| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
We always clamp fragment colors, since they're always 8-bit unorm, so
there's no need to have us compile separate shaders based on
GL_ARB_color_buffer_float. This gives us precompilation of fragment
programs to the vc4_shader_state_create() level.
|
|
|
|
|
|
| |
This allows the same pipe_shader_state to be referenced from multiple
contexts. Since our pipe_shader_state is treated as immutable (other than
the variant number) within the driver, this is no problem.
|
|
|
|
|
|
|
|
| |
This will be generated by glsl_to_nir, and it turns out that this is a
more code-efficient path than the floating point math, anyway.
No change on shader-db, but drops an instruction in piglit's
glsl-fs-frontfacing.
|
|
|
|
| |
This came from deriving from freedreno.
|
|
|
|
|
| |
This is apparently enabled as an error in Android builds, and the compiler
can't tell that the return value is safe.
|
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In a5d7e144eaf43fee37e6ff9e2de194407087632b, Connor generalized the
exec_size halving code to handle more cases. As part of this, he made
it not halve anything if the region accessed falls completely in a
single register.
Unfortunately, it started producing some invalid regions:
-add(16) g6<1>F g10<8,8,1>UW -g1<0,1,0>F { align1 compr };
-add(16) g8<1>F g12<8,8,1>UW -g1.1<0,1,0>F { align1 compr };
+add(16) g6<1>F g10<16,16,1>UW -g1<0,1,0>F { align1 compr };
+add(16) g8<1>F g12<16,16,1>UW -g1.1<0,1,0>F { align1 compr };
Here, the UW source region completely fits within a register. However,
we have to use instruction compression because the destination region
spans two registers. <16,16,1> is invalid because it's compressed.
To handle this, skip the "everything fits in one register" case and
fall through to the exec_size halving case when compressed.
Fixes hundreds of Piglit regressions on GM965.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95370
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
| |
brw_reg_from_fs_reg() needs to know whether the instruction will be
compressed or not.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95370
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This enables:
- GL_OES_sample_shading
- GL_OES_sample_variables
- GL_OES_shader_multisample_interpolation
On Gen8, we pass all the CTS tests, and all but 4 of the dEQP-GLES31
tests (dealing with 1x/2x MSAA at half rate sampling). We believe
those 4 dEQP-GLES31 tests are incorrect.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
This was introduced in 8a80af282091e692da7bf4e412918ba2362dfb4f.
Reported-by: Jason Ekstrand <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes the following building error due to libmesa_nir dependency:
In file included from external/mesa/src/mesa/state_tracker/st_glsl_to_nir.cpp:44:0:
external/mesa/src/compiler/nir/nir.h:42:25: fatal error: nir_opcodes.h: No such file or directory
#include "nir_opcodes.h"
^
compilation terminated.
build/core/binary.mk:706: recipe for target 'out/target/product/x86/obj/STATIC_LIBRARIES/libmesa_st_mesa_intermediates/state_tracker/st_glsl_to_nir.o' failed
make: *** [out/target/product/x86/obj/STATIC_LIBRARIES/libmesa_st_mesa_intermediates/state_tracker/st_glsl_to_nir.o] Error 1
make: *** Waiting for unfinished jobs....
Reviewed-by: Rob Herring <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Section 8.9 (Texture Functions) of the OpenGL Shading Language 4.5
specification:
However, automatic level of detail is computed only for fragment shaders.
Other shaders operate as though the base level of detail were computed as
zero.
and Section 8.9.3 (Texture Gather Functions):
When performing a texture gather operation, the minification and
magnification filters are ignored, and the rules for LINEAR filtering in
the OpenGL Specification are applied to the base level of the texture
image to identify the four texels i_0 j_1, i_1 j_1, i_1 j_0, and i_0 j_0.
Of course, explicit LOD or derivative variants work in all shader types.
This fixes several GL4x-CTS.texture_gather.* tests.
v2: TG4 is always level zero (thanks, Ilia)
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
| |
TXQ is sufficiently different that having in it in the same code path as
texture sampling/fetching opcodes doesn't make much sense.
v2: guard against NULL pointer dereferences
Reviewed-by: Marek Olšák <[email protected]> (v1)
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
When user fences are used, we don't need the kernel for polling.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
Mostly generated using a sed-script, with manual fix-up for multi-line
statements.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
The format_desc swizzle describes where in the array each color channel
comes from - but the existing code was written as if each entry in the
swizzle described the meaning of an array element.
Fixes piglit's arb_copy_image-format-swizzle.
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
This reverts commit 41af9b2e517dd0c17e519490ca915b96f6898390.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94468
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jordan Justen <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
We also have this barrier call for gen8 vkCmdWaitEvents.
We don't implement waiting on events for gen7 yet, but this barrier at
least helps to not regress CTS cases when data caching is enabled.
Without this, the tests would intermittently report a failure when the
data cache was enabled.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
| |
If images or shader buffers are used, we will enable the data cache in
the the L3 config.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
| |
These were added to the i965 driver in
5912da45a69923afa1b7f2eb5bb371d848813c41.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
| |
Signed-off-by: Jan Vesely <[email protected]>
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
This way we get correct sampling from RGB formats that are faked as RGBA.
This should also cause it to disable rendering and blending on those
formats. We should be able to render to them and, on Broadwell and above,
we can blend on them with work-arounds. However, we'll add support for
that more properly later when it's deemed useful. For now, disabling
rendering and blending should be safe.
|
|
|
|
|
|
| |
The new code removes the switch statement and instead handles depth/stencil
as up-front special cases. This allows for potentially more complicated
color format handling in the future.
|
|
|
|
| |
This way the entire anv_format structure fits in 32 bits
|
| |
|
|
|
|
|
|
|
|
|
| |
This commit removes anv_format_for_vk_format and adds an anv_get_format
helper. The anv_get_format helper returns the anv_format by-value. Unlike
anv_format_for_vk_format the format returned by anv_get_format is 100%
accurate and includes any tweaks needed for tiled vs. linear.
anv_get_isl_format is now just a wrapper around anv_get_format that picks
off just the isl_format.
|
|
|
|
|
|
| |
Now that we have VkFormat introspection and we've removed everything that
tried to use anv_format for introspection, we no longer need most of what
was in anv_format.
|
|
|
|
|
| |
All it ever did was some extra logging that was useful when initially
bringing up Dota2. We don't need it anymore.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
Because the buffer is exposed to the user, the block size is defined to
always exactly be the size of the actual vulkan format. This is the same
size (it had better be) as the linaer image format.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
As much as I hate adding yet more format introspection, there are times
when the VkFormat is sufficient and we don't want to round-trip through
isl_format. For these times, the new vk_format_info.c/h files provide some
simple driver-agnostic VkFormat introspection. This intended to be
specific to Vulkan but not to any driver whatsoever.
|
| |
|
|
|
|
|
| |
This makes several checks easier and allows us to avoid calling
anv_format_for_vk_format in a number of cases.
|
| |
|
| |
|
|
|
|
|
| |
This better maps to the Vulkan object model and also allows WSI to at least
know the hardware generation which is useful for format checks.
|