| Commit message (Collapse) | Author | Age | Files | Lines |
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New extensions can introduce additional enums. Most of the new enums
will have disjoint numbers from the initial enums. For example new
formats introduced by VK_IMG_format_pvrtc :
VK_FORMAT_ASTC_10x8_UNORM_BLOCK = 177,
VK_FORMAT_ASTC_10x8_SRGB_BLOCK = 178,
VK_FORMAT_ASTC_10x10_UNORM_BLOCK = 179,
VK_FORMAT_ASTC_10x10_SRGB_BLOCK = 180,
VK_FORMAT_ASTC_12x10_UNORM_BLOCK = 181,
VK_FORMAT_ASTC_12x10_SRGB_BLOCK = 182,
VK_FORMAT_ASTC_12x12_UNORM_BLOCK = 183,
VK_FORMAT_ASTC_12x12_SRGB_BLOCK = 184,
VK_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG = 1000054000,
VK_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG = 1000054001,
VK_FORMAT_PVRTC2_2BPP_UNORM_BLOCK_IMG = 1000054002,
VK_FORMAT_PVRTC2_4BPP_UNORM_BLOCK_IMG = 1000054003,
VK_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG = 1000054004,
VK_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG = 1000054005,
VK_FORMAT_PVRTC2_2BPP_SRGB_BLOCK_IMG = 1000054006,
VK_FORMAT_PVRTC2_4BPP_SRGB_BLOCK_IMG = 1000054007,
It's obvious we can't have a single table for handling those anymore.
Fortunately the enum values actually contain the number of the
extension that introduced the new enums. So we can build an
indirection table off the extension number and then index by
subtracting the first enum of the the format enum value.
This change makes the extension number available in the generated enum
code.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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It will be used to store extension numbers as well.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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They are now provided by -latomic, which should be linked as needed
since previous commit.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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On some platforms, gcc generates library calls when __atomic_* functions
are used, but does not link the required library (libatomic) automatically
(supposedly to allow the app to use some other atomics implementation?).
Detect this at configure time and add the library when needed. Tested
on armel (library was added) and on x86_64 (was not, as expected).
Some documentation on this is provided in GCC wiki:
https://gcc.gnu.org/wiki/Atomic/GCCMM
Fixes: 8915f0c0 "util: use GCC atomic intrinsics with explicit memory model"
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102573
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Logicop is a form of blending with the framebuffer, so we must allow
framebuffer reads when logicop is enabled.
Fixes: piglit gl-1.0-logicop on GC3000, which has logicop support
Signed-off-by: Lucas Stach <[email protected]>
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drm-intel is in favor of keeping the unused pci-id's which
are still listed in the h/w specs. To keep it uniform
across multiple gfx stack components, I'm reverting below
Mesa patches:
b2dae9f8fd310c19e66b161a7ee9845af78f73e0
ebc5ccf3cc88990248695e833d9ff11e10d91240.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Rodrigo Vivi <[email protected]>
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This reverts commit 4c4c28ca70b2267a2563047e35498b1c9252664f.
GT1.5 device info is required for few reserved pci-id's.
Signed-off-by: Anuj Phogat <[email protected]>
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This is not used anywhere in the codebase. It's a hashtable
implementation that is based around cso_hash, and is therefore
(and as mentioned in a comment in the source) quite similar to
u_hash_table.
CC: Brian Paul<[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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If transform feedback is recording a varying, it needs a slot in the
VUE map, regardless of whether or not the shader writes it.
Together with the previous patch, this fixes:
- KHR-GL45.enhanced_layouts.xfb_capture_struct
The test captures a structure where the vertex shader writes the first
and third members - but the second still needs a slot.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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unify_interfaces() only updates the NIR program info, not the copy
in the gl_program itself. So, by using the old copy, we were missing
out on these updates.
The TCS/TES ones already did this correctly.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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This can occur if the shader is capturing some of the values from the
VUE header for transform feedback, but the shader hasn't written all of
them.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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brw_finish_batch emits commands needed at the end of every batch buffer,
including any workarounds. In the past, we freed up some "reserved"
batch space before calling it, so we would never have to flush during
it. This was error prone and easy to screw up, so I deleted it a while
back in favor of growing the batch.
There were two problems:
1. We're in the middle of flushing, so brw->no_batch_wrap is guaranteed
not to be set. Using BEGIN_BATCH() to emit commands would cause a
recursive flush rather than growing the buffer as intended.
2. We already recorded the throttling batch before growing, which
replaces brw->batch.bo with a different (larger) buffer. So growing
would break throttling.
These are easily remedied by shuffling some code around and whacking
brw->no_batch_wrap in brw_finish_batch(). This also now includes the
final workarounds in the batch usage statistics. Found by inspection.
Fixes: 2c46a67b4138631217141f (i965: Delete BATCH_RESERVED handling.)
Reviewed-by: Chris Wilson <[email protected]>
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This is, by definition, finishing the batch.
Reviewed-by: Chris Wilson <[email protected]>
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Tested with AMD's Anvil OutOfOrderRasterization demo on a RX 560.
Signed-off-by: Nicholas Miell <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Fixes quite a few 'texwrap [12]d border color only' tests on NV20
(10de:0201). All told, 40 more tests pass.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian RomanicK <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Tested-by: Ian RomanicK <[email protected]>
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v2: Force T and R wrap modes to GL_CLAMP_TO_EDGE for 1D textures.
This fixes a regression in tex1d-2dborder. The test uses a 1D texture
but it provides S and T texture coordinates. Since the T wrap mode
would (correctly) be set to GL_CLAMP, the texture would gradually
blend (incorrectly) with the border color.
I also tried setting NV20_3D_TEX_FORMAT_DIMS_1D instead of
NV20_3D_TEX_FORMAT_DIMS_2D for 1D textures, but that did not help.
It is possible that the same problem exists for 2D textures with the
R-wrap mode, but I don't think there are any piglit tests for that.
No test changes on NV20 (10de:0201).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Denotes availability of 64bit int atomic instructions
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102904
Fixes: 15cae12804e ("glsl/linker: fix output variable overlap check")
Reviewed-by: Kenneth Graunke <[email protected]>
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CID: 1418140
Fixes: c4ac522511d2 ("ac/surface: handle S8 on gfx9")
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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There's no reason to use va_copy here.
CID: 1418113
Reviewed-by: Eric Engestrom <[email protected]>
Fixes: e7fc664b91a5d886c270 ("winsys/amdgpu: add addrlib - texture
addressing and alignment calculator")
Reviewed-by: Marek Olšák <[email protected]>
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The number of viewports/scissors can only be specified at pipeline
creation time, so make sure to copy them when binding a new one
because the dynamic state is cleared in BeginCommandBuffer().
Fixes: dcf46e995d ("radv: do not update the number of scissors in vkCmdSetScissor()")
Fixes: 60878dd00c ("radv: do not update the number of viewports in vkCmdSetViewport()")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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This is already done for other programs stages, fixes a leak when using
compute programs.
Signed-off-by: Tapani Pälli <[email protected]>
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102844
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Fixes: 9ac8fece63a9 (glsl: Unify ir_constant::const_elements and ::components)
Reviewed-by: Dylan Baker <[email protected]
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Having this separate just makes the code harder to follow, and
requires an extra walk of the IR.
Reviewed-by: Thomas Helland <[email protected]>
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Reviewed-by: Thomas Helland <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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The Broadwell method of handling uncompressed views of compressed
textures was to make the texture linear and have a tiled shadow copy.
This isn't needed on Sky Lake because the HALIGN and VALIGN parameters
are specified in surface elements and required to be a multiple of 4.
This means that we can just use the X/Y Offset fields and we can avoid
the shadow copy song and dance. This also makes ASTC work because ASTC
can't be linear and so the shadow copy method doesn't work there.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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In order to get support everywhere, this gets a bit complicated. On Sky
Lake and later, everything is fine because HALIGN/VALIGN are specified
in surface elements and are required to be at least 4 so any offsetting
we may need to do falls neatly within the heavy restrictions placed on
the X/Y Offset parameter of RENDER_SURFACE_STATE. On Broadwell and
earlier, HALIGN/VALIGN are specified in pixels and are hard-coded to
align to exactly the block size of the compressed texture. This means
that, when reinterpreted as a non-compressed texture, the tile offsets
may be anything and we can't rely on X/Y Offset.
In order to work around this issue, we fall back to linear where we can
trivially offset to whatever element we so choose. However, since
linear texturing performance is terrible, we create a tiled shadow copy
of the image to use for texturing. Whenever the user does a layout
transition from anything to SHADER_READ_ONLY_OPTIMAL, we use blorp to
copy the contents of the texture from the linear copy to the tiled
shadow copy. This assumes that the client will use the image far more
for texturing than as a storage image or render target.
Even though we don't need the shadow copy on Sky Lake, we implement it
this way first to make testing easier. Due to the hardware restriction
that ASTC must not be linear, ASTC does not work yet.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This struct represents a full surface state including the addresses of
the referenced main and auxiliary surfaces (if any). This makes
relocation setup substantially simpler and allows us to move 100% of the
surface state setup logic into anv_image where it belongs. Before, we
were manually fishing data out of surface states when emitting
relocations so we knew how to offset aux address. It's best to keep all
of the surface state emit logic together. This also gets us closer, at
least cosmetically, to a world of no relocations where addresses are
placed in surface states up-front.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This gives us a single centralized place where we take an image view and
use it to fill out a surface state.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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It's not SPIR-V that's backwards from GLSL, it's Vulkan that's backwards
from GL. Let's make NIR consistent with the source language and do the
flipping inside the Vulkan driver instead.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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v2: wait in map_buffer and map_image as well
v3: use event::wait instead of wait (skips fence wait for hard_event)
v4: use wait_signalled()
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Aaron Watry <[email protected]>
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And define a method for other threads to wait until the action
function associated with an event has been executed to completion.
For hard events, this will mean waiting until the corresponding
command has been submitted to the pipe driver, without necessarily
flushing the pipe_context and waiting for the actual command to be
processed by the GPU (which is what hard_event::wait() already does).
This weaker kind of event wait will allow implementing blocking memory
transfers efficiently.
Acked-by: Aaron Watry <[email protected]>
Reviewed-by: Jan Vesely <[email protected]>
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Acked-by: Aaron Watry <[email protected]>
Reviewed-by: Jan Vesely <[email protected]>
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This makes the C code be justified over to the left.
Reviewed-by: Lionel Landwerlin <[email protected]>
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We are really not going to use a winsys which does not need to store
the va, so might as well store it in a standard field.
Not sure this helps perf much though, as most of the cost is in the
cache miss accessing the bo anyway, which we stil need to do.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Since most games use only a few, iterating through all of them is
a waste. Simplifies the code too.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Nothing too exciting, just adding the possibility for a pNext pointer,
and batch binding. Our binding is pretty much trivial.
It also adds VK_IMAGE_CREATE_ALIAS_BIT_KHR, but since we store no
state in radv_image, I don't think we have to do anything there.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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