| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
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Signed-off-by: Juan A. Suarez Romero <[email protected]>
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Was missing the init, found by Emil.
Fixes: d17443a4593 "radv: Use build ID if available for cache UUID."
CC: <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
(cherry picked from commit 0a77e70d1040eb98253a172908785303c3abdbd5)
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fixes: this commit was reverted by commit 95bb7d82ca8.
Signed-off-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107879
Cc: "18.2" <[email protected]>
(cherry picked from commit 864c780566b8782c4fc69b4337db768223717bd8)
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When we're about to re-arrange a bunch of blocks, it's a good idea to
make sure that we don't have deref uses crossing block boundaries.
Otherwise we may end up with a deref going through a phi and that would
be bad.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Cc: "18.2" <[email protected]>
(cherry picked from commit 0796c3934ebfe3448acf2d63f478f51c08e33046)
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This pass re-materializes deref instructions on a per-block basis to
ensure that every use of a deref occurs in the same block as the
instruction which uses it.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Cc: "18.2" <[email protected]>
(cherry picked from commit 7d1d1208c2b38890fe065b6431ef2e3b7166bae4)
[Juan A. Suarez: resolve trivial conflicts]
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Conflicts:
src/compiler/nir/nir_deref.c
Squashed with:
nir: add initializer data to fix MSVC compile error
CC: Jason Ekstrand <[email protected]>
Fixes: 82799a5d1b8 ("nir: Add a small pass to rematerialize derefs
per-block")
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
(cherry picked from commit 0c82e3603e195e7b0b3ba39caada6d3ff070076f)
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No changes here compared to Raven.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Huang Rui <[email protected]>
Signed-off-by: Kenneth Feng <[email protected]>
Signed-off-by: Huang Rui <[email protected]>
Cc: 18.1 18.2 <[email protected]>
(cherry picked from commit 4490fce16631fbc098f2fcf3f2c4b73f32a974a5)
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This reverts commit bc65dcab3bc48673ff6180afb036561a4b8b1119.
This was manually reverted. Reverting stops the menu hanging in
some id tech games such as RAGE and Wolfenstein The New Order.
Reviewed-by: Marek Olšák <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107891
(cherry picked from commit 7a992fcfa059b0db0f07bc3eb38050eaab7aaf34)
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Missing break; causes parameter checking to
never pass GL_FRAMEBUFFER_FLIP_Y_MESA parameters.
Fixes: 318c265160 ("mesa: GL_MESA_framebuffer_flip_y extension [v4]")
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
(cherry picked from commit 60d0c0d062b543b85a354e5266aa974fcdc36290)
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Instances where direction was determined based on
winsys or user fbo and should be determined based on
FlipY.
Key STATE_FB_WPOS_Y_TRANSFORM for of FlipY instead of
_mesa_is_user_fbo. This corrects gl_FragCoord usage
when applying GL_MESA_framebuffer_flip_y.
Fixes: ab05dd183cc ("i965: implement GL_MESA_framebuffer_flip_y [v3]")
Reviewed-by: Brian Paul <[email protected]>
(cherry picked from commit ba6cc32cf9337804d744f234a196c97923c84360)
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To get an useful UUID for systems that have a non-useful mtime
for the binaries.
I started using SHA1 to ensure we get reasonable mixing in the
various possibilities and the various build id lengths.
CC: <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
(cherry picked from commit d17443a459383fdd7018fa879134f05b5daff1e1)
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Gallium may pick L16A16_FLOAT to represent GL_INTENSITY16F if no intensity
format is provided by the driver. However, when calling
glGetTexLevelParameteriv(..., GL_TEXTURE_INTENSITY_SIZE, ...)
mesa will return a zero size because the actually used format has no
intensity channel and as a fallback only the sizes of the red/green
channels are checked.
Also checking for LA sizes in the allocated texture resolves this problem.
v2: Only check alpha channel size and return it (Marek)
L and A size are always the same in this case.
Fixes (on virgl):
ext_framebuffer_multisample-fast-clear GL_ARB_texture_float *
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107832
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
(cherry picked from commit 47e01e77d8b658606527f048cda786440f7fbe85)
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Each query slot is a uint64_t and we were only zeroing half of it.
Fixes: 7ec6e4e68980 "anv/query: implement multiview interactions"
Reviewed-by: Lionel Landwerlin <[email protected]>
(cherry picked from commit 07e214f1ce263edcecb674d6d2f48569fa1d12ed)
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No shader-db changes on any Intel platform... which probably explains
why no bugs have been bisected to this problem since it landed in Mesa
18.1. :( The commit mentioned below is in 18.2, so 18.1 would need a
slightly different fix (due to code refactoring).
Signed-off-by: Ian Romanick <[email protected]>
Fixes: 77f269bb560 "i965/fs: Refactor propagation of conditional modifiers from compares to adds"
Reviewed-by: Alejandro Piñeiro <[email protected]> (reviewed the original patch)
Cc: Matt Turner <[email protected]> (reviewed the original patch)
(cherry picked from commit df9dbc03d3df37c10f2d7b73124f8b3fd7a2518f)
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When we're mapping temp-resources, we clip the resource to the
transfer-box, which means the stride might not be correct any more.
So let's update the stride from the temp-resource, and recompute the
layer-stride.
This fixes crashes when running dEQP with --deqp-gl-config-name=rgba8888d24s8ms4
Signed-off-by: Erik Faye-Lund <[email protected]>
Fixes: a8987b88ff1 "virgl: add driver for virtio-gpu 3D (v2)"
Reviewed-by: Dave Airlie <[email protected]>
(cherry picked from commit fa5e9f1f73f64ac089f8efd5b101a77d06d22fcd)
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Those operations do not map to actual hardware instructions, therefore
those should always be lowered to 32-bit instructions.
Fixes: 009c54aa7af "nv50/ir: Split 64-bit integer MAD/MUL operations"
Signed-off-by: Pierre Moreau <[email protected]>
Reviewed-by: Karol Herbst <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
(cherry picked from commit 21b92b3464193a203e069f50c21ebec146ae0215)
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If we end up never taking the loop that writes ret, we can end up with
an uninitialized value, and if we're *really* unlucky, that value can
be -1, causing us to go down an error-path instead of a success path.
This was obviously not intended, so let's just initialize this to zero.
Noticed by Valgrind:
Conditional jump or move depends on uninitialised value(s)
at 0xBA640A0: virgl_drm_winsys_resource_cache_create (virgl_drm_winsys.c:348)
by 0xBA62FCF: virgl_buffer_create (virgl_buffer.c:170)
by 0xBA605AC: virgl_resource_create (virgl_resource.c:60)
by 0xBCF816F: bufferobj_data (st_cb_bufferobjects.c:344)
by 0xBCF816F: st_bufferobj_data (st_cb_bufferobjects.c:390)
by 0xBB7E836: vbo_use_buffer_objects (vbo_exec_api.c:1136)
by 0xBCFCC6E: st_create_context_priv (st_context.c:414)
by 0xBCFD3CD: st_create_context (st_context.c:590)
by 0xBBB30CA: st_api_create_context (st_manager.c:896)
by 0xB981E76: dri_create_context (dri_context.c:155)
by 0xB97BDCE: driCreateContextAttribs (dri_util.c:473)
by 0x5288331: dri3_create_context_attribs (dri3_glx.c:309)
by 0x5264D64: glXCreateContextAttribsARB (create_context.c:78)
Fixes: a8987b88ff1 ("virgl: add driver for virtio-gpu 3D (v2)")
Signed-off-by: Erik Faye-Lund <[email protected]>
(cherry picked from commit eaa718588ee97241cdbfea0b49bc30d93a99667c)
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Apparently for compute there are only 16 instead of the 32 for the
graphics path.
Fixes dEQP-VK.binding_model.descriptorset_random.sets16.noarray.ubolimitlow.sbolimitlow.imglimitlow.noiub.comp.0
CC: <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
(cherry picked from commit 0dd8189f159258ad8684036b0d696dbb58a268ca)
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Otherwise using 32 user SGPRs would be broken.
CC: <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
(cherry picked from commit d97c892584cd0641913de2635689c6b59c98816e)
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Fixes the following building error in vc4 build:
In file included from external/mesa/src/gallium/drivers/vc4/kernel/vc4_render_cl.c:34:
In file included from external/mesa/src/gallium/drivers/vc4/kernel/vc4_drv.h:27:
In file included from external/mesa/src/gallium/drivers/vc4/vc4_simulator_validate.h:34:
In file included from external/mesa/src/gallium/drivers/vc4/vc4_context.h:39:
In file included from external/mesa/src/gallium/drivers/vc4/vc4_cl.h:56:
gen/STATIC_LIBRARIES/libmesa_broadcom_genxml_intermediates/broadcom/cle/v3d_packet_v21_pack.h:12:10:
fatal error: 'cle/v3d_packet_helpers.h' file not found
^~~~~~~~~~~~~~~~~~~~~~~~~~
1 error generated.
Fixes: 5b102160ae ("broadcom/genxml: Introduce a V3D packet/struct decoder.")
Cc: "18.2" <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Mauro Rossi <[email protected]>
(cherry picked from commit cc3b99bb48769ccd018b781338b548306af5046b)
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Fixes the following building error:
In file included from external/mesa/src/broadcom/cle/v3d_decoder.c:38:
In file included from external/mesa/src/broadcom/cle/v3d_packet_helpers.h:29:
external/mesa/src/gallium/auxiliary/util/u_math.h:42:10:
fatal error: 'pipe/p_compiler.h' file not found
^~~~~~~~~~~~~~~~~~~
1 error generated.
Fixes: 5b102160ae ("broadcom/genxml: Introduce a V3D packet/struct decoder.")
Cc: "18.2" <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Mauro Rossi <[email protected]>
(cherry picked from commit 9158e0bd82ffdad4baf46221bccbbb3fe4764c11)
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Fixes the following building error, happening when building both intel and broadcom:
Gen Header: libmesa_broadcom_genxml_32 <= v3d_packet_v21_pack.h
FAILED: gen/STATIC_LIBRARIES/libmesa_broadcom_genxml_intermediates/broadcom/cle/v3d_packet_v21_pack.h
/bin/bash -c "python external/mesa/src/broadcom/cle/gen_pack_header.py \
external/mesa/src/broadcom/cle/v3d_packet_v21.xml \
> gen/STATIC_LIBRARIES/libmesa_broadcom_genxml_intermediates/broadcom/cle/v3d_packet_v21_pack.h"
Traceback (most recent call last):
File "external/mesa/src/broadcom/cle/gen_pack_header.py", line 626, in <module>
p = Parser(sys.argv[2])
IndexError: list index out of range
header-gen macro is already defined by Intel genxml building rules
and the existing header-gen does not have the $(PRIVATE_VER) argument,
infact the bash command line logged in the building error is missing
exactly $(PRIVATE_VER) argument
Renaming the macro as pack-header-gen in src/broadcom/Android.genxml.mk
solves the building error, another possible way is to keep the gen rules
commands expanded and not use the macros.
Fixes: 7f80a9ff13 ("vc4: Introduce XML-based packet header generation like Intel's.")
Cc: "18.2" <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Mauro Rossi <[email protected]>
(cherry picked from commit 3341429d74099b436c3824164837eebd47029ded)
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When using Freecad, I was getting intermittent segfaults inside of
mesa. I traced it down to this path in st_cb_drawpixels.c where the
result of pipe_transfer_map wasn't being checked. In my case, it was
returning NULL because nouveau_bo_new returned ENOENT. I'm by no
means a mesa developer, but this patch solves the problem for me and
seems reasonable enough.
v2: Marek - also unmap the PBO and release the texture, and call
the make_texture function sooner for less cleanup
Cc: 18.1 18.2 <[email protected]>
(cherry picked from commit 936e0dcd619bc092b9869b4be2e1b20c3631131f)
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Indirect descriptors only need one entry, we don't have to
emit a location for every descriptors.
Fixes GPU hangs with new CTS:
dEQP-VK.binding_model.descriptorset_random.*
CC: 18.2 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
(cherry picked from commit 9de062ef207c6062d1fabb70209f4bbc9dc4732d)
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Let say, we first bind a graphics pipeline that needs indirect
descriptors sets. The userdata pointers will be emitted at draw
time. Then if we bind a compute pipeline that doesn't need any
indirect descriptors, the driver will re-emit them for all
grpahics stages.
To avoid this to happen, just check the bind point type.
CC: 18.2 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
(cherry picked from commit 748f4cce183007587a6688ef25ad5f9dbea5c33c)
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LLVM 6 isn't affected.
Fixes GPU hangs with new CTS:
dEQP-VK.binding_model.descriptorset_random.*
CC: 18.2 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
(cherry picked from commit 063264db5be2941746fa58f164cdc803362753a9)
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This was wrong for descriptor #0 when all of them are indirect.
This is because indirect_offset was 0 and we emitted a
"normal" descriptor pointer for nothing.
While we are at it remove
radv_userdata_info::indirect_offset which is useless.
CC: 18.2 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
(cherry picked from commit aa3020592964344c7032396d159e4ab2df743587)
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Bumping to 64 should be safe enough.
Fixes some crashes with new CTS:
dEQP-VK.binding_model.descriptorset_random.*
CC: 18.2 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
(cherry picked from commit b9f6521157ab55073eec528cacc1f3b567e49503)
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It's actually just the opposite.
This fixes the new Sascha conditionalrender demo.
CC: 18.2 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
(cherry picked from commit abdf396cbeaec2bfe9da2fd773d42fa3022ca8b5)
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Otherwise they are not exported.
CC: 18.2 <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]
Signed-off-by: Samuel Pitoiset <[email protected]>
(cherry picked from commit d4bf954fe61ec231be2bfa5e059f0fb7f6150bd1)
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We don't need to wait before drawing to the fake front buffer, as front
buffer rendering by definition is allowed to produce artifacts.
Fixes hangs in some cases when re-using the fake front buffer, due to it
still being busy (i.e. in use for presentation).
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/106404
Bugzilla: https://bugs.freedesktop.org/107757
Tested-by: Olivier Fourdan <[email protected]>
Reviewed-by: Thomas Hellstrom <[email protected]>
(cherry picked from commit aefac10fecc9ec70feb5923ce3200902f67182ba)
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Building of 32bit mesa with meson causes linkage issue:
"undefined reference to `util_get_process_name'"
Fixed by adding link-with mesa_util for xmlconfig primary.
v2: Removed '[]', commit message corrected.
v3: Reverted changes in gbm and glx libraries.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107843
Fixes: 2e1e6511f76370870b5cd "util: extract get_process_name from xmlconfig.c"
Cc: Marek Olšák <[email protected]>
Cc: Dylan Baker <[email protected]>
Signed-off-by: Sergii Romantsov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
(cherry picked from commit bbe551f3eab793a18cd427098cf8563040c0b56f)
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This fixes the situation where we'd send a shader with just the
header and no data.
piglit/glsl-max-varyings test was causing this to happen, and
the renderer fix was breaking it.
v2: drop fprintf
Fixes: a8987b88ff1d "virgl: add driver for virtio-gpu 3D (v2)"
Reviewed-by: Erik Faye-Lund <[email protected]>
(cherry picked from commit 240af6149477beb06fdcfc4b0295921448c0fe47)
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Since commit af3685d14936844f79e6f372b4b258e29375f21b various OpenGL applications regressed
on the classic mesa radeon driver.
Signed-off-by: Christopher Egert <[email protected]>
CC: 18.1 18.2 <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
(cherry picked from commit 51995f69204e8a751cb1a3e502e013acf7fff031)
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Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
CC: 18.2 <[email protected]>
(cherry picked from commit f6e09db2e613c215257b80f40957d580165b5ddf)
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
(cherry picked from commit 6f00785765cb43b3288e32a6d5d69545cc3b7ef6)
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Acked-by: Bas Nieuwenhuizen <[email protected]>
(cherry picked from commit 34a17a48d440add1da619efd054b50b210cd869b)
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Cc: 18.2 <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
(cherry picked from commit a5f35aa742c3f1e2fae6a6c2fb53f92822f0cb70)
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important for debugging
Cc: 18.1 18.2 <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
(cherry picked from commit 662db03577377cd0acca279ca482ea8e9a4e1704)
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Cc: 18.1 18.2 <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
(cherry picked from commit da72b6296cfa5c5fa92d840d8a69c55df19d13f5)
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Cc: 18.2 <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
(cherry picked from commit d4e52281aa9c1acc92619736da8b67d8c02ce380)
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VI uses addrlib so it's unaffected.
Cc: 18.1 18.2 <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
(cherry picked from commit a1b9a00f82db79e59e4a743d52bb62c998584690)
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The Vulkan 1.1.81 spec says:
"It is legal for offset.x + extent.width or offset.y + extent.height
to exceed the dimensions of the framebuffer - the scissor test still
applies as defined above. Rasterization does not produce fragments
outside of the framebuffer, so such fragments never have the scissor
test performed on them."
Elsewhere, the Vulkan 1.1.81 spec says:
"The application must ensure (using scissor if necessary) that all
rendering is contained within the render area, otherwise the pixels
outside of the render area become undefined and shader side effects
may occur for fragments outside the render area. The render area
must be contained within the framebuffer dimensions."
Unfortunately, there's some room for interpretation here as to what the
consequences are of having the render area set to exactly the
framebuffer dimensions and having a scissor that is larger than the
framebuffer. Given that GL and other APIs provide automatic clipping to
the framebuffer, it makes sense that applications would assume that
Vulkan does this as well. It costs us very little to play it safe and
just clamp client-provided scissors to the framebuffer dimensions.
Fortunately, the user is required to provide us with at least one
scissor so we don't need to handle the case where they don't.
Fixes: fb2a5ceb3264 "anv: Emit DRAWING_RECTANGLE once at driver..."
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit 465e5a868cd58ca7c4ff7476e98231ffd4f3d2bf)
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There were two bugs working together to make things mostly work: I wasn't
dividing the VPM output size available by the size of a batch (vertex),
but I also had the size of the VPM reduced by a factor of 8.
Fixes dEQP-GLES3.functional.vertex_array_objects.all_attributes and it
seems also my intermittent varying failures.
Fixes: 1561e4984eb0 ("v3d: Emit the VCM_CACHE_SIZE packet.")
(cherry picked from commit a91b158bd9e1b6bc08f1d5ac350cd8b68e372042)
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Building of 32bit mesa with meson causes issue:
"implicit declaration of function ‘__builtin_ia32_clflush’".
Fixed by adding msse2 compilation flag.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107843
Fixes: 314879f7fec0 (i965: Fix asynchronous mappings on !LLC platforms.)
Signed-off-by: Sergii Romantsov <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
(cherry picked from commit 97fcccb25ed5f55139c03ebc1c71742f0f25f683)
[Andres Gomez: resolve trivial conflicts]
Signed-off-by: Andres Gomez <[email protected]>
Conflicts:
src/intel/tools/meson.build
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I have no idea if I'm correct about what's going wrong or if this is the
correct fix. However, in my multiple weeks of banging my head on this
hang, a VUE reference counting bug seems to match all the symptoms and
it definitely fixes the hang.
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107280
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit b08b4b2b25b201df2d667cf70d7f99475e5c7aec)
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Some of the bits of VERTEX_BUFFER_STATE such as access type, instance
data step rate, and pitch come from the pipeline.
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit c643c5e18d7c647afc6dcc450183b81a62a40998)
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gen9 hardware has a bug in the sampler cache that can cause GPU hangs
whenever an texture with aux compression enabled is in the sampler cache
together with an ASTC5x5 texture. Because we can't control what the
client binds at any given time, we have two options: resolve the CCS or
decompresss the ASTC. Doing a CCS or HiZ resolve is far less drastic
and will likely have a smaller performance impact.
Cc: [email protected]
Reviewed-by: Kristian H. Kristensen <[email protected]>
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
(cherry picked from commit f9e630e23dfa3de815026a08e7e767e2ed90da0b)
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Fixes
dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.rgb_func_alpha_func.dst.src_alpha_saturate_src_alpha_saturate
and friends with --deqp-egl-config-name=rgb565d0s0
Cc: "18.2" <[email protected]>
(cherry picked from commit f73f748323ef5a421ffd8fa0f02afd9627e31023)
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