| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Ported from radeonsi.
Cc: "13.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Dolphin tried to use this, but we hadn't had any tests for it properly.
All that is required is the shader output format needs to be set
for 0 and 1 exports.
Cc: "13.0" <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Spotted when glancing at the VBO push code.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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As this array was not actually sorted, FindGLXFunction's binary search
would only sometimes work.
Cc: "13.0" <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Cc: "13.0" <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Before we were caching the prog data but we weren't doing anything with
brw_stage_prog_data::param so anything with push constants wasn't getting
cached properly. This commit fixes that.
Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98012
Reviewed-by: Timothy Arceri <[email protected]>
Cc: "13.0" <[email protected]>
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While we can simply calculate offsets to get to things such as the
prog_data and the key, it's much more user-friendly if there are just
pointers. Also, it's a bit more fool-proof.
While we're at it, we rework the pipeline cache API to use the
brw_stage_prog_data type directly.
Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98012
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Cc: "13.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98012
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Cc: "13.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98012
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Cc: "13.0" <[email protected]>
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The case where we just want the loop to continue is INCOMPATIBLE_DRIVER
because that simply means that whatever FD we opened isn't a supported
Intel chip. Other error codes such as OUT_OF_HOST_MEMORY are actual errors
and we should be returning early in that case.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Cc: "13.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Cc: "13.0" <[email protected]>
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Without this fix, the function would still end up returning NULL but it
would put that NULL connection in the hash table which would be bad.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Cc: "13.0" <[email protected]>
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Note LOCAL_CFLAGS and LOCAL_SHARED_LIBRARIES in Android.common.mk
are used by both host and target modules. However, commit 112e988
moved libdrm related flags to common. It causes the errors like:
error: 'out/host/linux-x86/obj32/SHARED_LIBRARIES/libdrm_intermediates/export_includes',
needed by 'out/host/linux-x86/obj32/EXECUTABLES/mesa_gen_matypes_intermediates/import_includes',
missing and no known rule to make it
No reason to use libdrm with host modules.
Cc: "13.0" <[email protected]>
Fixes: 112e988329b ("Android: move libdrm settings to top-level
Android.common.mk")
Signed-off-by: Chih-Wei Huang <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This is required when an out argument involves an array index that is either
a global variable modified by the function or another out argument in the
same function call.
Fixes the shaders/out-parameter-indexing/vs-inout-index-inout-* tests.
v2:
- modify the ir_dereference_array nodes in place
- use ir_hierarchical_visitor
v3: use base_ir (Ian Romanick)
Reviewed-by: Ian Romanick <[email protected]>
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Fixes spec/arb_gpu_shader5/execution/built-in-functions/*-bitfield{Extract,Insert}
Cc: 13.0 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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As previously written, these opcodes use the SM5 semantics which is
incompatible with GLSL when bits == 0, offset == 32.
At some point we may want to add BFI_SM5 etc. opcodes, but all users
currently either want (and expect!) the GLSL semantics or don't care.
Bitfield inserts are generated by the GLSL lower_instructions and
lower_packing_builtins passes with constant bits and offset arguments,
so any workaround code that drivers may have to emit to follow GLSL
semantics should be optimized away easily for those uses.
Reviewed-by: Marek Olšák <[email protected]>
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I missed this when I added the xlib code, this allows
dolphin emu to start and crash later.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "13.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Turning this :
sampler state 0
Sampler Disable: false
Texture Border Color Mode: 0
LOD PreClamp Enable: 1
Base Mip Level: 0.000000
Mip Mode Filter: 0
Mag Mode Filter: 1
Min Mode Filter: 1
Texture LOD Bias: foo
Anisotropic Algorithm: 0
into this :
sampler state 0
Sampler Disable: false
Texture Border Color Mode: 0 (DX10/OGL)
LOD PreClamp Enable: 1 (OGL)
Base Mip Level: 0.000000
Mip Mode Filter: 0 (NONE)
Mag Mode Filter: 1 (LINEAR)
Min Mode Filter: 1 (LINEAR)
Texture LOD Bias: foo
Anisotropic Algorithm: 0 (LEGACY)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Sirisha Gandikota<[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Sirisha Gandikota<[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Sirisha Gandikota<[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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CP DMA calls are synchronous with regard to shaders, but can be made
asynchronous if needed.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is an 8-month old patch.
Reviewed-by: Nicolai Hähnle <[email protected]>
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breaking libgbm -> libEGL ABI?
Acked-by: Alex Deucher <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 405dd26860719d800ed6134f8f985f1525f25502)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit df1b0a5a86bab8cd138f504942198a300753b005)
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This makes more sense than OUT_OF_HOST_MEMORY. Technically, you can
recover from a failed execbuf2 but the batch you just submitted didn't
fully execute so things are in an ill-defined state. The app doesn't want
to continue from that point anyway.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "13.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The emission of vertex attributes corresponding to dvec3 and dvec4
vertex shader input variables was not correct when the <size> passed
to the VertexAttribL* commands was <= 2.
This was because we were using the vertex array size when emitting vertices
to decide if we uploaded a 64-bit floating point attribute as 1 slot (128-bits)
for sizes 1 and 2, or 2 slots (256-bits) for sizes 3 and 4. This caused problems
when mapping the input variables to registers because, for deciding which
registers contain the values uploaded for a certain variable, we use the size
and type given to the variable in the shader, so we will be assigning 256-bits
to dvec3/4 variables, even if we only uploaded 128-bits for them, which happened
when the vertex array size was <= 2.
The patch uses the shader information to only emit as 128-bits those 64-bit floating
point variables that were declared as double or dvec2 in the vertex shader. Dvec3 and
dvec4 variables will be always uploaded as 256-bits, independently of the <size> given
to the VertexAttribL* command.
From the ARB_vertex_attrib_64bit specification:
"For the 64-bit double precision types listed in Table X.1, no default
attribute values are provided if the values of the vertex attribute variable
are specified with fewer components than required for the attribute
variable. For example, the fourth component of a variable of type dvec4
will be undefined if specified using VertexAttribL3dv or using a vertex
array specified with VertexAttribLPointer and a size of three."
We are filling these unspecified components with zeros, which coincidentally is
also what the GL44-CTS.vertex_attrib_binding.basic-inputL-case1 expects.
v2: Do not use bitcount (Kenneth Graunke)
Fixes: GL44-CTS.vertex_attrib_binding.basic-inputL-case1 test
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97287
Reviewed-by: Kenneth Graunke <[email protected]>
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These were assigned but never used.
Inspired by similiar patch in radeonsi.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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We require 12 bytes of headers but in some cases we just need 4.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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3DSTATE_WM_CHROMAKEY isn't programmed anywhere else.
3DSTATE_WM_HZ_OP is programmed, then cleared by blorp during a
HZ op, so repeatedly clearing it after every blorp execution is
redundant.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This packet is non-pipelined and doesn't ever change across emissions.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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When the video coded size is different from frame size, we need the result
buffers are same as coded size, which are not size compatible with encode
required size, so that simply use no tunnel for this case instead of frame
by frame converting.
Signed-off-by: Leo Liu <[email protected]>
Cc: 13.0 <[email protected]>
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Otherwise fails the check of matching between decoder size and buffers
size in kernel.
Signed-off-by: Leo Liu <[email protected]>
Cc: 13.0 <[email protected]>
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