| Commit message (Collapse) | Author | Age | Files | Lines |
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Without this, negative branch/jump offsets look like very large positive
offsets.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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These belong in the shader, rather than the block. Mostly a lot of
churn and nothing too interesting. But splitting this out from the
rest of ir3_block reshuffling to cut down the noise in the later
patch.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Right now, just provides a cleaner way to get at the gpu-id, given the
separation between compiler and context. But we will need this also to
hold the reg-set for new register allocation.
Signed-off-by: Rob Clark <[email protected]>
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No longer used, or even possible, with NIR frontend.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Also remove ir3_flatten which was only used by tgsi f/e.
Signed-off-by: Rob Clark <[email protected]>
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Use a more standard priority-queue based scheduling algo. It is simpler
and will make things easier once we have multiple basic blocks and flow
control.
Signed-off-by: Rob Clark <[email protected]>
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Use standard list_head double-linked list and related iterators,
helpers, etc, rather than weird combo of instruction array and next
pointers depending on stage. Now block has an instrs_list. In
certain stages where we want to remove and re-add to the blocks list
we just use list_replace() to copy the list to a new list_head.
Signed-off-by: Rob Clark <[email protected]>
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At least for now.. right now the instruction and instruction list
printing should suffice, and the re-working of ir3_block would require
a lot of changes in that code.
Signed-off-by: Rob Clark <[email protected]>
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Use ir3_MOV() builder in a couple of spots, rather than open-coding the
instruction construction. Also add ir3_NOP() builder and use that
instead of open coding.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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I need an easier way to get at head/tail in ir3.
Signed-off-by: Rob Clark <[email protected]>
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v2: rebased on using SVIEW to hold type information
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Freedreno needs sampler type information to deal with int/uint textures.
To accomplish this, start creating sampler-view declarations, as
suggested here:
http://lists.freedesktop.org/archives/mesa-dev/2014-November/071583.html
create a sampler-view with index matching the sampler, to encode the
texture type (ie. SINT/UINT/FLOAT). Ie:
DCL SVIEW[n], 2D, UINT
DCL SAMP[n]
TEX OUT[1], IN[1], SAMP[n]
For tgsi texture instructions which do not take an explicit SVIEW
argument, the SVIEW index is implied by the SAMP index.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Some hardware needs to know the sampler type. Update the blit related
shaders to include SVIEW decl.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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To allow for shaders which use SVIEW decls for TEX* instructions, we
need to preserve the constraint that the shader either has no SVIEW's or
it has one matching SVIEW for each SAMP.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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To allow for shaders which use SVIEW decls for TEX* instructions, we
need to preserve the constraint that the shader either has no SVIEW's or
it has one matching SVIEW for each SAMP.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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TODO single return_type (use enum)
v2: single return_type arg, and use enum
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Based on mailing list discussion here:
http://lists.freedesktop.org/archives/mesa-dev/2014-November/071583.html
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This was a hack as part of debugging some glamor-on-GLES2 behavior that
ended up being an xserver bug. I suspect we can just flip this extension
on for GLES2, but the spec says it requires 3.1.
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit a81b1d5512f64ffca1c13a5937e7eb0de24713ae)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 24b043aab73ce066ded6e4bc93f589008dfc8484)
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This doesn't fix the broken 1D cases of texsubimage, but it does prevent
segfaulting when dumping the QIR code generated in fbo-1d.
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We need to make sure that when we store the aligned box, we've got
initialized contents in the border. We could potentially just load the
border area, but for now let's get text rendering working in X (and fix
the GL_TEXTURE_2D errors in piglit's texsubimage test and
gl-2.1-pbo/test_tex_image)
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Core is more self-contained now.
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ilo_ib_state is not in core.
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It does not belong to core.
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It serves the same purpose as ilo_state_vertex_buffer does.
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It serves the same purpose as ilo_state_vertex_buffer does.
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Being a parameter-like state, we may want to get rid of
ilo_state_vertex_buffer_info or ilo_state_vertex_buffer eventually. But we
want them now as they are how we do cross-validation right now.
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3DSTATE_VF_INSTANCING specifies instancing enable and step rate. They are
specified along with 3DSTATE_VERTEX_BUFFERS instead prior to Gen8. Both
commands are added.
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3DSTATE_VF specifies cut index enable and cut index. Cut index enable is
specified in 3DSTATE_INDEX_BUFFER instead prior to Gen7.5. Both commands are
added.
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Make it obvious that we save a copy of pipe_index_buffer.
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Add missing parentheses in SURFTYPE_NULL initialization.
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ilo_shader.c: In function ‘ilo_shader_select_kernel_sbe’:
ilo_shader.c:1140:27: warning: ‘src_skip’ may be used uninitialized in this
function [-Wmaybe-uninitialized]
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Print the closing ) before the newline. Trivial.
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The original code meant to do this, but was only checking num_samples == 1 to
figure out if a surface was fast clear capable. However, we can allocate single
sample miptrees with num_samples == 0 (when it's an internally created buffer).
This fixes a bunch of the piglit tests on gen8. Other gens should have been
fine.
Here is the order of events that allowed this to slip through:
t0: I wrote halign patches and tested them. These alignment assertions are for
gen8 fast clear surfaces, basically.
t1: I pushed bogus perf patch which made fast clears never happen
t2: Reworked halign patches based on Chad's feedback and introduced the bug this
patch fixes.
t2.5: I tested reworked patches, but assertion wasn't hit because of t1.
t3. Matt fixed issue in t1 which made fast clears happen here:
commit 22af95af8316f2888a3935cdf774ff0997b3dd42
Author: Matt Turner <[email protected]>
Date: Thu Jun 18 16:14:50 2015 -0700
i965: Add missing braces around if-statement.
This logic should match that of the v1 of my halign patch series.
Cc: Kenneth Graunke <[email protected]>
Cc: Matt Turner <[email protected]>
Reported-by: Kenneth Graunke <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Tested-by: Mark Janes <[email protected]>
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When adding EXT_polygon_offset_clamp, I first made it core-only, and
never moved the enum getter back to the GL/GL_CORE section. Similarly,
ARB_gs5 is a core-only extension, so move its getters to the GL_CORE
section.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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If the driver says PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY=1,
the driver should never receive a pipe_vertex_element::src_offset value
that's not a multiple of four. But the vbuf code wasn't actually adjusting
the src_offset value when creating the vertex element state object.
We just need to align the src_offset values put in the driver_attribs[]
array.
See the piglit gl-1.5-vertex-buffer-offsets test.
Reviewed-by: Marek Olšák <[email protected]>
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Remove trailing whitespace, move some braces, 78-column wrapping.
Trivial.
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There are three possible return values (not two): WGL_SWAP_COPY_ARB,
WGL_SWAP_EXCHANGE_EXT and WGL_SWAP_UNDEFINED_ARB.
VMware bug 1431184
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Also, print a warning if we do return NULL from wglGetProcAddress() to
help spot this sort of problem in the future.
Reviewed-by: José Fonseca <[email protected]>
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Viewperf 12 calls wglGetProcAddress() to get pointers to some unsupported
DSA and half-float functions. We return NULL but Viewperf doesn't check
for null before trying to jump through the pointer. That causes a crash.
This patch adds no-op functions to call instead (used by the next patch).
This avoids the crash but the rendering is incorrect.
Some DSA functions are being added to Mesa at this time so we may be
able to remove some of these no-ops in the future.
More no-op functions may be added as needed.
VMware PR1383421
Reviewed-by: José Fonseca <[email protected]>
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WGL_CONTEXT_PROFILE_MASK_ARB doesn't apply to desktop OpenGL versions
less than 3.2 -- applications can't specify whether they want a core or
a compat 3.1 context -- instead they are supposed the check whether the
returned context advertises GL_ARB_compatibility extension.
Mesa doesn't support compatability contexts for version higher than 3.1,
so we used to return core profile context, but this makes several Windows
applications unhappy, because they just assume they got a compatability
context without checking.
So it seems safer to on Windows to never return core profile for 3.1,
ie, just fail the context creation.
VMware PR1365920.
Reviewed-by: Brian Paul <[email protected]>
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To allow sampling from the surface for things like glCopyPixels
or glCopyTexSubImage.
Reviewed-by: Charmaine Lee <[email protected]>
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Create pixel formats with 0, 4, 8 and 16 samples per pixel.
Add a SVGA_FORCE_MSAA env var to force creating all pixel formats
with a particular sample count. This is useful for testing Mesa/GLUT/
etc. programs which don't ordinarily use multisample.
Reviewed-by: Matthew McClure <[email protected]>
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Use the visual/pixel format's sample count instead of zero.
Reviewed-by: Matthew McClure <[email protected]>
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