| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Begin/Reset of command buffer both reset the content of the command
buffer. Don't forget to wipe them on Begin.
Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: 4438188f492e1f ("vulkan/overlay: record stats in command buffers and accumulate on exec/submit")
Acked-by: Eric Engestrom <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: 38305e6c94ea31 ("anv: replace hard-coded platform list with vk.xml parse")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111078
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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This add support for setting shader buffers and passing them
to draw or binding them to the fragment shader jit.
Reviewed-by: Roland Scheidegger <[email protected]>
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This adds the interface to add mapped shader buffers,
and sets up the jit linkage for them.
Reviewed-by: Roland Scheidegger <[email protected]>
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This adds load, store and atomic operations. These operations
have to respect the exec_mask, and can't operate in lanes where
the execute is off. This is needed to avoid side effects seen
outside the shaders.
There is also bounds checking on the ssbo accesses vs the size
ptr.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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llvmpipe will need this info.
Reviewed-by: Roland Scheidegger <[email protected]>
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This just adds the ssbo ptrs to the jit fragment shader api.
Reviewed-by: Roland Scheidegger <[email protected]>
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This adds ssbo/num_ssbo ptrs to the vs/gs jit tables.
Reviewed-by: Roland Scheidegger <[email protected]>
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v2: update ssbo size
Reviewed-by: Roland Scheidegger <[email protected]>
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This just adds an inline to copy a pipe_shader_buffer.
Reviewed-by: Roland Scheidegger <[email protected]>
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Need to pass ssbo + ssbo size pointers just like constants.
Reviewed-by: Roland Scheidegger <[email protected]>
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This just pulls the wrapper from LLVM for older versions
Reviewed-by: Roland Scheidegger <[email protected]>
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As suggested by Roland this is just a compare of fetch_max
vs the counter, much simpler than my original spaghetti code.
We require the vertex shader to have an exec mask to get proper
ssbo/image load/atore/atomics semantics
Reviewed-by: Roland Scheidegger <[email protected]>
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Since the transition to virgl_resource_transfer_map(), several
previously public virgl_resource functions are not required to be public
anymore.
We also move the functions earlier in the file so they can be used
without functions declarations.
Signed-off-by: Alexandros Frantzis <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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Replace custom texture map code (for maps which don't require resolve)
with virgl_resource_transfer_map.
Signed-off-by: Alexandros Frantzis <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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Replace custom buffer map code with virgl_resource_transfer_map.
Signed-off-by: Alexandros Frantzis <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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Normal mapping of buffers and textures uses almost identical logic.
This commit extracts the this logic in the form of the
virgl_resource_transfer_map() helper function.
Signed-off-by: Alexandros Frantzis <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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sizeof(struct brw_vs_prog_key) == 324.
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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cosmetic change
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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cosmetic change
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Vivante GPUs have lossless buffer compression using the tile-status bits,
which can reduce memory access and thus improve performance.
This patch only enables compression for "V4" compression GPUs, but the
implementation is tested on GC2000(V1) and GC3000(V2). V1/V2 compresssion
looks absolutely useless, so it is not enabled.
I couldn't test if this patch breaks MSAA, because it looks like MSAA is
already broken.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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This mirrors the change in blt. RS cares about this for msaa/compression.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Both translate the same thing, so just add the missing cases into one.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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VIVS_TS_MEM_CONFIG_COLOR_COMPRESSION_FORMAT() needs to be used.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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BLT engine uses all ones to clear TS, set ts_clear_value to match that.
Note: ts_clear_value is never used with BLT engine.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Since we have "ts_valid" to avoid using uncleared ts, this memset serves
no purpose. Also it is broken because it doesn't use cpu_prep/cpu_fini.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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GC7000L has a TS mode with larger tiles, which improves performance.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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The size of the TS is screen->specs.bits_per_tile bits per tile, with each
tile being 64 bytes of the resource.
This gives the same result for 32bpp formats, but reduces the size of TS
for 16bpp formats by 2.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Update to etna_viv commit 8a8b13a and use new names in the code.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Back when autotools and scons were the two build systems, it kinda made
sense to call scons "not autoconf", but autoconf's been gone for a while
now and other build systems have been added (android.mk and meson), so
the name really doesn't make any sense anymore.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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../mesa/src/gallium/drivers/radeonsi/si_compute_blit.c: In function ‘si_clear_buffer’:
../mesa/src/gallium/drivers/radeonsi/si_compute_blit.c:195:11: warning: unused variable ‘clear_alignment’ [-Wunused-variable]
unsigned clear_alignment = MIN2(clear_value_size, 4);
^~~~~~~~~~~~~~~
[23/60] Compiling C object 'src/gallium/drivers/radeonsi/3cdc30e@@radeonsi@sta/si_compute_prim_discard.c.o'.
../mesa/src/gallium/drivers/radeonsi/si_compute_prim_discard.c: In function ‘si_prepare_prim_discard_or_split_draw’:
../mesa/src/gallium/drivers/radeonsi/si_compute_prim_discard.c:1106:7: warning: unused variable ‘compute_has_space’ [-Wunused-variable]
bool compute_has_space = sctx->ws->cs_check_space(cs, need_compute_dw, false);
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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They are no longer used by radeonsi or radv.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Due to them depending on the linker result.
Reviewed-by: Samuel Pitoiset <[email protected]>
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This simplifies a bunch of stuff by
(1) Keeping all the things in a single allocation, making things easier
for the cache.
(2) creating a shader_variant creation helper.
This is immediately put to use by creating rtld shader binaries. This
is the main reason for the binaries, as we need to do the linking at
upload time, i.e. post caching. We do not enable rtld yet.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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