| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "10.3" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82804
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Previously, we were accidentally assuming that the level of both textures
was 0. Now we actually use the correct level in our hacked texture view.
This doesn't 100% fix the meta path because the texture type is getting
lost somewhere in the pipeline. However, it actually copies to/from the
correct layer now.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "10.3" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82804
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Previously, we were using the source images level for both source and
destination. Also, we weren't taking the MinLevel from a potential texture
view into account. This commit fixes both problems.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "10.3" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82804
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Only MCJIT is available anymore.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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*_update_db_shader_control depends on the alpha test state. The problem was
it was in a block which is only entered if the pixel shader is changed.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74863
Cc: [email protected]
Tested-by: Benjamin Bellec <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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The default case was accidentally clearing RADEON_FLAG_CPU_ACCESS from the
previous fall-through cases.
Reported-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Did this code mean to do something else, you tell me!
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Coverity reported this, looks wrong to me.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Coverity pointed out we never dropped the lock here, so fix
it by using a common exit path.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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tex-miplevel-selection was hammering my memory manager with primconverts
on individual quads. This gets all those converted IBs packed into larger
IBs.
Reviewed-by: Rob Clark <[email protected]>
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gcc isn't detecting that src is set before used, since both are under if
(info->indexed).
Reviewed-by: Rob Clark <[email protected]>
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pipe-loader.h will include Xlib.h when HAVE_PIPE_LOADER_XLIB is set in the
build.
Reviewed-by: Emil Velikov <[email protected]>
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This is part of fixing extremely long runtimes on some piglit tests that
involve streaming vertex reuploads due to format conversions, and will
similarly be important for X performance, which relies on these flags.
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A meta begin/end pair with MESA_META_DRAW_BUFFERS will change visible GL
state. We recreate the draw buffer enums from the buffer bitfield, which
changes GL_BACK to GL_BACK_LEFT (and GL_FRONT to GL_FRONT_LEFT).
This commit modifes the save/restore logic to instead copy the buffer enums
from the gl_framebuffer and then set them on restore using
_mesa_drawbuffers().
It's not clear how this breaks the benchmark in 82796, but fixing meta to not
leak the state change fixes the regression.
No piglit regressions.
Reviewed-by: Kenneth Graunke <[email protected]>
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=82796
Signed-off-by: Kristian Høgsberg <[email protected]>
Cc: [email protected]
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This reverts commit 0fbb9a599df898d4e1166d6d6f00cb34a0524bea.
Rather than adding hacks around the issue drop the sources from the
final tarball, and re-add them back with 'make dist'. This fixes a
problem when running parallel 'make install' fails as it recreates
sources and triggers partial recompilation.
Cc: "10.2 10.3" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83355
Reported-by: Maarten Lankhorst <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Tested-by: Maarten Lankhorst <[email protected]>
Tested-by: Kai Wasserbäch <[email protected]>
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Coverity reported this, and I think this is the right solution,
since cache->items is struct cache_item ** not struct cache_item *,
we also realloc it using struct cache_item * at some point.
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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It's never used under normal circumstances.
Reviewed-by: Marek Olšák <[email protected]>
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Not all of these are used in every context, so this can make a
significant difference for short-lived contexts such as in piglit tests.
Reviewed-by: Marek Olšák <[email protected]>
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This allows the kernel to prevent such BOs from ever being stored in the
CPU inaccessible part of VRAM.
Reviewed-by: Marek Olšák <[email protected]>
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If we fails in reserve_explicit_locations, we leak uniform_map.
Reported-by: coverity scanner.
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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i965 will have more than 32 bits when BRW_STATE_COMPUTE_PROGRAM is added.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The set of state atoms for compute shaders is currently empty; it will
be filled in by future patches.
Reviewed-by: Jordan Justen <[email protected]>
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The hardware state for compute shaders is almost entirely orthogonal
to the hardware state for 3D rendering. To avoid sending unnecessary
state to the hardware, we'll need to have a separate set of state
atoms for the compute pipeline and the 3D pipeline. That means we
need to maintain two separate sets of dirty bits to determine which
state atoms need to be run.
But the dirty bits are not completely independent; for example, if
BRW_NEW_SURFACES is flagged while doing 3D rendering, then not only do
we need to re-run 3D state atoms that depend on BRW_NEW_SURFACES, but
we also need to re-run compute state atoms that depend on
BRW_NEW_SURFACES. But we'll also need to re-run those state atoms the
next time the compute pipeline is run.
To accomplish this, we record two sets of dirty bits, one for each
pipeline. When bits are dirtied (via SET_DIRTY_BIT() or
SET_DIRTY_ALL()) we set them to the dirty state in both pipelines.
When brw_state_upload() is run, we clear the dirty bits just for the
pipeline that was run.
Note that since the number of pipelines is known at compile time to be
2, the compiler should unroll the loops in SET_DIRTY_BIT() and
SET_DIRTY_ALL().
Reviewed-by: Jordan Justen <[email protected]>
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This will make it easier to extend dirty bit handling to support
compute shaders.
Reviewed-by: Jordan Justen <[email protected]>
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This will make it easier to extend dirty bit handling to support
compute shaders.
Reviewed-by: Jordan Justen <[email protected]>
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This will make it easier to extend dirty bit handling to support
compute shaders.
Reviewed-by: Jordan Justen <[email protected]>
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coverity reported this, Matt said it look like missing parens,
not bad identing, so lets try that.
Cc: "10.2 10.3" <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This one path doesn't goto fail, so it seems to leak dec.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reported-by: Coverity scanner.
Signed-off-by: Dave Airlie <[email protected]>
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This fixes the code, but we never run it anyways, so silence coverity.
Signed-off-by: Dave Airlie <[email protected]>
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Recent code changes have caused these to no longer be used. Remove them.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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The current code... makes no sense. Use nouveau_bo_ref to attach the bo
to the exposed resource so as to have the proper lifetime guarantees.
Tested-by: Emil Velikov <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.2 10.3" <[email protected]>
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With VP2, nv50_miptree is faked because the underlying bo's have to be
laid out in a certain way. This is done by adjusting the address. Make
sure that blits (and everything else for consistency) use the mt address
rather than the bo address as a base.
This fixes retrieving chroma plane with VDPAU.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82255
Tested-by: Emil Velikov <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.2 10.3" <[email protected]>
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The mt address is about to be used more, make sure it's set
appropriately.
Reported-by: Emil Velikov <[email protected]>
Tested-by: Emil Velikov <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.2 10.3" <[email protected]>
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When constant folding a MAD operation, we first fold the multiply and
generate an ADD. However we do so without making sure that the immediate
can be handled in the saturate case. If it can't, load the immediate in
a separate instruction.
Reported-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.2 10.3" <[email protected]>
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Experimentally, the sampler doesn't appear to like these, neither as
buffer nor as rect textures. So remove 1D from the list of texture types
to make linear when used for staging.
This fixes the OSD in mplayer for VDPAU.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.2 10.3" <[email protected]>
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Samplers are only defined up to num_samplers, so set all samplers above
nr to NULL so that we don't try to read them again later.
Tested-by: Christian Ruppert <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.2 10.3" <[email protected]>
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In certain circumstances, findFirstUses could end up doubling back on
instructions it had already processed, resulting in an infinite
recursion. Avoid this by keeping track of already-visited instructions.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83079
Tested-by: Tobias Klausmann <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.2 10.3" <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Once we've assembled the shader, no need to keep the intermediate
around.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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So that I can add fast depth clear.
Reviewed-by: Michel Dänzer <[email protected]>
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We always left them enabled, which turned off HiZ in some cases.
This should improve performace with Hyper-Z.
Reviewed-by: Michel Dänzer <[email protected]>
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