| Commit message (Collapse) | Author | Age | Files | Lines |
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Mention the generic channels (PPA, Corp, other) as well as give a couple
of examples. Even if the latter became out of date the former should a
be good guide.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Cc: Ben Crocker <[email protected]>
Suggested-by: Ben Crocker <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Things are automated via git hooks.
Cc: Brian Paul <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
---
Guys, let me know when things are in place.
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Print only the information needed. Namely:
*info: the DRI module picked and the vendor/renderer strings
*gears: everything but the "...configuration file..." line(s)
v2: (Eric) Use "2>&1 |" over "|&", properly escape &.
Signed-off-by: Emil Velikov <[email protected]>
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We had multiple cases in the past where files used only by the
Scons/MinGW/Windows build were missing.
Avoid such instances and add a step to catch them early.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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These are enough for the spir-v generator to handle UConvert
and SConvert operations, and fix the 4 tests in CTS.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This was falling into the quantizetof16 path.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds the support at the spirv->nir level for the Int64
cap.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds the spirv->nir conversion for int64 types.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is used in DOOM, so provide the fast clear path for it.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes regressions from c505d6d852220f4aaaee161465dd2c579647e672.
Switching from using gl_shader_program to gl_program for the pipline
objects CurrentProgram array meant we were freeing gl_shader_programs
immediately after glDeleteProgram was called, but the spec states
the program should only get deleted once it is no longer in use.
To work around this we add a new ReferencedPrograms array to track
gl_shader_programs in use.
Reviewed-by: Kenneth Graunke <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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If the buffer has been freed by the kernel under memory pressure, it is
invalid to try and access the backing storage for that buffer in the
future - the backing storage is not recreated automatically. As such we
need to mark the GL object as being freed for unretained buffers and so
recreate the object on next use.
Futhermore from the GL_APPLE_object_purgeable:
"In contrast, by calling ObjectUnpurgeableAPPLE with an <option> of
UNDEFINED_APPLE, the application is indicating that it intends to
recreate the contents of the storage from scratch. Further, the
application is is stating that it would like the GL to do only the
minimal amount of work set PURGEABLE_APPLE to FALSE. If
ObjectUnpurgeableAPPLE is called with the <option> set to
UNDEFINED_APPLE, then ObjectUnpurgeableAPPLE will return the value
UNDEFINED_APPLE."
we must always report GL_UNDEFINED_APPLE when called with
glObjectUnpurgeable(GL_UNDEFINED_APPLE).
Testcase: piglit/object_purgeable-api-*
Signed-off-by: Chris Wilson <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This partially reverts commit 97217a40f97cdeae0304798b607f704deb0c3558.
It leaves ES 2.0 support in place per Ian's suggestion, because ES 2.0
is designed to work on hardware like i915.
Chrome only uses the GPU if you have GL >= 2.0, and using i915 (and
prog_execute) actually hurt performance compared with the software
paths.
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The --build-id=... ld flag has been present since binutils-2.18,
released 28 Aug 2007.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Provides the ability to read the .note.gnu.build-id section of ELF
binaries, which is inserted by the --build-id=... flag to ld.
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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glGetTextureSubImage() and glGetCompressedTextureSubImage() are currently
returning INVALID_OPERATION error when the passed texture argument does not
correspond to an existing texture object. However, the error should be
INVALID_VALUE instead. From OpenGL 4.5 spec PDF, section '8.11. Texture
Queries', page 236:
"An INVALID_VALUE error is generated if texture is not the name of
an existing texture object."
Same wording applies to the compressed version.
The INVALID_OPERATION error is coming from the call to
_mesa_lookup_texture_err(). This patch uses _mesa_lookup_texture() instead
and emits the correct error in the caller.
Fixes: GL45-CTS.get_texture_sub_image.errors_test
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Fixes: 9d16f3903e2 ("driconf: add allow_higher_compat_version option")
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v2: s/force_compat_profile/allow_higher_compat_version
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: s/force_compat_profile/allow_higher_compat_version
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: s/force_compat_profile/allow_higher_compat_version
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Mesa currently doesn't allow to create 3.1+ compatibility profiles
mainly because various features are unimplemented and bugs can
happen.
However, some buggy apps request a compat profile without using
any old features unimplemented in mesa, and they fail to start.
This option should help some games to run but it's not enough
for all (eg. Dying Light).
v2: - s/force_compat_profile/allow_higher_compat_version
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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vkQueuePresentKHR() takes VkPresentInfoKHR pointer and includes a
pResults fields which must holds the results of all the images
requested to be presented. Currently we're not filling this field.
Also as a side effect we probably want to go through all the images
rather than stopping on the first error.
This commit also makes the QueuePresentKHR() implementation return the
first error encountered.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: "17.0" <[email protected]>
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The memset on the line before already takes care of this.
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
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Commit 8bca8d89ef3b ("glx/glvnd: Fix dispatch function names and indices")
fixed the sorting of the array initializers in g_glxglvnddispatchfuncs.c
because FindGLXFunction's binary search needs these to be sorted
alphabetically.
That commit also mostly fixed the sorting of the DI_foo defines in
g_glxglvnddispatchindices.h, which is what actually matters as the
arrays are initialized using "[DI_foo] = glXfoo," but a small error
crept in which at least causes glXGetVisualFromFBConfigSGIX to not
resolve, breaking games such as "The Binding of Isaac: Rebirth" and
"Crypt of the NecroDancer" from Steam not working and possible causes
other problems too.
This commit fixes the last of the sorting errors, fixing these mentioned
games not working.
Fixes: 8bca8d89ef3b ("glx/glvnd: Fix dispatch function names and indices")
Cc: "13.0" <[email protected]>
Cc: "17.0" <[email protected]>
Cc: Adam Jackson <[email protected]>
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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This is possibly a bad idea, I might have to consider a better one.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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This fixes a regression with the remove non-draw cmd buffers in
queries.
Fixes: 8b47b97215a radv: detect command buffers that do no work and drop them (v2)
Signed-off-by: Dave Airlie <[email protected]>
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For GS input arrays, we may turn a packed_type of ivec4 into an
array of ivec4s. We still want flat qualification.
Found by inspection. Not known to help anything.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Unfortunately, this doesn't substantially improve the performance of any
known apps. With Dota 2 on my Sky Lake gt4, it seems help by somewhere
between 0% and 1% but there's enough noise that it's hard to get a clear
picture.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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It's a bit hard to measure because it almost gets lost in the noise,
but this seemed to help Dota 2 by a percent or two on my Broadwell
GT3e desktop.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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This helps Dota 2 on Broadwell by 8-9%. I also hacked up the driver and
used the Sascha "shadowmapping" demo to get some results. Setting
uses_kill to true dropped the framerate on the demo by 25-30%. Enabling
the PMA fix brought it back up to around 90% of the original framerate.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Vulkan doesn't have a stencilWriteEnable bit like it does for depth.
Instead, you have a stencil mask. Since the stencil mask is handled as
dynamic state, we have to handle it later during command buffer
construction. This, combined with a later commit, seems to help Dota2
on my Broadwell GT3e desktop by a couple percent because it allows the
hardware to move the depth and stencil writes to early in more cases.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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This changes the way anv_entrypoints_gen.py works from generating a
table containing every single entrypoint in the XML to just the ones
that we actually need. There's no reason for us to burn entrypoint
table space on a bunch of NV extensions we never plan to implement.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Even though we supported both coherent and non-coherent memory types, we
effectively forced apps to use the coherent types by accident. Found by
inspection, only compile tested.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: "17.0" <[email protected]>
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This is the only kind of user buffer we can get with the GL core profile.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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