| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Everything that we were once using the blit2d framework for is now done
with blorp.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This is a lot cleaner and easier to read than the old piles of if
statements.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This allows us to #undef them later if we don't want them to persist
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This allows us to #undef them later if we don't want them to persist
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The original blorp_alloc_binding_table helper was supposed to return the
binding table offset and map along with the surface state maps. This isn't
quite what we want, however. What we really want is the binding table
offsets, surface state offsets, and surface state maps. In the GL driver,
the binding table map *is* an array of surface state offsets. However, in
Vulkan, this isn't quite true as the entries in the binding table are
surface state offsets combined with another binding table block offset.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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radeonsi depends on the interp flags a little bit too much.
This fixes 9 randomly failing tests:
GL45-CTS.shader_multisample_interpolation.render.interpolate_at_centroid.*
Reviewed-by: Nicolai Hähnle <[email protected]>
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No known tests.
Cc: [email protected]
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Unify the clear and copy paths, clean up the definitions.
It looks more like a rework. It's a preparation for GDS support,
which might or might not come.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is a fallout from reworking the debug flags.
Reviewed-by: Nicolai Hähnle <[email protected]>
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If si_sampler_view_add_buffer ends up flushing, then the code
in begin_new_cs would previously have added the buffer(s) for
whatever was previously bound to that slot. Now it would add only
the new buffer.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Heaven and Valley write gl_SampleMask and not Z.
Use 16_ABGR instead of 32_ABGR if Z isn't written.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This was missed in:
commit 0d2e43fcb1198a6e67c85feadb1ca8c360ddc284
Author: Marek Olšák <[email protected]>
Date: Thu Aug 18 16:30:00 2016 +0200
gallium/radeon: derive buffer placement and flags only at initialization
Tested-by: Michel Dänzer <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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this was unimplemented
Reviewed-by: Nicolai Hähnle <[email protected]>
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broken recently
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixes segfaults in EG compute since:
commit 21de3be8e62b2b093569a99550e6356ed2f106b4
radeonsi: fix texture format reinterpretation with DCC
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Fix VAAPI YV12/I420 convert to NV12 U/V reversal.
Input order is YVU when this is called.
Signed-off-by: Andy Furniss <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
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Previously, we were relying on the fact that VALGRIND_MEMPOOL_FREE came
later on in the function to prevent "link->bo = bo" from causing an invalid
write. However, in the case where the size requested by the user is very
small (less than sizeof(struct anv_bo)), this isn't sufficient. Instead,
we should call VALGRIND_MEMPOOL_FREE early and then use VG_NOACCESS_WRITE.
We do, however, have to call VALGRIND_MEMPOOL_FREE after reading bo_in
because it may be stored in the bo itself.
Signed-off-by: Jason Ekstrand <[email protected]>
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The time we want to restrict the Z range of a 3-D surface is when rendering
to it. For storage surfaces, we always want he full range. However, we
still need to set MinimumArrayElement and RenderTargetViewExtent to
sensible values so we'll just set them to the reasonable defaults we used
before we started respecting the base_array_layer and array_len.
This fixes a bunch of Vulkan CTS regressions caused by 48f195d7c6483ed.
Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97790
Reviewed-by: Chad Versace <[email protected]>
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This particular version got moved into a `old_versions` subdirectory.
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Normally, using a non-linear tiling format helps improve cache locality by
ensuring that neighboring pixels are usually close-by in memory. For RGB
formats, this still sort-of holds, but it can also lead to rather terrible
memory access patterns where a single RGB pixel value crosses a tile
boundary and gets split into two pieces in different 4K pages. It also
makes for some rather awkward calculations because your tile size is no
longer an even multiple of surface element size. For these reasons, we
chose to simply never create tiled RGB images in the Vulkan driver.
The GL driver, however, is not so kind so we need to support it somehow. I
briefly toyed with a couple of different schemes but this is the best one I
could come up with. The fundamental problem is that a tile no longer
contains an integer number of surface elements. I briefly considered a
couple other options but found them wanting:
1) Using floats for the logical tile size. This leads to potential
rounding error problems.
2) When presented with a RGB format, just make the tile 3-times as wide.
This isn't so nice because now our tiles are no longer power-of-two
size. Also, it can force the row_pitch to be larger than needed which,
while not strictly a problem for ISL, causes incompatibility problems
with the way the GL driver chooses surface pitches.
The chosen method requires that you pay attention and not just assume that
your tile_info is in the units you think it is. However, it's nice because
it provides a nice "these are the units" declaration in isl_tile_info
itself. Previously, the tile_info wasn't usable as a stand-alone structure
because you had to also know the format. It also forces figuring out how
to deal with inconsistencies between tiling and format back to the caller
which is good because the two different consumers of isl_tile_info really
want to deal with it differently: Computation of the surface size wants
the fewest number of horizontal tiles possible while get_intratile_offset
is far more concerned with things aligning nicely.
Signed-off-by: Jason Ekstrand <[email protected]>
Acked-by: Chad Versace <[email protected]>
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The restriction that Y-tiled surfaces must have valign == 4 only aplies to
render targets but we were applying it universally. This causes problems
if ISL_FORMAT_R32G32B32_FLOAT is used because it requires valign == 2; this
should be okay because you can't render to that format.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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When Ivy Bridge introduced array multisampling, someone made the decision
to do lots of stuff throughout the driver in terms of physical array layers
rather than logical array layers. In ISL, we use logical array layers most
of the time and it really makes no sense to use physical array layers in
the blorp API. Every time someone passes physical array layers into blorp
for an array multisampled surface, they're always divisible by the number
of samples and we divide right away.
Eventually, I'd like to rework most of the GL driver internals to use
logical array layers but that's going to be a big project and will probably
happen as part of the ISL conversion. For now, we'll do the conversion in
brw_blorp and let blorp just use the logical layers.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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The result of this calculation goes into an fma() in the shader and we
would like it to be as precise as possible. The division in particular
was a source of imprecision whenever dst1 - dst0 was not a power of two.
This prevents regressions in some of the new Vulkan CTS tests for blitting
using a filtering of NEAREST.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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While we're here, we also re-arrange the parameters to better match the
parameter order of blorp_blit.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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While it can be useful, the field has substantial limtations. In
particular, the bittom 2 or 3 bits is missing so your offset always has to
be a multiple of 4 or 8. While surface alignments usually work out to make
this ok, when you start trying to fake compressed surfaces as uncompressed
(which we will want to do) this falls apart. The easiest solution is to
simply align all offsets to a tile boundary and munge the regions we're
copying to account for the intratile offset.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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