| Commit message (Collapse) | Author | Age | Files | Lines |
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v2 (Nanley): Add comment telling why "level -= mt->first_level"
Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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v2 (Jason): Fix a helper variable only used for assert -
open code instead.
Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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v2 (Nanley): Minify depth in case of 3D surface. Also moved to
.c file to get minify() without additional
header inclusions
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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v2 (Nanley): Use minify() instead of direct shift
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Keeps following patch refactoring the table allocation
non-functional.
Suggested-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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On gen < 6 one doesn't have level or layer specifiers available
for render and depth targets. In order to support rendering to
specific level/layer, driver needs to manually offset the surface
to the desired slice.
There are, however, alignment restrictions to respect as well and
in come cases the only option is to use temporary single slice
surface which driver copies after rendering to the full miptree.
Current alignment workaround introduces new texture images which
are added to the parent texture object. Texture validation later
on copies the additional levels back to the surface that contains
the full mipmap.
This only works for non-arrayed surfaces and driver currently
creates new arrayed images in vain - individual layers within the
newly created are still unaligned the same as before.
This patch drops this mechanism and instead attaches single
temporary slice into the render buffer. This gets immediately
copied back to the mipmapped and/or arrayed surface just after
the render is done.
Sitting on top of earlier series cleaning up the depth buffer
state, this patch additionally fixes the following piglit tests:
arb_framebuffer_object.fbo-generatemipmap-cubemap.g965m64
arb_texture_cube_map.copyteximage cube.g965m64
arb_texture_cube_map.copyteximage cube.ilkm64
arb_pixel_buffer_object.texsubimage array pbo.g965m64
ext_framebuffer_object.fbo-cubemap.g965m64
ext_texture_array.copyteximage 1d_array.g45m64
ext_texture_array.copyteximage 1d_array.g965m64
ext_texture_array.copyteximage 1d_array.ilkm64
ext_texture_array.copyteximage 2d_array.g45m64
ext_texture_array.copyteximage 2d_array.g965m64
ext_texture_array.copyteximage 2d_array.ilkm64
ext_texture_array.fbo-array.g965m64
ext_texture_array.fbo-generatemipmap-array.g965m64
ext_texture_array.gen-mipmap.g965m64
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Valid values for URBAllocation start at 32, so substract that
before programming the register.
This was missed when porting from the GL driver.
Cc: "17.1" <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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GFX9 is affected.
We only have tests for GL_x_SNORM where x is R8, RG8, RGB8, and RGBA8.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The parses skips the line if it contains parentheses.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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If you want to keep it for your driver, please raise your hand.
The prefix will probably have to be added into the driver instead of here.
I cringe when I look at my long renderer string:
Gallium 0.4 on AMD Radeon R9 Fury Series (DRM 3.17.0 / 4.11.0-staging-01277-gab25a9e, LLVM 5.0.0)
I'm sincerely sorry for all apps that detect Mesa by expecting "Gallium"
in the string.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes both Europa Universalis IV and Stellaris rendering on i965.
This was tested on SKL.
This fix was discovered by Jakub Szuppe at Stream HPC
(https://streamhpc.com/).
bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96958
bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95530
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Dylan Baker <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: 17.1 <[email protected]>
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The current implementation assumed that these were replaced in GLSL >= 4.10
by gl_Max{Vertex,Fragment}UniformVectors, however this is not true: both
built-ins should be produced from GLSL 4.10 onwards.
This was raised by new CTS tests that are in development.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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This fixes a bug when lowering ballotARB: previously, using writemask 0xf,
emit_asm would create TGSI_OPCODE_BALLOT instructions that span two registers
to cover 4 64-bit channels. This could trample over other a neighbouring
temporary.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101360
Cc: 17.1 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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st/mesa creates a surface that reinterprets the compressed blocks as
RGBA16UI or RGBA32UI. We have to adjust width0 & height0 accordingly to
avoid out-of-bounds memory accesses by CB.
Cc: 17.1 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Port of the corresponding fix in sid_tables.py.
Reviewed-by: Marek Olšák <[email protected]>
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The very last entry in the sid_strings_offsets table ended up missing,
leading to out-of-bounds reads and potential crashes.
Reviewed-by: Marek Olšák <[email protected]>
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We were exposing 4096, but we can do up to 8192 in Gen4-6 and up to
16384 in gen7+. OpenGL 4.1+ requires at least 16384.
Reviewed-by: Kenneth Graunke <[email protected]>
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Similar to _mesa_uniform() except that we have to call
validate_uniform_parameters() instead of validate_uniform().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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It would be nice to have a no_error path for
_mesa_test_texobj_completeness() because this function doesn't
only test if the texture is complete.
Anyway, that seems enough for now and a bunch of checks are
skipped with this patch.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This is done by introducing a separate list.
si_decompress_textures() is now 5x faster.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is done by introducing a separate list.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Useful for debugging performance issues when ARB_bindless_texture
is enabled. This query doesn't make a distinction between texture
and image handles.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Effectively there is the same code twice, once for depth and
again for stencil.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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In brw_workaround_depthstencil_alignment() corresponding
renderbuffers are always set to refer to the same temp miptrees.
There is no need to carry them in context.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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There is no separate stencil on gen < 6.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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In case of gen < 6 stencil (if present) is always combined with
depth. Both stencil and depth attachments point to the same
physical surface.
Alignment workaround starts by considering depth and updates
stencil accordingly. Current logic continues with stencil and
in vain considers the case where depth would refer to different
surface than stencil.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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Separate stencil and hiz are only enabled for gen6+.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
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