| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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... and point people to use/honour the EditorConfig/Emacs files, where
applicable.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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As mentioned/requested on the mailing list.
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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As seen a couple of lines above - there's no way for the assert to
trigger.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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If we fail to create the drawable there's not much point in attampting
to destroy it.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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This fixes resource leak in gen_spec_load_from_path XML_ParserCreate
failure path
CID 1373564
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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There is an interface that can be used to query YUV buffers for their
internal format. Specifically, if gralloc:lock_ycbcr() is given no SW
usage flags, it's supposed to return plane offsets instead of pointers.
Let's use this interface to implement support for YUV formats in Android
EGL backend.
v2: Fixes from Emil's review:
a) Added comments for parts that might be not clear,
b) Changed get_fourcc_yuv() to return -1 on failure,
c) Changed is_yuv() to use bool.
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Currently droid_open_device() gets a reference to the gralloc module
only for its own use and does not store it anywhere. To make it possible
to call gralloc methods from code added in further patches, let's
refactor current code to get gralloc module in dri2_initialize_android()
and store it in dri2_dpy.
v2: fixes from Emil's review:
a) remove duplicate initialization of 'err'.
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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It is currently completely broken, as it ends up using RGBX_8888 on
hardware side, due to no way of distinguishing between these two in the
DRI API, while HAL_PIXEL_FORMAT_RGB_888 is clearly defined to be the
3-byte per pixel RGB format.
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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CID 1394028
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This whole pass is a no-op.
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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conditional emit
Consider a geometry shader that contains code like this:
some_out = expr;
if (cond) {
...
EmitVertex();
} else {
...
EmitVertex();
}
Both branches should see the correct value of some_out.
Since this is a rather subtle and rare case, I'm submitting a piglit test
for this as well.
GLSL says that the values of output variables are undefined after
EmitVertex(). With this change, the values will now be defined and
unmodified. This may reduce optimization opportunities in the probably
quite rare case where subsequent compiler passes cannot prove that the
value of the output variable is overwritten.
Cc: 13.0 <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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For compute shaders, we free the selector after the shader has been
compiled, so we need to save this bit somewhere else. Also, make sure that
this type of bug cannot re-appear, by NULL-ing the selector pointer after
we're done with it.
This bug has been there since the feature was added, but was only exposed
in piglit arb_compute_variable_group_size-local-size by commit
9bfee7047b70cb0aa026ca9536465762f96cb2b1 (which is totally unrelated).
Cc: 13.0 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This fixes the regression of radeonsi in
glsl-1.10/execution/variable-indexing/vs-output-array-vec3-index-wr
caused by commit 74e39de9324d2d2333cda6adca50ae2a3fc36de2.
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This patch improves pass rate of dEQP-VK.texture.explicit_lod.2d.sizes.*
from 68.0% (98/144) to 83.3% (120/144) by enabling sampler address
rounding mode when the selected filter is not nearest, which is the same
thing we do for OpenGL.
These tests check texture filtering for various texture sizes and mipmap
levels. The failures (without this patch) affect cases where the target
texture has odd dimensions (like 57x35) and either the Min or the Mag filter
is not nearest.
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes around 60 Vulkan CTS tests on Haswell
Reviewed-by: Jordan Justen <[email protected]>
Cc: "13.0" <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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The translation to llvm was failing here due to required lod.
This fixes some new SteamVR shaders.
Cc: "13.0" <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes the image view for sampling just the depth.
It removes some pointless swizzle code, and adds
a missing case for the x8_d24 format.
Fixes:
dEQP-VK.renderpass.formats.d32_sfloat_s8_uint.input.*
dEQP-VK.renderpass.formats.d24_unorm_s8_uint.input.*
dEQP-VK.renderpass.formats.x8_d24_unorm_pack32.input.*
Cc: "13.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes 9 of the
dEQP-VK.renderpass.attachment_allocation.input_output.*
tests.
Cc: "13.0" <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Vinson Lee <[email protected]>
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Compile tested only.
Reviewed-by: Vinson Lee <[email protected]>
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And include "util/simple_list.h" where it is needed in r200_state.c
Compile tested only.
Reviewed-by: Vinson Lee <[email protected]>
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Compile tested only.
Reviewed-by: Vinson Lee <[email protected]>
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Reviewed-by: Vinson Lee <[email protected]>
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Reviewed-by: Vinson Lee <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This isn't useful for legacy GL, but will be used in Vulkan.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This also allows us to move it from a GL specific location to a
part of the compiler shared by both GL and Vulkan.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We switched from a boolean to array lengths in gl_program a while back.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We weren't taking first_component into account when handling GS push
inputs. We hardly ever push GS inputs, so this was not caught by
existing tests. When I started using component qualifiers for the
gl_ClipDistance arrays, glsl-1.50-transform-feedback-type-and-size
started catching this.
Cc: "13.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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I forgot to delete this in 9ef2b9277d3bead6dbfa47e95794ca61e8be4e84.
Signed-off-by: Kenneth Graunke <[email protected]>
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This code is far too complicated to cut and paste.
v2: Update the newly added genX_gpu_memcpy.c; const a few things.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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So much of this code was cut and pasted per stage. We can accomplish
much of it by looping over shader stages.
Improves performance of OglBatch7 (version 6) by 1.50783% +/- 0.287049%
(n = 71) at 1024x768 on Cherryview.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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The context fields are for Gen4-5; setting them has always been useless.
There's no point in spending the cost in the hottest path in the driver.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Matt intentionally switched the VS calculation to be float-based in
commit c1da15709a0c0c2775bd9e534f67c60f7dc95ce8. Tessellation support
was written before this and rebased forward, and missed the change.
Now it's consistent.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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If geometry/tessellation shaders are disabled, prog_data will be NULL
(see brw_state_upload.c). This consolidates dirty bits a little.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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gl_shader_program
Reviewed-by: Emil Velikov <[email protected]>
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This will be used to share data between gl_program and gl_shader_program
allowing for greater code simplification as we can remove a number of
awkward uses of gl_shader_program.
Reviewed-by: Emil Velikov <[email protected]>
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This fixes a regression with the standalone compiler caused by
9d96d3803ab5dc
Note that we change standalone_compiler_cleanup() to no longer
explicitly free the linked shaders as the will be freed when
we free the parent ctx whole_program.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98774
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There's no point in performing depth writes when the depth test
comparison function is set to GL_EQUAL - it would just write out
the same value that's already there (if it is written at all). While
this is harmless from a functional perspective, it hurts performance.
Obviously, writing to memory is not free, but there's another more
subtle impact as well: it can prevent early depth optimizations.
Depth writes aren't supposed to happen for pixels that are killed
by fragment shader discard statements or the alpha test. So, with
depth writes enabled and either of those, the pixel shader must be
invoked to determine whether or not to perform the write. This is
fairly stupid in the EQUAL case - we're running a shader to decide
whether to replace the existing depth value with itself.
By disabling these pointless writes, we allow early depth even with
discards and alpha testing, allowing the hardware to skip the pixel
shader altogether if the depth test fails.
Improves performance of Unigine Valley:
- Skylake GT2: +17.8%
- Broadwell GT3e: +11.5%
- Cherrytrail: +19.4%
Huge thanks to Mark Janes for building frameretrace [1], the performance
analysis tool that helped us find this issue, and to Robert Bragg for
providing us performance metrics on Linux. Mark also spent the time to
analyze Valley performance on Windows vs. Linux and discovered a
discrepancy in early depth test metrics. Once he had isolated a draw
call and drawn attention to the problem, fixing it was pretty simple.
[1] https://github.com/janesma/apitrace/wiki/frameretrace-branch
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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