| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
While we're at it, go ahead and make nir_lower_clip use it.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
| |
The one user of this (i965) only ever calls it while in SSA form.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
| |
I forgot to remove it when I refactored all performance metrics.
Signed-off-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The VC4_DEBUG=cl,qpu is nice and all, but I want to be able to get more
detailed dumps, and to replay the same exact commands in simulation. For
that I need a dump with all of the VBOs, shaders, shader recs, etc. This
dump can be parsed by vc4-gpu-tools.
For now this is only doable from simulator mode, because otherwise we
don't have access to the RCL contents generated by the kernel.
|
| |
|
|
|
|
|
|
| |
Any update here should have been the same as in
vc4_set_framebuffer_state(), except for the point where vc4_blit.c
temporarily sets different state for its different buffers.
|
|
|
|
|
|
| |
This is apparently a weirdness of gallium -- nr_samples==1 is occasionally
used and means the same thing as nr_samples==0. Fixes a bunch of
ARB_framebuffer_srgb blit cases in piglit.
|
| |
|
|
|
|
|
|
|
|
| |
It's really harsh to abort() the X Server because of a momentary failure
(particularly -ENOMEM). I don't see a way to pass an -ENOMEM up the stack
from here, but we can at least log to stderr before proceeding on.
Cc: "11.1" <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes the following Lintian (Debian package checker) error:
privacy-breach-logo
usr/share/doc/mesa-common-dev/contents.html
(http://sourceforge.net/sflogo.php?group_id=3&type=1)
usr/share/doc/mesa-common-dev/thanks.html
(http://sourceforge.net/sflogo.php?group_id=3&type=1)
The extended description of this tag is:
This package creates a potential privacy breach by fetching a logo
at runtime.
Before using a local copy you should check that the logo is suitable
for main. You can get help with determining this by posting a link to
the logo and a copy of, or a link to, the logo copyright and license
information to the debian-legal mailing list.
Please replace any scripts, images, or other remote resources with
non-remote resources. It is preferable to replace them with text and
links but local copies of the remote resources are also acceptable as
long as they don't also make calls to remote services. Please ensure
that the remote resources are suitable for Debian main before making
local copies of them.
Severity: serious, Certainty: possible
Check: files, Type: binary, udeb
Signed-off-by: Andreas Boll <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
The incorrectly computed register count caused lockups.
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
| |
This test is a left-over of the initial development. It is unneeded and
misleading, so let's get rid of it.
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
| |
This should make the code both faster and slightly clearer.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
| |
Signed-off-by: Emil Velikov <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 525f3c2c28cd083b37e1f6a27f503af1c4781141)
|
|
|
|
|
| |
Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 5a616125acf0ac043d2d44b7a8e804739d55014e)
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It seems like disabling earlyz on a4xx also, by defaults, disables
fragcoord.z to the FS. For frag shaders that both read fragcoord(.z)
and write fragdepth, we need to set some extra bits to prevent a
lockup.
This lets us get rid of the hack of disabling fragcoord.z (which
prevented 0ad from lockups, but resulted in rendering corruption). Also
fixes fbo-depth-sample-compare.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
| |
By default we only want the disasm dumped, which we get anyways.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
| |
The picture id in this case is a VA-API surface handle, checking
for a certain value can't be correct.
Signed-off-by: Christian König <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
v2: (by Ken, incorporating feedback from Matt Turner):
- Rewrite the push constant allocation code to be clearer.
- Only apply the minimum VS entries workaround on Gen 8.
v3: (by Ken)
- Fix a bug in v2 where we failed to allocate the full push constant
space when the number of enabled stages didn't divide the available
push constant space evenly. (Any left over space is now allocated
to the PS, as it was in v1.)
- Fix an off-by-one error in v2's number of enabled stages calculation.
- Use DIV_ROUND_UP for nicer formatting.
- Line wrapping fixes.
Signed-off-by: Chris Forbes <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
| |
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
| |
This change also adds explicit location support for structs and interfaces which
is currently missing in Mesa but is allowed with SSO and GLSL 1.50+.
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
This makes the code easier to follow, should be more efficient
and will makes it easier to add matching via explicit locations
in the following patch.
This patch also replaces the hash table with the newer
resizable hash table this should be more suitable as the table
is likely to only contain a small number of entries.
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
vertex header had both clip_pos and clip_vertex.
We only really need one (clip_pos) because the draw llvm shader would
overwrite the position output from the vs with the viewport transformed.
However, we don't really need the second one, which was only really used
for gl_ClipVertex - if the shader didn't have that the values were just
duplicated to both clip_pos and clip_vertex. So, just use this from the vs
output instead when we actually need it.
Also change clip debug to output both the data from clip_pos and the
clipVertex output (if available).
Makes some things more complex, some things less complex, but seems more
easy to understand what clipping actually does (and what values it uses
to do its magic).
Reviewed-by: Brian Paul <[email protected]
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
| |
Seems obvious now this should use the data from position and not clip_vertex
(albeit might not really make a difference).
Reviewed-by: Brian Paul <[email protected]
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
| |
clip -> clip_vertex and pre_clip_pos -> clip_pos.
Looks more obvious to me what these values actually represent (so use
something resembling the vs output names).
Reviewed-by: Brian Paul <[email protected]
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This is just for code cleanup, conceptually the have_clipdist really
isn't per-vertex state, so don't put it there (just dependent on the
shader). Even though there wasn't really any overhead associated with
this, we shouldn't store random shader information in the vertex header.
Reviewed-by: Brian Paul <[email protected]
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
I'm pretty sure this should use position (i.e. pre_clip_pos) and not
the output from clipVertex. Albeit piglit doesn't care. It is what we
use in the clip test, and it is what every other driver does (as they
don't even have clipVertex output and lower the additional planes to
clip distances).
Reviewed-by: Brian Paul <[email protected]
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
| |
This is a newer convention, which we prefer over ALIGN(x, n) / n.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
The compact VUE map only works when varying packing is in use.
Unfortunately, varying packing is disabled for TCS inputs.
This is needed to fix Piglit's tcs-input-read-array-interface test.
v2: Make lines fit in 80 columns (caught by Jordan Justen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
TCS outputs and TES inputs both refer to a common "patch URB entry"
shared across all invocations. First, there are some number of
per-patch entries. Then, there are per-vertex entries accessed via
an offset for the variable and a stride times the vertex index.
Because these calculations need to be done in both the vec4 and scalar
backends, it's simpler to just compute the offset calculations in NIR.
It doesn't necessarily make much sense to use per-vertex intrinsics
afterwards, but that at least means we don't lose the per-patch vs.
per-vertex information.
v2: Use is_input/is_output helpers (suggested by Jordan Justen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
TES outputs work exactly like VS outputs, so we can simply add a case
statement for those.
TCS inputs are very similar to geometry shaders - they're arrays of
per-vertex data. We use the same method I used for the scalar GS
backend.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
| |
Based on a patch by Chris Forbes, but largely rewritten by Ken.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Without varying packing, if a VS writes a compound variable, and the GS
only reads part of it, the base location of the variable may not
actually be in the VUE map.
To cope with this, we do lowering in terms of varying slots, add any
constant offsets to the base, and then do the VUE map remapping. This
ensures we only look up VUE map entries for slots which actually exist.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
My tessellation branch has two additional remap functions. I don't want
to replicate this logic there.
v2: Handle inputs/outputs separately (suggested by Jason Ekstrand).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Shared variables and input reworks landed around the same time.
Presumably, this was some sort of mistake in rebase conflict resolution.
This really only affects the num_indices field in nir_intrinsic_infos,
which is rarely used. However, it's used by the printer.
Found by inspection.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GL_DRAW_FRAMEBUFFER does not exist in OpenGL ES 1.x, and since
_mesa_meta_begin hasn't been called yet, we have to work-around API
difficulties. The whole reason that GL_DRAW_FRAMEBUFFER is used instead
of GL_FRAMEBUFFER is that the read framebuffer may be different. This
is moot in OpenGL ES 1.x.
I have another patch series that would also fix this (by removing the
calls to _mesa_BindFramebuffer and friends), but it's not quite ready
yet... and I think it may be a bit heavy for some stable branches.
Consider this a stop-gap fix.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93215
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
| |
Spotted by Coverity.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
| |
When ret == 0, obj is not NULL. Spotted by Coverity.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
| |
Spotted by Coverity.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
| |
Avoid referencing NULL pointers.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Julien Isorce <[email protected]>
Tested-by: Julien Isorce <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Julien Isorce <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Julien Isorce <[email protected]>
Tested-by: Julien Isorce <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Julien Isorce <[email protected]>
Tested-by: ulien Isorce <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Remove unused variables from clear_state and use a hardcoded location
for color uniform to get rid of 2 more variables. Modify shaders to use
explicit location for vertex attribute too as extension is enabled.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
GRID Autosport uses SSO shaders. When a tessellation evaluation shader
is passed through this, it triggers assertion failures down the line
with unassigned varying locations. Make sure to do this when the first
shader in the pipeline is not a vertex shader.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Cc: "11.0 11.1" <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously if the visual didn't have an alpha channel then it would
pick a format that is not sRGB-capable. I don't think there's any
reason not to always have an sRGB-capable visual. Since 28090b30 there
are now visuals advertised without an alpha channel which means that
games that don't request alpha bits in the config would end up without
an sRGB-capable visual. This was breaking supertuxkart which assumes
the winsys buffer is always sRGB-capable.
The previous code always used an RGBA format if the visual config
itself was marked as sRGB-capable regardless of whether the visual has
alpha bits. I think we don't actually advertise any sRGB-capable
visuals (but we just use sRGB formats anyway) so it shouldn't make any
difference. However this patch also changes it to use RGBX if an
sRGB-capable visual is requested without alpha bits for consistency.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92759
Cc: "11.0 11.1" <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Suggested-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
brw_init_surface_formats overrides the render format for RGBX formats
which aren't supported for rendering so that they internally use RGBA
instead. However, B8G8R8X8_SRGB was missing so it wasn't marked as a
renderable format. This patch just adds it.
Cc: "11.0 11.1" <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|