.0" <[email protected]>
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This can happen even if the binding table isn't changed. For instance, you
could have dynamic offsets with your descriptor set. This fixes the new
stress.lots-of-surface-state.cs.dynamic cricible test.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Cc: "13.0" <[email protected]>
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If we try to allocate a binding table and fail, we have to get a new
binding table block, re-emit STATE_BASE_ADDRESS, and then try again. We
already handle this correctly for 3D and blorp but it never got handled for
CS. This fixes the new stress.lots-of-surface-state.cs.static crucible test.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Cc: "13.0" <[email protected]>
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The precision of our trig instructions appears to have been fixed on Kaby
Lake. Neither Ben nor I can find any documentation for this. However, the
dEQP precision tests now pass with INTEL_PRECISE_TRIG=0 where they fail on
Sky Lake.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Most of the 3-D engine Kaby Lake is identical to Sky Lake. However, there
are a few small differences that we need to be able to detect.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Since both pCreateInfo->strideInBytes and pCreateInfo->extent.height
are of uint32_t type 32-bit arithmetic will be used.
Fix unintentional integer overflow by casting to uint64_t before
multifying.
CID 1394321
Cc: "13.0" <[email protected]>
Signed-off-by: Mun Gwan-gyeong <[email protected]>
[Emil Velikov: cast only of the arguments]
Reviewed-by: Emil Velikov <[email protected]>
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We're missing the close() to the matching open().
CID 1373407
v2: Fixes from Emil Velikov's review
Update the teardown in reverse order of the setup/init.
Cc: "13.0" <[email protected]>
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> (v1)
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Fixes: 438086efb17 (docs: sourcetree.html misc updates)
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Mention the script - why/how to use alongside a useful trick to make it
work interactively (thanks Rob!).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
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v2: [Emil Velikov]
- Add the shorthand git send-email -vX
- Move to submittingpatches.html
- Add to the TOC.
v3: [Emil Velikov]
- Use @~8 instead of HEAD~8 (Nicolai)
Cc: Timothy Arceri <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]> (v1)
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Just fetch and store it once, rather than doing the
xcb_setup_roots_iterator + get_xcb_screen dance five times.
v2: Call xcb_disconnect() on error (Eric)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]> (v1)
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Identical throughout dri2, dri3 and drisw. Next patch will add more
common code, so rather than duplicating it factor out the function.
Note: this also sets eglError on failure. Something that's quite
inconsistent throughout the codebase.
v2: Call xcb_disconnect() on error (Eric)
Note: use xcb_disconnect() even in the xcb_connection_has_error() case
as per the manual:
... memory will not be freed until xcb_disconnect...
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]> (v1)
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This has been unused since 943b69cddd
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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The old approach works fine, and this approach isn't necessarily better.
But it at least has the advantage that Vulkan and GL use the same
approach. I originally wrote it to gain additional testing for the
new paths.
shader-db statistics show 0 instruction count changes.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Everything is now in place, and we appear to pass the tests on Gen7+.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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ARB_enhanced_layouts only requires component qualifier support for
generic varyings, so this is all the vec4 backend knew how to handle.
This patch extends the backend to handle it for all varyings, so we
can use store_output intrinsics with a component set for things like
clip/cull distances. We may want to use that for other VUE header
fields in the future as well.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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We need to calculate the number of vec4 slots correctly.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Use nir_is_per_vertex_io() rather than is_arrays_of_arrays().
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Certain built-in arrays, such as gl_ClipDistance[], gl_CullDistance[],
gl_TessLevelInner[], and gl_TessLevelOuter[] are specified as scalar
arrays. Normal scalar arrays are sparse - each array element usually
occupies a whole vec4 slot. However, most hardware assumes these
built-in arrays are tightly packed.
The new var->data.compact flag indicates that a scalar array should
be tightly packed, so a float[4] array would take up a single vec4
slot, and a float[8] array would take up two slots.
They are still arrays, not vec4s, however. nir_lower_io will generate
intrinsics using ARB_enhanced_layouts style component qualifiers.
v2: Add nir_validate code to enforce type restrictions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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I've started working on a shader-db alike for Vulkan,
it's based on vktrace and it records pipelines, this
adds support to dump the shader stats exactly like
radeonsi does, so I can reuse the shader-db scripts it
uses.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The sample id is packed into bits 8-12, so adjust
things properly.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes a bunch of crashes in CTS tests looking for this.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This cleans up the ddxy emission along the same lines as
radeonsi. It also means we don't use LDS on VI chips we
use the dspermute interface, it also removes some duplicated
code.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For the hw resolve there is no need to emit any sort
of texture coordinates, so drop them all in the meta path.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Invalidates the cache when someone switches cards.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
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We want to also invalidate the cache when LLVM gets changed. As the
specific LLVM revision is not fixed at build time, we will need to
check at runtime. Computing a checksum for LLVM is going to be very
expensive, so just use the mtime.
Tested on my computer that the returned DSO for the LLVM symbol is
actually the LLVM DSO.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
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No sense in repeatedly determining it. Also, it might be dependent
on the device as shaders get compiled differently for SI/CIK/VI etc.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
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Fixes copy and paste error in 9d96d3803ab
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The former calculations were for min/max y. The width/height don't take
translate into account.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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This may ultimately be possible to support, but for now it's not hooked
up and the swr core only supports this output from GS.
This normally wouldn't matter, but we lie about supporting GL 3.2, and
also the blitter and st/mesa will make use of this functionality if
claimed.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Multiple buffers may reference client arrays. When this happens, we
might reach for scratch space multiple times, which could cause later
arrays to invalidate the pointers allocated for the earlier ones.
This fixes copyteximage 2D_ARRAY.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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Currently a sequence like draw/map/draw/map will cause the second map to
not wait for the second draw. This is because the first map will clear
the resource business bit, and the second draw won't reset it since no
state has changed.
swr_update_derived does a tiny bit of extra work, including updating the
SWR_BACKEND_STATE as well as waiting for prending fences. If that's a
problem, we could call swr_update_resource_status directly from
draw/clear handlers.
Fixes clearbuffer-stencil, clearbuffer-depth, clearbuffer-depth-stencil,
and clearbuffer-display-lists.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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The minification should happen before alignment, not after. See similar
logic on ComputeLODOffsetY. The current logic requires unnecessarily
large textures when there's an initial NPOT size.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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There's no guarantee that mip width/height will be a multiple of the
compressed block size. Doing a divide by the block size first yields
different results than GL expects, so we do the divide at the end.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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A past commit added the ability to compile "optimized" shader variants
asynchronously (not stalling the app).
This commit builds upon that and adds what is basically a runtime shader
linker. If a VS output isn't used by the currently-bound PS, a new VS
compilation is started without that output. The new shader variant
is used when it's ready.
All apps using separate shader objects I've seen had unused VS outputs.
Eliminating unused/useless VS outputs also eliminates the corresponding
vertex attribute loads.
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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