| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This pulls most of the brw-specific bits into helpers with generic names.
Later, those will become the driver hooks for generic code.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This sanitizes blorp's access to the i965 driver's shader cache by patching
it through the blorp_context. When we start using blorp in Vulkan, we will
simply have to implement such a caching interface in the Vulkan driver.
Note: In my first attempt at this, I simplified it down to a single
upload_shader entrypoint and implemented the caching inside of blorp. This
doesn't work, however, because the i965 driver will, on occation, dump its
entire cache and start over. When this happens, blorp needs to be able to
recompile its shaders and re-upload them. It's easiest to just expose the
caching interface.
Signed-off-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Android porting of commit bebc1a1 "intel: Flatten the makefile structure"
Automake approach was followed, by moving makefiles a level up,
naming them Android.genxml.mk and Android.isl.mk,
performing the necessary adjustments to the paths,
adding src/intel/Android.mk and fixing mesa top level makefile.
Acked-by: Jason Ekstrand <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97513
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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v2: document the new cap
v3: fix 80 char limit in screen.rst
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Small code clean up that removes magic numbers where a TGSI
opcode has been defined.
No functional change expected as each opcode is unsupported on
the respective hardware.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: James Harvey <[email protected]>
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As reported by Clang, TGSI_OPCODE_DFMA (defined magic number 118) is
currently initialized twice for Cayman and Evergreen.
When Jan Vesely added double precision FMA opcode it did make sense
to locate it immediately after TGSI_OPCODE_DMAD, although this is
out of order.
This change cleans up the prior magic number definition and ensures
any later reordering of this struct will not create problems.
Prior change was:
commit 015e2e0fce3eea7884f8df275c2fadc35143a324
Author: Jan Vesely <[email protected]>
Date: Sat Jul 2 16:14:54 2016 -0400
r600g: Add double precision FMA ops
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96782
Fixes: 54c4d525da7c7fc1e103d7a3e6db015abb132d5d ("r600g: Enable FMA on chips that support it")
Signed-off-by: Jan Vesely <[email protected]>
Tested-by: James Harvey <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Jan Vesely <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: James Harvey <[email protected]>
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Noticed this error in a debug message whilst reviewing
https://bugs.freedesktop.org/show_bug.cgi?id=97477
This patch doesn't go towards fixing that bug, but at
least may clarify future debug output.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I missed this while adding loop support because the discard test inside a
loop was crashing before, anyway. Fixes piglit glsl-fs-discard-04.
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vc4 is about to start using the shader info field to set up discard
handling.
Reviewed-by: Jason Ekstrand <[email protected]>
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Only rasterize scissor edges if one or more scissor/viewport
rects are not hottile aligned.
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Implement SCATTERPS as a dynamic loop based on mask set bits
instead of a static compile time loop.
Signed-off-by: Tim Rowley <[email protected]>
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Fixes upper left rule for scissors and viewport/scissor macrotile alignment.
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Use dynamic memory allocation for per-thread data
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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- use per-primitive viewports throughout the pipeline.
- track whether all available scissor rects are tile aligned.
Causes failures, so not taken into account when choosing rasterizer yet.
Signed-off-by: Tim Rowley <[email protected]>
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We were allocating global variables for the maximum LDS size
which made the compiler think we were using all of LDS, which
isn't the case.
Reviewed-By: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v1 → v2:
- Fixed indentation (noted by Brian Paul)
- Removed second assert from nouveau's switch statements (suggested by
Brian Paul)
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This fixes: GL45-CTS.texture_barrier.*
Tested-by: Michel Dänzer <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Use temporary buffers so that we don't read and write to the
same surface at the same time. We don't need to use linear
layout now.
v2: rebase the patch against reverted change
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This reverts commit 09dff7ae2e179d5a3490481762c6bd3d50430c9f.
Turned out this can cause some artifacts in the output. Let's revert
it for now until we have sorted out all issues.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Nayan Deshmukh <[email protected]>
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This hack was introduced in commit 03ac2c7223f7645e3:
i965/gs: Fix up gl_PointSize input swizzling for DUAL_INSTANCED gs
Specifically to fixup the code we emitted to deal with gl_PointSize inputs
in dual instance mode, where we were emitting a MOV to copy the point
size from .w (where the hardware delivers it) to .x (because code will
expect this to be a float). This meant that we were emitting a MOV
to an ATTR destination that could have a width of 4 (in dual instanced
mode) so it was necessary to fix the execution size and regioning of the
instruction.
Fortunately, Ken fixed this in 67c5d00273ca2:
i965/vec4/gs: Stop munging the ATTR containing gl_PointSize.
by using a WWWW swizzle instead of a MOV, and as the commit log in that
patch states, we no longer emit instructions with ATTR destinations, so
that makes the fixup code in the generator unnecessary.
Reviewed-by: Francisco Jerez <[email protected]>
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Fixes uninitialised warning and covery defect.
Reviewed-by: Kenneth Graunke <[email protected]>
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As retrieved from opengl.org and khronos.org. Maintained the APPLE hack
in GL/glext.h manually. Added gl32.h.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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This is identical to OES_texture_cube_map_array support. dEQP has tests
which use this extension. Also it is part of AEP.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This extension should just be available whenever ES 3.1 is available.
With the new extension verification infrastructure, it will only be
enable-able on a #version 310 es shader, rendering the original reason
for having a separate enable moot.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes: 3002296cb68 (mesa: add GL_OES_shader_multisample_interpolation support)
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Cc: <[email protected]>
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Same as 26a8f76ba1a0229ee3332eaa6f1aea89d617cf3d.
Trivial.
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Signed-off-by: Ilia Mirkin <[email protected]>
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This probably isn't the only thing that needs to be done to get
multisampled array textures working in Vulkan but I think this is all that
ISL really needs and it does fix 8 of the new CTS tests.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This has a separate enable from ARB_texture_cube_map_array.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These are the only platforms that current expose OES_geometry_shader.
Once OpenGL ES 3.1 and OES_geometry_shader are enabled on Gen7, this
extension can be enabled there as well.
Gen6 will never get OpenGL ES 3.1, so it will never get this
extension... even though it has the desktop OpenGL extension. Alas.
NOTE: This causes a failure on Gen8+ platforms in
ES3-CTS.gtf.GL3Tests.texture_storage.texture_storage_texture_targets.
The test only fails because it doesn't know that 0x9009 is a valid
value when the extension exists.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This has a separate enable flag because this extension also requires
OES_geometry_shader. It is possible that some drivers may support
OpenGL ES 3.1 and ARB_texture_cube_map but not support
OES_geometry_shader.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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