| Commit message (Collapse) | Author | Age | Files | Lines |
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We were implementing those the same way than
the default pool, which is sub-optimal.
The buffer is supposed to return pointer to
a ram copy when user locks, and automatically
update the vram copy when needed.
v2: Rename NineBuffer9_Validate to NineBuffer9_Upload
Rename validate_buffers to update_managed_buffers
Initialize NineBuffer9 managed fields after the resource
is allocated. In case of allocation failure, when the dtor
is executed, This->base.pool is then rightfully set.
Signed-off-by: Axel Davy <[email protected]>
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For 32 bits, incoming stack is 4-byte aligned.
We need to realign the stack to 16-byte at some point,
or there are issues later (crash with SSE, llvm, etc).
This patch chooses to align the stack at API entry points.
Signed-off-by: Axel Davy <[email protected]>
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using MIN/MAX is fine instead of CLAMP.
NRM doesn't exist anymore.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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SQRT is not supported everywhere, so replace
it by RSQ + MUL and handle case <= 0.
Signed-off-by: Axel Davy <[email protected]>
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We had several issues of crashes with it.
This should fix it.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Add new argument to d3d9_to_pipe_format_checked to
be able to bypass format support checks. This argument
is set to TRUE when the requested Pool is SCRATCH.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Returns INVALIDCALL when trying to create a surface
of unsupported format.
In practice, apps are supposed to check for format
support before trying to create a render target
of that format. However some bad behaving apps
could just try to create the surface and deduce if
it failed that it wasn't supported.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Texture and CubeTexture use common code,
and thus ATI1/ATI2 is already implemented
for CubeTexture.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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Clarify the behaviour and clean the checks
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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We were having checks at both Create*Texture functions
and in ctors.
Move all Create*Texture checks to ctors.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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This->base.base.resource is worth NULL
for SYSTEMMEM textures.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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We do not support shared textures, thus no need to set
the shared flag.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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We do not create a resource for SYSTEMMEM textures,
thus we do not need to set resource usage.
The only exception is vertexbuffer SYSTEMMEM, since
we do use a pipe resource for them.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Patrick Rudolph <[email protected]>
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So it's near the other cube map helper functions.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Just minor clean-up so we're consistent everywhere.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Now that MSVC 2013 is required we can remove this.
Reviewed-by: Jose Fonseca <[email protected]>
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We already use these for gallium in
src/gallium/auxiliary/os/os_memory_stdc.h and it's always better to
minimize divergences between MinGW and MSVC.
Reviewed-by: Brian Paul <[email protected]>
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Spotted by Emil Velikov.
Trivial.
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Spotted by Emil Velikov.
Trivial.
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Auxiliary buffers are always created with sample number of zero
which effectively prevents intel_miptree_create_layout() from trying
to associate auxiliary buffers with auxiliary buffers.
Now that there is more direct path available lets start using it
instead and stop even checking for such (im)possibility.
v2 (Ben): Do not signal msaa layout with explicit argument but
using layout_flags instead.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Currently the logic allocating and setting up miptrees is closely
combined with decision making when to re-allocate buffers in
X-tiled layout and when to associate colors with auxiliary buffers.
These auxiliary buffers are in turn also represented as miptrees
and are created by the same miptree creation logic calling itself
recursively. This means considering in vain if the auxiliary buffers
should be represented in X-tiled layout or if they should be
associated with auxiliary buffers again.
While this is somewhat unnecessary, this doesn't impose any problems
currently. Miptrees for auxiliary buffers are created as simgle-sampled
fusing the consideration for multi-sampled compression auxiliary
buffers. The format in turn is such that is not applicable for
single-sampled fast clears (that would require accompaning auxiliary
buffer).
But once the driver starts to support lossless compression of color
buffers the auxiliary buffer will have a format that would itself
be applicable for lossless compression. This would be rather
difficult and ugly to detect in the current miptree creation logic,
and therefore this patch seeks to separate the association logic
from the general allocation and setup steps.
v2 (Ben):
- Do not reconsider for X-tiling in intel_miptree_create()
as it was just forced to Y-tiling in miptree_create().
- Do not drop checks for allocation failures.
Signed-off-by: Topi Pohjolainen <[email protected]>
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This makes the logic a little more explicit and helps to keep
subsequent patches easier to read.
Suggested-by: Ben Widawsky <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Part of brw_try_draw_prims() is a check to validate textures
(brw_validate_textures()). In case of textures that currently have
only level zero but are marked for mipmap generation, i965 driver
will decide to replace the underlying buffer with a larger one
capable of holding also the additional levels. This results into
blit from the original buffer to the newly allocated (see
intel_miptree_copy_teximage()). This blit is currently handled with
blitter engine and hence it won't effect the ongoing draw operation.
However, this blit in turn may trigger color resolve on the source
buffer. In principle, this should be possible with fast cleared
buffers but I only started hitting it when I enabled lossless
compression (that reguires similar resolve to fast cleared buffers).
Now, the color resolve is a meta operation and uses the same drawing
path we are already in middle of. After quite a bit of debugging I
realized that the resolve will modify the current vbo setup but it
won't restore it afterwards resulting in the original draw call
using wrong vertex data.
When brw_try_draw_prims() gets called, the vbo logic in the Mesa
core (see vbo_draw_arrays()) has just bound the vbo (see
vbo_bind_arrays() and recalculate_input_bindings()). Color resolve
operation will overwrite the vbo setup by calling vbo_bind_arrays()
against the resolve rectangle (see brw_draw_rectlist()). Once the
color resolve is done the vbo setup is left to the resolve rectangle
state and the original drawing call yields bogus results.
This patch aims to restore the original state after the color
resolve by calling vbo_bind_arrays() yet again after the vertex
array state in the core context have been restored.
Now having said all this, I'd also like to state that I'm quite
uncomfortable with the nested meta operations. Ths original draw
call in this case is in fact a meta operation itself. It is a blit
from level zero to level one when generating the additional mipmap
levels (see _mesa_meta_GenerateMipmap()). Imagine the complexity
if the blit in the middle from buffer to another would go to meta
path also instead of blitter.
I would very tempted to try to move all the resolves to happen
before a meta operation is started.
Additionally I still feel that work I did earlier in the spring/
summer time moving meta operations to use direct state upload
bypassing the core context would make sense.
v2: Force input recalculation by setting the flag explicitly
v3: Do not attempt to restore vbo for opengles1 which doesn't
support vertex buffer objects.
Signed-off-by: Topi Pohjolainen <[email protected]>
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Validation may kick off copies and subsequently color resolves.
Color resolves (and the copies themselves if ending up in meta path)
will overwrite the internal driver state but are not prepared to
restore it. Instead of adding that capability the validation can be
simply performed before the state is updated.
Signed-off-by: Topi Pohjolainen <[email protected]>
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Setting brw->ctx.NewDriverState and brw->ctx.NewGLState affects
the dirty bits for the current pipeline. But, we need to flag
everything dirty on *both* pipelines, so that when we switch
back, we'll realize our programs are stale and re-upload them.
To accomplish this, flag the saved state for both pipelines.
Only one of them should matter, but this way we don't have to
check which we need to set. It's harmless to set the other.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93790
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Tested-by: Ilia Mirkin <[email protected]>
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Feedback from Khronos is that 'invariant' should be allowed on block
members for desktop OpenGL. Fix piglit regression added by fe1e89a0:
invariant-qualifier-in-out-block-01.vert
v2:
- Allow it for in/out blocks in OpenGL ES too, so when OES_shader_io_blocks
is supported we don't need to do any change (Timothy)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89330
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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I think this was just missed; Curro and I were probably writing
code simultaneously and forgot to combine them at the end.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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When uploading state for the compute pipeline, we don't want to
look at VS/TCS/TES/GS/FS programs, as they might be stale, and
aren't relevant anyway. Likewise, the render pipeline shouldn't
look at CS.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93790
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Broken by this cleanup: 3dc1cb0cc7605a2f3128311f5a6052f740fc7b0d
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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We really need to stop pulling information directly out of shaders for
state setup. For one thing, if we want any sort of an on-disk shader
cache, having all of this metadata in one place is going to be crucial.
Also, passing it all through prog_data cleans up the compiler <-> state
setup API substantially.
Reviewed-by: Kenneth Graunke <[email protected]>
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It's extremely FS specific so the fact that we have a stage check in the
middle of it is rather bogus. While were here, we rename
setup_payload_gen4 and setup_payload_gen6 to make it obvious that they are
both FS specific.
Reviewed-by: Kenneth Graunke <[email protected]>
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This 'words' parameter is there since 2011 but it has never been used.
While we are at it, get rid of the extern declaration.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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We already check for opaque types so don't recheck for atomics
and images.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Commit c98deb18d5836f in 2010 disallowed embedded struct definitions
in ES. Then in 2013 d9bb8b7b56ce65b disallowed it for everything but
GLSL 1.10.
Commit c98deb18d5836f seemed the cleanest way to do the check so its
been extended to cover GL and the other version has been removed.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We no longer need to build any part of Mesa with Windows SDK 7.0.7600 or
MSVC 2008. MSVC 2013 will be the oldest we support.
In practice this means people are now free to declare variables in the
middle of blocks, on the whole Mesa tree.
Care should still be taken with variable length arrays and void pointer
arithmetic.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Hella-acked-by: Ian Romanick <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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The indirect dispatch registers were whitelisted in command parser
version 5. (Version 5 is available as of Linux 4.4)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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to allow LinkShader to free the GLSL IR.
Reviewed-by: Ian Romanick <[email protected]>
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Broken by one of my cleanups. Spotted by luck.
Radeonsi doesn't care, because all shader create callbacks go to the same
function.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
v2: adjust the comment in the amdgpu winsys
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Reviewed-by: Nicolai Hähnle <[email protected]>
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si_shader_ctx -> ctx
type * ptr -> type *ptr
si_shader_context *shader -> si_shader_context *ctx
Reviewed-by: Nicolai Hähnle <[email protected]>
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