| Commit message (Collapse) | Author | Age | Files | Lines |
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The comment conflicted with the support in the code, so I moved the TMU
write validation to where the comment was, and dropped some dead arguments
from the functions while changing their signatures.
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This fixes the remaining failure in depthfunc.
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This doesn't load/store the Z contents across submits yet. It also
disables early Z, since it's going to require tracking of Z functions
across multiple state updates to track the early Z direction and whether
it can be used.
v2: Move the key setup to before the search for the key.
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This should prevent a bunch of unnecessary flushes for things like
updating immediate vertex data.
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Now we actally get multiple draw calls per submit.
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Otherwise, the low address bits will end up being interpreted as attribute
counts.
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Otherwise, once we're not flushing at the end of every draw, we'll free
things like gallium resources, and free the backing GEM object, before
we've flushed the rendering using it to the kernel.
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render_cl_size/bin_cl_size includes relocations, while the hardware buffer
doesn't. If you don't emit a HALT packet, the command parser continues
until the end register's value. We can't allow executing unvalidated
buffer contents (and it's actually harmful in the render lists Mesa is
emitting, since VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF doesn't trigger a
halt).
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I was confused looking at my addresses in dumps because I was seeing the
tile branch offsets jumping all over.
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This is a step toward queueing more than one draw per frame.
Fixes piglit attribute0 test, since we get a working clear color now.
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We only want to set up render target config and clear colors once per
frame.
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I decided I didn't like "len" compared to "size", and I keep typing
shader_rec instead of shader_record[s] elsewhere, so make it consistent.
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This required building a shader parser that would walk the program to find
where the texturing-related uniforms are in the uniforms stream.
Note that as of this commit, a new kernel is required for rendering on
actual VC4 hardware (currently that commit is named "drm/vc4: Introduce
shader validation and better command stream validation.", but is likely to
be squashed as part of an eventual merge of the kernel driver).
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This ensures that when I'm using the simulator, I get a closer match to
what behavior on real hardware will be. It lets me rapidly iterate on the
kernel validation code (which otherwise has a several-minute turnaround
time), and helps catch buffer overflow bugs in the userspace driver
faster.
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v2: Rebase on helpers change.
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Only rgba8888 works, and only a single texture unit, and it's only under
simulation because I haven't built the kernel interface yet.
v2: Rebase on helpers.
v3: Fold in the don't-break-the-arm-build fix.
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Fixes the build since c10332bbb8889d733bdaa729ef23cbd90176b55d
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This limit is fixed in Mesa core and cannot be changed.
It only affects ARB_vertex_program and ARB_fragment_program.
The minimum value for ARB_vertex_program is 1 according to the spec.
The maximum value for ARB_vertex_program is limited to 1 by Mesa core.
The value should be zero for ARB_fragment_program, because it doesn't
support ARL.
Finally, drivers shouldn't mess with these values arbitrarily.
Reviewed-by: Ilia Mirkin <[email protected]>
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This computes all GL versions before any context is created.
It's a requirement for GLX_MESA_query_renderer.
Reviewed-by: Ilia Mirkin <[email protected]>
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So move it from dri_context to dri_screen.
This will be needed for version computations.
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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v2: changed GLboolean -> bool
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Setting Const.MaxSamples needed a rework, so that it doesn't call
st_choose_format, which depends on st_context.
Other than that, there is no change in functionality.
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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All flags are set for st/mesa, so the state tracker doesn't have to check
them.
Reviewed-by: Ilia Mirkin <[email protected]>
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I don't know of any hardware which supports it.
With this, GL_OES_compressed_ETC1_RGB8_texture is supported if RGBA8
is supported.
Reviewed-by: Glenn Kennard <[email protected]>
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This will be used by the next commit.
Reviewed-by: Glenn Kennard <[email protected]>
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The formats are emulated by translating them into plain uncompressed
formats, because I don't know of any hardware which supports them.
This is required for GLES 3.0 and ARB_ES3_compatibility (GL 4.3).
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v2: renamed GLboolean -> bool
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes MinGW build. Trivial.
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This casues problems when converting atomics to use the GRF. Sometimes the atomic operation would get eaten by CSE when it shouldn't.
v2: Roll the has_side_effects check into is_expression
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This, together with the meta path, provides a complete implemetation of
ARB_copy_image.
v2: Add a fallback memcpy path for when the texture is too big for the
blitter
v3: Properly support copying between two places on the same texture in the
memcpy fallback
v4: Properly handle blit between the same two images in the fallback path
v5: Properly handle blit between the same two compressed images in the
fallback path
v6: Fix a typo in a comment
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
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This provides an implementation of CopyImageSubData that works if both
textures are uncompressed. This implementation works by using a
combination of texture views and BlitFramebuffer. If one of the textures
is compressed, it returns false and the driver is expected to provide a
fallback.
v2: Don't leak fbo's
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
v3: Change glGen/DeleteTextures to _mesa_Gen/DeleteTextures
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
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This adds the API entrypoint, error checking logic, and a driver hook for
the ARB_copy_image extension.
v2: Fix a typo in ARB_copy_image.xml and add it to the makefile
v3: Put ARB_copy_image.xml in the right place alphebetically in the
makefile and properly prefix the commit message
v4: Fixed some line wrapping and added a check for null
v5: Check for incomplete renderbuffers
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Neil Roberts <[email protected]>
v6: Update dispatch_sanity for the addition of CopyImageSubData
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