| Commit message (Collapse) | Author | Age | Files | Lines |
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For further optimizations.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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An upcoming patch will run the shader info pass on the
geometry shader just before emitting the GS copy shader.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It's clear that the original code meant to do this and there is even a
10-line comment explaining why. Originally, we had a simple function
for packing the clear colors which was unaware of sRGB. However, in
a6b66a7b26ae1, when we started using ISL to do the packing, the wrong
format was used.
Fixes: a6b66a7b26 "intel/blorp: Use ISL instead of bitcast_color..."
Reviewed-by: Topi Pohjolainen <[email protected]>
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The hardware always interprets the alpha as unsigned and fixing it
in the shader is going to add unacceptable overheads.
CC: 18.0 18.1 <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106480
Reviewed-by: Samuel Pitoiset <[email protected]>
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Pre-Vega HW always interprets the alpha for this format as unsigned,
so we have to implement a fixup to do the sign correctly for signed
formats.
v2: Improve indexing mess.
CC: 18.0 18.1 <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106480
Reviewed-by: Samuel Pitoiset <[email protected]>
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Basic sampling support for linear tiling.
No CTS regressions, but it seems the blitting coverage is not very
extensive.
https://bugs.freedesktop.org/show_bug.cgi?id=106331
Reviewed-by: Samuel Pitoiset <[email protected]>
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radeonsi could pass them through but the enum changed between
Gallium and Vulkan, so we have to translate.
In progress I made the register defines a bit more readable.
CC: 18.0 18.1 <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100430
Reviewed-by: Samuel Pitoiset <[email protected]>
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This moves the extra queries to after the main query ended, instead
of doing it after the begin and hence doing nesting.
We also emit only (view count - 1) extra queries, as the main query
is already there for the first view.
This fixes the CTS occasionally getting stuck in
dEQP-VK.multiview.queries* waiting on results.
Fixes: 32b4f3c38dc "radv/query: handle multiview queries properly. (v3)"
CC: 18.1 <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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`dep_valgrind != []` now (0.45) produces a warning that is quite explicit:
WARNING: Trying to compare values of different types (DependencyHolder, list) using !=.
The result of this is undefined and will become a hard error in a future Meson release.
`dep_valgrind = []` used to be the recommended way to deal with
non-existant dependency, but these don't work with `.found()`, so now
the recommended way is to declare a impossible dependency, which
null_dep does for us in Mesa.
In short, we don't need and shouldn't check for `!= []` anywhere anymore.
Reviewed-by: Dylan Baker <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
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radv_can_dump_shader() already handles if module is NULL.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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These are going to be crazy and we are probably going to add
more scan stuff in the future. Also use switch cases instead.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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There is a compile warning from Android 8 (API version 26) from "include cutils/log.h"
warning: "Deprecated: don't include cutils/log.h, use either android/log.h or log/log.h"-W#warnings,
Change to include "log/log.h" on Android 8 or later major version to avoid this warning
Signed-off-by: jenny.q.cao <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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We were never producing negative numbers for signed types.
Also fix only producing half the valid range for uint32, and
properly clamp signed values.
Because this now also properly tests snorm with actually negative
values, need to increase eps for such conversions. I believe these
cannot actually be hit in ordinary operation (e.g. if a snorm texture
is sampled and output to snorm RT, it will still go through snorm->float
and float->snorm conversion), so don't bother to do anything to fix
the bad accuracy (might be quite complex).
Basically, the issue is for something like snorm16->snorm8 that in the
end this will just use a 8 bit arithmetic right shift.
But the math behind it says we should actually do a division by 32767 / 127, which
is ~258, not 256. So the result can be one bit off (values have too large
magnitude), and furthermore, the shift has incorrect rounding (always rounds
down). For positive numbers, these errors have different direction, but
for negative ones they have the same, hence for some values the error will
be 2 bit in the end.
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=106232
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I don't think the hw resolve path can't handle multi-layer images.
This fixes all the:
dEQP-VK.renderpass.multisample_resolve.layers_*
tests on my VI card.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: <[email protected]>
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This path should iterate across all layers, I've some ideas
for doing this in a single pass, but this is simpler for now.
This passes the tests because we don't use the fragment path
unless we have DCC, and we don't have DCC on layered images.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: <[email protected]>
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For a multi-layer subpass resolve we want to make sure we flush all
the layers.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: <[email protected]>
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Fixes: 07dac3e040 ("nvc0: add conservative rasterization support")
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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The slot index is always 0, and is pretty unlikely to change in the future.
Reviewed-by: Brian Paul <[email protected]>
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When VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT is set we skip NIR
linking optimisations and only run over the NIR optimisation loop
once similar to the GLSLOptimizeConservatively constant used by
some GL drivers.
We need to run over the opts at least once to avoid errors in LLVM
(e.g. dead vars it can't handle) and also to reduce the time spent
compiling the IR in LLVM.
With this change the Blacksmith Unity demos compilation times
go from 329760 ms -> 299881 ms when using Wine and DXVK.
V2: add bit to radv_pipeline_key
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106246
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Fix SCons build error.
Linking build/linux-x86_64-debug/gallium/targets/libgl-xlib/libGL.so.1.5 ...
build/linux-x86_64-debug/mesa/libmesa.a(st_program.os): In function `st_translate_prog_to_nir':
src/mesa/state_tracker/st_program.c:392: undefined reference to `prog_to_nir'
Fixes: 5c33e8c7729e ("st/nir: use NIR for asm programs")
Signed-off-by: Vinson Lee <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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The following patch will make use of this for asm style programs.
Reviewed-by: Eric Anholt <[email protected]>
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All vce firmwares with major version greater than or equal to 53 are supported
Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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A fence can outlive the ctx it was created from (see glmark2).. etnaviv
doesn't actually need fence->ctx so lets remove it before someone makes
the mistake of assuming it is a valid pointer.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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- Change tilemgr TILE_ID encoding to use Morton-order (Z-order).
- Change locked tiles set to bitset. Makes clear, set, get much faster.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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It can get jumbled with output from other threads.
Reviewed-by: Bruce Cherniak <[email protected]>
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for concatenating lists
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Previously was using the draw topology, which may change if GS or Tess
are active. Only affected attributes marked with constant interpolation,
which limited the impact.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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platform_x11 with dri3 needs inc_loader.
In file included from ../src/egl/drivers/dri2/platform_x11_dri3.c:35:0:
../src/egl/drivers/dri2/egl_dri2.h:41:32: fatal error: loader_dri3_helper.h: No such file or directory
In file included from ../src/egl/drivers/dri2/platform_x11.c:46:0:
../src/egl/drivers/dri2/egl_dri2.h:41:32: fatal error: loader_dri3_helper.h: No such file or directory
In file included from ../src/egl/drivers/dri2/egl_dri2.c:61:0:
../src/egl/drivers/dri2/egl_dri2.h:41:32: fatal error: loader_dri3_helper.h: No such file or directory
Cc: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Signed-off-by: Ville Syrjälä <[email protected]>
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These helpers will be needed for future work.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes memory leak on module unload.
CC: <[email protected]>
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Marek Olšák <[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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It doesn't use indirect dispatches.
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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Reviewed-by: Nicolai Hähnle <[email protected]>
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