| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Tim Rowley <[email protected]>
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Moved the setting into the existing component control code. Fixes bad
interaction between attribute/component setting for vertex/instance ID
and component packing.
Signed-off-by: Tim Rowley <[email protected]>
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Enabling KNOB_SIMD_WIDTH = 16 for AVX512 pre-work and low level simd utils
Signed-off-by: Tim Rowley <[email protected]>
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Adjust viewport rounding when scissor rect is disabled during macro
tile scissor setup.
Signed-off-by: Tim Rowley <[email protected]>
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From the Sky Lake PRM:
"For SURFTYPE_CUBE: For Sampling Engine Surfaces and Typed Data Port
Surfaces, the range of this field is [0,340], indicating the number of
cube array elements (equal to the number of underlying 2D array elements
divided by 6). For other surfaces, this field must be zero."
In other words, the depth field for cube maps is in number of cubes not
number of 2-D slices so we need to divide by 6. ISL will do this correctly
for us assuming that we provide it with the correct array bounds which it
expects to be in 2-D slices. It appears as if we've been doing this wrong
ever since we first added cube map arrays for Sandy Bridge and the change
to ISL made things slightly worse. While we're at it, we now need to remoe
the shader hacks we've always done since they were only needed because we
were setting the depth field six times too large.
v2: Fix the vec4 backend as well (not sure how I missed this).
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This matches what we do for cube maps where logical_depth0 is in number of
face-layers rather than number of cubes. This does mean that we will
temporarily be setting the surface bounds too loose for cube map textures
but we are already setting them too loose for cube arrays and we will be
fixing that in the next commit anyway.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Cc: "12.0 11.2 11.1" <[email protected]>
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The GL API and mesa internals do this differently than we do. In GL, there
is no depth parameter for 1-D arrays and height is used. In the i965
miptree code we do the sane thing and make height == 1 and use depth for
number of slices. This makes for a mismatch every time we create a 1-D
array texture from GL. Instead of actually solving this problem, we just
said "1-D is hard, let's make sure it works no matter which way we pass the
parameters" and called it a day.
This commit fixes the one GL -> i965 transition point where we weren't
already handling 1-D array textures to do the right thing and then replaces
the magic fixup code with an assert that you're doing the right thing.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Cc: "12.0 11.2 11.1" <[email protected]>
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This 'last' variable used in FindGLXFunction(...) may become negative,
but has been defined as unsigned int resulting in an overflow,
finally resulting in a segfault when accessing _glXDispatchTableStrings[...].
Fixed this by definining it as signed int. 'first' variable also needs to be
defined as signed int. Otherwise condition for while loop fails due to C
implicitly converting signed to unsigned values before comparison.
Cc: <[email protected]>
Signed-off-by: Stefan Dirsch <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Current implementation of the DRI image loader does not free the images
created in get_back_bo() and so leaks memory. Moreover, it creates a new
image every time the DRI driver queries for buffers, even if the backing
native buffer has not changed. leaking memory again.
This patch adds missing call to destroyImage() in droid_enqueue_buffer()
and a check if image is already created to get_back_bo() to fix the
above.
Cc: "11.2 12.0" <[email protected]>
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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It is much easier to debug issues when the application gives some
meaningful error messages. This patch adds few to the EGL Android
platform backend.
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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It might return NULL if specific config variant is unsupported.
Cc: "11.2 12.0" <[email protected]>
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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As the spec allows for {server,client}_wait_sync to be called without
currently bound context, while our implementation requires context
pointer.
v2: Add a mutex and acquire it for the duration of
brw_fence_client_wait() and brw_fence_is_completed() as suggested
by Chad.
Cc: "11.2 12.0" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Signed-off-by: Tomasz Figa <[email protected]>
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Without this, if a configuration is, say, available only on GLES2/3, but
not on GLES1, and is rejected by the dri module's bindContext call,
eglMakeCurrent fails with error "EGL_SUCCESS".
In this patch, we set error to EGL_BAD_MATCH, which is what CTS/dEQP
dEQP-EGL.functional.surfaceless_context expect.
Cc: "11.2 12.0" <[email protected]>
Signed-off-by: Nicolas Boichat <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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There are some unused variables left after previous clean-ups triggering
compiler warnings. Let's remove them.
Cc: "12.0" <[email protected]>
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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An earlier patch fixed the problem for classic drivers, however Gallium
was still left broken. This patch applies the same workaround to
Gallium, when compiled for Android. Following is a quote from the
original patch:
0cbc90c57cfc mesa: dri: Add shared glapi to LIBADD on Android
/system/vendor/lib/dri/*_dri.so actually depend on libglapi: without
this, loading the so file fails with:
cannot locate symbol "__emutls_v._glapi_tls_Context"
On non-Android (non-bionic) platform, EGL uses the following
workflow, which works fine:
dlopen("libglapi.so", RTLD_LAZY | RTLD_GLOBAL);
dlopen("dri/<driver>_dri.so", RTLD_NOW | RTLD_GLOBAL);
However, bionic does not respect the RTLD_GLOBAL flag, and the dri
library cannot find symbols in libglapi.so, so we need to link
to libglapi.so explicitly. Android.mk already does this.
Cc: "12.0" <[email protected]>
Signed-off-by: Tomasz Figa <[email protected]>
Signed-off-by: Nicolas Boichat <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The path no longer exists.
Signed-off-by: Emil Velikov <[email protected]>
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Analogous to previous commit.
Note: scons always uses OOT builds, while the in-tree generated files
could be created either manually or by the autoconf build.
Cc: "11.2 12.0" <[email protected]>
Cc: Alexander von Gluck IV <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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In the case of building in out-of-tree fashion, while having generated
in-tree sources, the latter [likely stale] files will be used.
Flip the order to prevent that.
Cc: "11.2 12.0" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Józef Kucia <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Józef Kucia <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This allows Gallium drivers to advertise the subpixel precision
for floating point viewports bounds.
v2:
- Set ViewportSubpixelBits in st_init_limits.
Signed-off-by: Józef Kucia <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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MS images have to be handled explicitly and I don't plan to implement
them for now.
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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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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On Maxwell, images binding is slightly different (and much better)
regarding Fermi and Kepler because a texture view needs to be uploaded
for each image and this is going to simplify the thing a lot.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Currently, we can store 32 tex handles of 32-bits integer each and
that fits perfectly with the underlying hardware except on GM107+
which requires to upload a texture view for each images.
This patch increases the number of storable texture handles in the
driver constant buffer from 32 to 40 because we expose 8 images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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For intrinsics we don't care about, just skip to the next loop iteration
and process the next instruction. We don't want to execute the rest of
the code.
This was a bug in commit cdfc05ea6e8c87876cdbf588aa8e03d70f3da4bb.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Fixes a 10-20% performance regression in OglCSDof caused by commit
5a8c89038abab0184ea72664ab390ec6ca58b4d6, which made images (in the
image load/store sense) use BDW_MOCS_PTE instead of BDW_MOCS_WB.
This seems sketchy, as the default PTE value is supposed to be
WB LLC eLLC, which is the same as our MOCS WB setting. It's only
supposed to change when using a surface for display, which won't
ever happen for images. Something may be wrong in the kernel...
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This makes Bioshock Infinite with deferred flushing 2.2% faster.
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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This makes Bioshock Infinite with deferred flushing 2% faster.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This effectively removes s_waitcnt instructions after FP16 exports.
Before:
v_cvt_pkrtz_f16_f32_e32 v0, v0, v1 ; 5E000300
v_cvt_pkrtz_f16_f32_e32 v1, v2, v3 ; 5E020702
exp 15, 0, 1, 0, 0, v0, v1, v0, v0 ; F800040F 00000100
s_waitcnt expcnt(0) ; BF8C0F0F
v_cvt_pkrtz_f16_f32_e32 v0, v4, v5 ; 5E000B04
v_cvt_pkrtz_f16_f32_e32 v1, v6, v7 ; 5E020F06
exp 15, 1, 1, 0, 0, v0, v1, v0, v0 ; F800041F 00000100
s_waitcnt expcnt(0) ; BF8C0F0F
v_cvt_pkrtz_f16_f32_e32 v0, v8, v9 ; 5E001308
v_cvt_pkrtz_f16_f32_e32 v1, v10, v11 ; 5E02170A
exp 15, 2, 1, 0, 0, v0, v1, v0, v0 ; F800042F 00000100
s_waitcnt expcnt(0) ; BF8C0F0F
v_cvt_pkrtz_f16_f32_e32 v0, v12, v13 ; 5E001B0C
v_cvt_pkrtz_f16_f32_e32 v1, v14, v15 ; 5E021F0E
exp 15, 3, 1, 1, 1, v0, v1, v0, v0 ; F8001C3F 00000100
s_endpgm ; BF810000
After:
v_cvt_pkrtz_f16_f32_e32 v0, v0, v1 ; 5E000300
v_cvt_pkrtz_f16_f32_e32 v1, v2, v3 ; 5E020702
v_cvt_pkrtz_f16_f32_e32 v2, v4, v5 ; 5E040B04
v_cvt_pkrtz_f16_f32_e32 v3, v6, v7 ; 5E060F06
exp 15, 0, 1, 0, 0, v0, v1, v0, v0 ; F800040F 00000100
v_cvt_pkrtz_f16_f32_e32 v4, v8, v9 ; 5E081308
v_cvt_pkrtz_f16_f32_e32 v5, v10, v11 ; 5E0A170A
exp 15, 1, 1, 0, 0, v2, v3, v0, v0 ; F800041F 00000302
v_cvt_pkrtz_f16_f32_e32 v6, v12, v13 ; 5E0C1B0C
v_cvt_pkrtz_f16_f32_e32 v7, v14, v15 ; 5E0E1F0E
exp 15, 2, 1, 0, 0, v4, v5, v0, v0 ; F800042F 00000504
exp 15, 3, 1, 1, 1, v6, v7, v0, v0 ; F8001C3F 00000706
s_endpgm ; BF810000
Reviewed-by: Nicolai Hähnle <[email protected]>
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ported from Vulkan
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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always set
Reviewed-by: Nicolai Hähnle <[email protected]>
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I noticed this when I tried to do frexp(float(some_unsigned)) in the
ir_unop_find_lsb lowering pass. The code generated for frexp() uses
fabs, and this resulted in an extra instruction. Ultimately I ended up
not using frexp.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Previously SHADER_OPCODE_MULH could only exist on Gen7+, so the
assertion assumed the Gen7+ accumulator rules. A future patch will
allow this instruction on at least Gen6, so update the assertion.
v2: Use get_lowered_simd_width instead of open coding it. Suggested by
Curro.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]> [v1]
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v2: Rebase on changes to previous two patches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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v2: Retype LZD source as UD to avoid potential problems with 0x80000000.
Suggested by Matt. Also update comment about problem values with
LZD(abs(x)). Suggested by Curro.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This uses one less instruction.
v2: Move emit_find_msb_using_lzd out of the visitor classes. Suggested
by Curro.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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With the existing lowering passes, the functions from this extension
become a bunch of bit twiddling operations that have always been
supported.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This extension does not depend on the Gen. It only depends on the
availability of GLSL 1.30.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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