| Commit message (Collapse) | Author | Age | Files | Lines |
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Add memory barrier sync for multiple launch cases, and unbind completed
resources after launch.
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Multiple init buffer within one open instance will cause blank issue.
Updating viewport per frame will fix this issue.
Signed-off-by: James Zhu <[email protected]>
Tested-by: Bruno Milreu <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Correct wrong interpolatation with top/bottom row which caused blur issue.
Signed-off-by: James Zhu <[email protected]>
Tested-by: Bruno Milreu <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit eb9da68cbf23aafb1192beed084b2f05df65dd04)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit b03f51c4b4dfa54775e866b75f68a41862c062c2)
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The current algorithm only supports packing 32-bit types.
If a shader uses both 16-bit and 32-bit varyings, we shouldn't
compact them together.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Follow the spec when selecting the magnification filter (OpenGL 4.5,
section 8.14):
If λ(x, y) is less than or equal to the constant c (see section 8.15)
the texture is said to be magnified;
While we're here also silence a potential warning about implicit float
to double conversion.
v2: Update commit message to contain a reference to the spec as pointed
out by Eric.
Fixes a number of dEQP GLES2 and GLES3 test out of:
dEQP-GLES2.functional.texture.filtering.*
dEQP-GLES2.functional.texture.vertex.2d.filtering.*
dEQP-GLES3.functional.texture.vertex.*.filtering.*
dEQP-GLES3.functional.texture.filtering.*
dEQP-GLES3.functional.texture.shadow.2d.*
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Disable aux when resource seen the first time and EXPLICIT_FLUSH
not being set. This fixes issues seen when launching Xorg and
CCS_E getting utilized.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The T/G shader references and common state will be needed for GLES 3.2.
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We'll need to do a render-based blit for scissors, since the TFU (as seen
in this conditional) can only update a whole surface.
Fixes: 976ea90bdca2 ("v3d: Add support for using the TFU to do some blits.")
Fixes piglit fbo-scissor-blit.
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4.1 and 4.2 both have the same 16k limit, but it I'm seeing GPU hangs in
the CTS at 8k and 16k. 4k at least lets us get one 4k display working.
Cc: [email protected]
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I have v3d allocating enough initial allocation memory that we've been
passing tests without it, but to match kernel behavior more it would be
good to actually exercise the OOM path.
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Sampler of Multisample textures wasn't initialized correct. So when
texture object created as multisample its sampler is initialized in a
individual case. We change the initial state of TEXTURE_MIN_FILTER and
TEXTURE_MAG_FILTER to NEAREST.
These changes are approved by KhronosGroup.
https://github.com/KhronosGroup/OpenGL-API/issues/45
Signed-off-by: Sergii Romantsov <[email protected]>
Signed-off-by: Illia Iorin <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109057
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Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.30 spec says:
"Variables or block members declared as structures are considered
to match in type if and only if structure members match in name,
type, qualification, and declaration order."
Fixes:
* layout-location-struct.shader_test
v2: rebased against master and small fixes
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108250
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Reviewed-by: Marek Olšák <[email protected]>
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While playing with compute shaders, I was getting a random crash,
noticed that bind_state was using the old shader info for comparision,
but gallium allows the shader to be deleted while bound, so this could
lead to a use after free.
This can't happen using the cso cache. As it tracks all of this.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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to indicate write usage per buffer.
This is just a hint (it will be used by radeonsi).
Reviewed-by: Timothy Arceri <[email protected]>
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The GL 4.5 spec says:
"If any enabled array’s buffer binding is zero when DrawArrays or
one of the other drawing commands defined in section 10.4 is called,
the result is undefined."
The result is undefined but it should not crash.
Fixes: gl-3.1-vao-broken-attrib
Signed-off-by: Danylo Piliaiev <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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MI_PREDICATE_DATA is an intermediate storage for the MI_PREDICATE
command's calculations - it holds the result of the subtraction when
the compare operation is SRCS_EQUAL or DELTAS_EQUAL. But the actual
result of the predication is MI_PREDICATE_RESULT, which is what we
want to copy from the render context to the compute context.
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We consider it acceptable, but let's still document it in case people
notice it and are not sure why it's there.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Figure it out once in the build system, then just use that all over the place.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Dump u.tex.first_level instead of dumping u.tex.last_level twice.
Signed-off-by: Guido Günther <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Without that `GALLIUM_DDEBUG=always kmscube -A` would segfault like
#0 0x0000000000000000 in ()
#1 0x0000ffffa72a3c54 in dri2_get_fence_fd (_screen=0xaaaaed4f2090, _fence=0xaaaaed9ef880) at ../src/gallium/state_trackers/dri/dri_helpers.c:140
#2 0x0000ffffa8744824 in dri2_dup_native_fence_fd (drv=0xaaaaed5010c0, disp=0xaaaaed5029a0, sync=0xaaaaed9ef7c0) at ../src/egl/drivers/dri2/egl_dri2.c:3050
#3 0x0000ffffa87339b8 in eglDupNativeFenceFDANDROID (dpy=0xaaaaed5029a0, sync=0xaaaaed9ef7c0) at ../src/egl/main/eglapi.c:2107
#4 0x0000aaaabd29ca90 in ()
#5 0x0000aaaabd401000 in ()
Signed-off-by: Guido Günther <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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Documentation for glDrawPixels with GL_COLOR_INDEX says:
"If the GL is in color index mode, and if GL_MAP_COLOR is true,
the index is replaced with the value that it references in
lookup table GL_PIXEL_MAP_I_TO_I"
We are always in RGBA mode and there is nothing in documentation
about GL_MAP_COLOR in RGBA mode for GL_COLOR_INDEX.
Scale and bias are also only applicable for RGBA format and not
mentioned for GL_COLOR_INDEX.
Thus the behaviour will be on par with i965.
Fixes: gl-1.0-drawpixels-color-index
Signed-off-by: Danylo Piliaiev <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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While at it, fix typo in "rounding error" :P
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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A compute shader is used to reorder DCC data from aligned to unaligned.
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This is the simpler codepath - just disable RB and pipe alignment for DCC.
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so that we can bind DCC (texture) as an image buffer.
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Needed by displayable DCC.
We need to flush L2 after rendering if PIPE_ALIGNED=0 and DCC is enabled.
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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iris_upload_border_color is passed a pointer which points to
variable that is introduced in a different scope.
CID: 1444296
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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CID: 1444309
Fixes: 9ab1b1d0227 "st/nir: Move 64-bit lowering later"
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This should lower transient memory usage and improve performance
slightly (due to less memory to malloc/free, better cache locality,
etc).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This fixes a regression uploading partial tiled textures introduced
sometime during the cubemap series.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This patch implements system values via specially-crafted uniforms.
While we previously had an ad hoc system for passing the viewport into
the vertex shader, this commit generalizes the system to allow for
arbitrary system values to be added to both shader stages. While we're
at it, we clean up uniform handling code (which was considerably muddied
to handle the ad hoc viewport uniform).
This commit serves as both a cleanup of the existing codebase and the
precursor to new functionality, like implementing textureSize().
Concurrent with these changes is respecting the depth transform, which
was not possible with the old fixed uniform system and here serves as a
proof-of-correctness test (as well as justifying the NIR changes).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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While a partial set of viewport system values exist, these are scalar
values, which is a poor fit for viewport transformations on vector ISAs
like Midgard (where the vec3 values for scale and offset each need to be
coherent in a vec4 uniform slot to take advantage of vectorized
transform math). This patch adds vec3 scale/offset fields corresponding
to the 3D Gallium viewport / glViewport+depth
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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For texture write-transfers, we either free them on the transfer-queue
or right away. But for read-transfers, we currently only destroy them in
case they used a temp-resource. This leads to occasional resource-leaks.
Let's add a call to virgl_resource_destroy_transfer in the missing case.
Do the same thing for buffers as well, but the logic is a bit easier to
follow there.
Signed-off-by: Erik Faye-Lund <[email protected]>
Fixes: f0e71b10888 ("virgl: use transfer queue")
Reviewed-by: Gurchetan Singh <[email protected]>
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Since clover has a hard requirement on LLVM
v2: - make error message more specific
Reviewed-by: Eric Engestrom <[email protected]>
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We already do this for nouveau, but it's required for clover too.
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Previously, there was minimal support for interoperating with legacy
kernels (reusing kernel modules originally designed for proprietary
legacy userspaces, rather than for upstream-friendly free software
stacks). Now that the Panfrost kernel is stabilising, this commit drops
the legacy code path.
Panfrost users need to use a modern, mainline kernel supporting the
Panfrost kernel driver from this commit forward.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Trying to construct a scanout capable buffer will only ever work when
when we are on top of a KMS winsys, as the render node isn't capable
of allocating contiguous buffers.
Tested-by: Marius Vlad <[email protected]>
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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