| Commit message (Collapse) | Author | Age | Files | Lines |
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v2: change GET_MAX_SCISSOR to SI_MAX_SCISSOR
Reviewed-by: Marek Olšák <[email protected]>
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It only affects pre-SI chips.
Reviewed-by: Marek Olšák <[email protected]>
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This is purely a file-move + #include fixup + build system changes.
Other cleanups will follow in subsequent commits.
Reviewed-by: Marek Olšák <[email protected]>
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The hardware registers store the half-size/width in 12.4 fixed point
format, so 8192 is the maximum.
Fixes dEQP-GLES3.functional.rasterization.*
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Together with the previous patches, this fixes
dEQP-GLES31.functional.primitive_bounding_box.wide_points.*
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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This is a bit conservative, but a more precise solution requires access
to the rasterizer state. This is something to tackle after the fork between
r600 and radeonsi.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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We'll use it in the scissors / clip / guardband state.
v2: avoid a performance regression on r600 when applied to
(pre-fork) stable branches
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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This is the last step of fixing
dEQP-GLES3.functional.fbo.completeness.renderable.texture.color0.rgb_unsigned_int_2_10_10_10_rev
for radeonsi.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The EXT_texture_type_2_10_10_10_REV (ES only) states the following issue:
"1. Should textures specified with this type be renderable?
UNRESOLVED: No. A separate extension could provide this functionality."
This partially fixes
dEQP-GLES3.functional.fbo.completeness.renderable.texture.color0.{rgb,rgba}_unsigned_int_2_10_10_10_rev
Reviewed-by: Marek Olšák <[email protected]>
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ES requires it. This is a partial fix for
dEQP-GLES3.functional.fbo.completeness.renderable.texture.color0.rgb_unsigned_int_2_10_10_10_rev
Reviewed-by: Marek Olšák <[email protected]>
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It leads to surprising states with integer inputs and outputs on
vertex processing stages (e.g. geometry stages). Instead, rely on the
driver to choose smooth interpolation by default.
We still allow varyings to match when one stage declares it as smooth
and the other declares it without interpolation qualifiers.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Fixes an assert in fd_acc_query_register_provider() about query provider
not already registered.
Fixes: 3f6b3d9d ("gallium: add PIPE_QUERY_OCCLUSION_PREDICATE_CONSERVATIVE")
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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A recent commit fixed the case of 8888 integer cube maps, which need the
workaround of replacing the data format with USCALED/SSCALED. However,
this broke the case of non-8888 integer cube maps; those still need the
fix of shifting the texture coordinates.
Fixes KHR-GL45.texture_gather.plain-gather-int-cube-array and similar.
Fixes: 6fb0c1013b35 ("radeonsi: workaround for gather4 on integer cube maps")
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We shouldn't reach this point because HTILE is only enabled
when the number of levels is 1.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Unnecessary to double check that handles are not NULL.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It can't change during the decompression pass.
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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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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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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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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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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To be consistent with other meta operations.
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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Add helpers and some comments to make the thing more readable.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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We can start reading the URB at the first offset that contains varyings
that are actually read in the URB. We still need to make sure that we
read at least one varying to honor hardware requirements.
This helps alleviate a problem introduced with 99df02ca26f61 for
separate shader objects: without separate shader objects we assign
locations sequentially, however, since that commit we have changed the
method for SSO so that the VUE slot assigned depends on the number of
builtin slots plus the location assigned to the varying. This fixed
layout is intended to help SSO programs by avoiding on-the-fly recompiles
when swapping out shaders, however, it also means that if a varying uses
a large location number close to the maximum allowed by the SF/FS units
(31), then the offset introduced by the number of builtin slots can push
the location outside the range and trigger an assertion.
This problem is affecting at least the following CTS tests for
enhanced layouts:
KHR-GL45.enhanced_layouts.varying_array_components
KHR-GL45.enhanced_layouts.varying_array_locations
KHR-GL45.enhanced_layouts.varying_components
KHR-GL45.enhanced_layouts.varying_locations
which use SSO and the the location layout qualifier to select such
location numbers explicitly.
This change helps these tests because for SSO we always have to include
things such as VARYING_SLOT_CLIP_DIST{0,1} even if the fragment shader is
very unlikely to read them, so by doing this we free builtin slots from
the fixed VUE layout and we avoid the tests to crash in this scenario.
Of course, this is not a proper fix, we'd still run into problems if someone
tries to use an explicit max location and read gl_ViewportIndex, gl_LayerID or
gl_CullDistancein in the FS, but that would be a much less common bug and we
can probably wait to see if anyone actually runs into that situation in a real
world scenario before making the decision that more aggresive changes are
required to support this without reverting 99df02ca26f61.
v2:
- Add a debug message when we skip clip distances (Ilia)
- we also need to account for this when we compute the urb setup
for the fragment shader stage, so add a compiler util to compute
the first slot that we need to read from the URB instead of
replicating the logic in both places.
v3:
- Make the util more generic so it can account for all unused slots
at the beginning of the URB, that will make it more useful (Ken).
- Drop the debug message, it was not what Ilia was asking for.
Suggested-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Allows the instructions to be compacted. The documentation claims that
some of these only accept UD types, even though the type doesn't change
the operation performed. Just normalize the types to ensure we get
instruction compaction.
The only functional changes are for FBL and CBIT (always use UD types)
and FBH (always use the same types).
Reviewed-by: Kenneth Graunke <[email protected]>
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for C++ editors
Reviewed-by: Brian Paul <[email protected]>
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for C++ editors
Reviewed-by: Brian Paul <[email protected]>
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for C++ editors
Reviewed-by: Brian Paul <[email protected]>
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for C++ editors
Reviewed-by: Brian Paul <[email protected]>
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V2: remove code duplication and one unnessecary variable, minor whitespace fix
Signed-off-by: Marek Olšák <[email protected]>
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Tested-by: Benedikt Schemmer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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The operation performed is all the same as LODQ, but with the usual
differences between dx10 and GL texture opcodes, that is separate resource
and sampler indices (plus result swizzling, and setting z/w channels
to zero).
Reviewed-by: Jose Fonseca <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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FPS increase 10-20% in starting locations on Core i5-4570 +
Radeon R9 270.
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Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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llvm-4 needs gcc 4.8:
http://releases.llvm.org/4.0.1/docs/ReleaseNotes.html#non-comprehensive-list-of-changes-in-this-release
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Use r600,radeonsi instead of i915
Update binutils, new linker is required for llvm-3.9:
https://www.ubuntuupdates.org/package/core/trusty/universe/updates/binutils-2.26
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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For 1080p video transcode, the height will be scaled to 1088 when deint
to progressive buffer. Set dst rect to make sure no scale.
Fixes: 3ad8687 "st/va: use new vl_compositor_yuv_deint_full() to deint"
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
Acked-by: Andy Furniss <[email protected]>
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Note: this causes spurious regressions in some current piglit tests,
because the tests incorrectly assume that there is no denorm support for
doubles. I'm going to send out a fix for those tests as well.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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The LLVM intrinsic has existed for a long time. The current name was
established in LLVM 3.9.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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