| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Christian König <[email protected]>
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Commit f4ebcd133b9 ("dri/nouveau: NV17_3D class is not available for
NV1a chipset") fixed this partially by using the correct 3d class.
However there were a lot of checks left over comparing against the
chipset.
Reported-and-tested-by: John F. Godfrey <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: 9.2 10.0 10.1 <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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v2 (chk): fix eos handling
v3 (leo): implement scaling configuration support
v4 (leo): fix bitrate bug
v5 (chk): add workaround for bug in Bellagio
v6 (chk): fix div by 0 if framerate isn't known,
user separate pipe object for scale and transfer,
always flush the transfer pipe before encoding
v7 (chk): make suggested changes, cleanup a bit more,
only advertise encoder on supported hardware
Signed-off-by: Christian König <[email protected]>
Signed-off-by: Leo Liu <[email protected]>
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v2 (chk): revert feedback buffer hack
v3 (slava): fixed bitstream size calculation
v4 (chk): always create buffers in the right domain
v5 (chk): flush async
v6 (chk): rework fw interface add version check
v7 (leo): implement cropping support
v8 (chk): add hw checks
Signed-off-by: Christian König <[email protected]>
Signed-off-by: Leo Liu <[email protected]>
Signed-off-by: Slava Grigorev <[email protected]>
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v2: add fw version query
v3: add README.VCE
v4: avoid error msg when kernel doesn't support it
Signed-off-by: Christian König <[email protected]>
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Commit 246ca4b001 ("nv50: implement multiple viewports/scissors, enable
ARB_viewport_array") added dirty tracking to scissors/viewports. However
it neglected to mark them all as dirty on a context switch. This fixes
an apparent regression in webgl in chrome, but probably in any
application that switches contexts.
Signed-off-by: Ilia Mirkin <[email protected]>
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Unused and unmaintained for quite a while.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Maarten Lankhorst <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Christoph Bumiller <[email protected]>
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The bound range is disconnected from the viewport dimensions. This is
the relevant bit from glViewportArray:
"""
The location of the viewport's bottom left corner, given by (x, y) is
clamped to be within the implementaiton-dependent viewport bounds range.
The viewport bounds range [min, max] can be determined by calling glGet
with argument GL_VIEWPORT_BOUNDS_RANGE. Viewport width and height are
silently clamped to a range that depends on the implementation. To query
this range, call glGet with argument GL_MAX_VIEWPORT_DIMS.
"""
Just set it to +/-16384, as that is the minimum required by
ARB_viewport_array and the value that all current drivers provide.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Surprisingly, the GLSL shaders already wrote the sampled r value to
FragDepth.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=51600
Reviewed-by: Kenneth Graunke <[email protected]>
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This avoids a CopyTexImage() on Intel i965 hardware without blorp.
v2: Move the !readAtt check up higher.
v3: Rebase on idr's changes, plus readAtt check is totally gone, and also
fix a typo in a comment.
Reviewed-by: Kenneth Graunke <[email protected]> (v2)
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This will let us use meta's acceleration from renderbuffers without having
to do a CopyTexImage first.
This is like what we do for TFP, but just taking an existing renderbuffer
and binding it to a texture with whatever its format was. The
implementation won't work for stencil renderbuffers, and it only does
non-texture renderbuffers (but then, if you're using a texture
renderbuffer, you can just pull the texture object/level/slice out of the
renderbuffer, anyway).
v2: Don't forget to propagate NumSamples to the teximage.
Reviewed-by: Kenneth Graunke <[email protected]>
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This function is only handling the color case. We can just unindent as
long as we're willing to do the check for the bit outside of the
function.
v2: Rebase on idr's changes, drop readAtt check that's always non-null
anyway (it's a pointer into to the statically-allocated attachments
array in the renderbuffer).
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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v2: Drop a bunch of unnecessary includes (by Kenneth), rebase on idr's
changes.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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I want split some meta.c code off to a separate file, so these functions
can't be static any more.
v2: Rebase on idr's changes, also expose setup_blit_shader,
blit_shader_table_cleanup, setup_vertex_objects,
setup_ff_tnl_for_blit.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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I'd like to split some of our code to separate files, since 4k lines and
growing is pretty unreasonable for all these separate operations.
v2: Rebase on idr's changes.
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
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There was this funny argument passed to setup for "did alloc decide we
need to allocate new texture storage?", which goes away if we don't have
the caller do alloc as a separate step.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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From the GL_ARB_fbo spec:
If the source and destination buffers are identical, and the
source and destination rectangles overlap, the result of the blit
operation is undefined.
As far as I know, that's the only thing that would have been of concern
for this.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I tripped over one of these when debugging meta, and it's a lot nicer to
just see the internalFormat being complained about.
v2: Drop a note in the other errors path that there is one early return.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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While these structs are generated per GLSL sampler type, they're structs
of data-about-shaders (notably, the ID of a shader program), not
data-about-samplers.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Everyone was just immediately calling it and doing nothing else with the
shader program id.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The only thing that wants to track the glsl_sampler structure is the
shader string generator.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Most of the VEC4 back-end agrees on src_reg::swizzle being one of the
BRW_SWIZZLE macros defined in brw_reg.h, except in two places where we
use Mesa's SWIZZLE macros. There is even a doxygen comment saying
that Mesa's macros are the right ones. They are incompatible swizzle
representations (3 bits vs. 2 bits per component), and the code using
Mesa's works by pure luck. Fix it.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The same effect can be achieved using ::subreg_offset. Remove the
less flexible alternative and define a convenience function to keep
the fs_reg interface sane.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The same effect can be achieved using a combination of ::stride and
::subreg_offset. Remove the less flexible ::smear to keep the data
members of fs_reg orthogonal.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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v2: Some improvements for copy propagation with non-contiguous
register strides and mismatching types.
v3: Add example of the situation that the copy propagation changes are
intended to avoid. Clarify that 'fs_reg::apply_stride()' is expected
to work with zero strides too.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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It would be nice if we could have a single 'reg_offset' field
expressed in bytes that would serve the purpose of both, but the
semantics of 'reg_offset' are quite complex currently (it's measured
in units of one, eight or sixteen dwords depending on the register
file and the dispatch width) and changing it to bytes would be a very
intrusive change at this stage. Add a separate 'subreg_offset' field
for now.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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To fix MSVC compile breakage. Evidently, _restrict is an MSVC keyword,
though the docs only mention __restrict (with two underscores).
Note: we may want to also rename _volatile to volatile_flag to be
consistent.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74900
Reviewed-by: Ian Romanick <[email protected]>
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Fix formatting, add new comments, get rid of extraneous indentation.
Suggested by Ian in bug 74723.
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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v2: Set driver-specified flag in NewDriverState when glUniform* is
used to bind an image unit.
v3: Abbreviate argument type check.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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v2: Add comment about the reason why image variables take up space
from the default uniform block.
Reviewed-by: Paul Berry <[email protected]>
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Because of the combinatorial explosion of different image built-ins
with different image dimensionalities and base data types, enumerating
all the 242 possibilities would be annoying and a waste of .text
space. Instead use a special path in the built-in builder that loops
over all the known image types.
v2: Generate built-ins on GLSL version 4.20 too. Rename
'_has_float_data_type' to '_supports_float_data_type'. Avoid
duplicating enumeration of image built-ins in create_intrinsics()
and create_builtins().
v3: Use a more orthodox approach for passing image built-in generator
parameters.
v4: Cosmetic changes.
Acked-by: Paul Berry <[email protected]>
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v2: Add them on GLSL version 4.20 too.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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No opaque types may be statically initialized in the shader, all
opaque variables must be declared uniform or be part of an "in"
function parameter declaration, no opaque types may be used as the
return type of a function.
v2: Add explicit check for opaque types in interface blocks. Check
for opaque types in ir_dereference::is_lvalue().
Reviewed-by: Paul Berry <[email protected]>
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blocks.
Aggregating images inside uniform blocks is explicitly disallowed by
the standard, aggregating them inside structures is not (as of GL
4.4), but there is a similar problem as with atomic counters: image
uniform declarations require either a "writeonly" memory qualifier or
an explicit format qualifier, which are explicitly forbidden in
structure member declarations. In the resolution of Khronos bug
#10903 the same wording applied to atomic counters was decided to mean
that they're not allowed inside structures -- Rejecting image member
declarations within structures seems the most reasonable option for
now.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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v2: Make the "map" array static const.
Reviewed-by: Paul Berry <[email protected]>
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v2: Only allow the early_fragment_tests qualifier in fragment shaders.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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