| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
Caught problems in the upcoming DDX/DDY implementation.
|
|
|
|
|
| |
This will be used in the ddx/ddy support for "Am I the top half?" or "Am I
the left half?" checks.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Respect intel_miptree_slice::x_offset,y_offset and
intel_mipmap_tree::offset. All three may be non-zero when glReadPixels
is called on an EGLImage created from the non-base slice of a miptree.
Patch 2/2 that fixes test
'dEQP-EGL.functional.image.create.gles2_cubemap_*'.
Reported-by: Haixia Shi <[email protected]>
Diagnosed-by: Haixia Shi <[email protected]>
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
Change-Id: I4b397b27e55a743a7094d29fb0a6a4b6b34352b0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When glEGLImageTargetRenderbufferStorageOES() was given an EGLImage
created from the non-base slice of a miptree,
intel_image_target_renderbuffer_storage() forgot to apply the intra-tile
offsets __DRIimage::tile_x,tile_y to the miptree layout.
This patch fixes the problem with a quick hack suitable for
cherry-picking. A proper fix requires more thorough plumbing in
intel_miptree_create_layout() and brw_tex_layout().
Patch 1/2 that fixes test
'dEQP-EGL.functional.image.create.gles2_cubemap_*'.
Reported-by: Haixia Shi <[email protected]>
Diagnosed-by: Haixia Shi <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
Change-Id: I8a64b0048a1ee9e714ebb3f33fffd8334036450b
|
|
|
|
|
|
|
|
|
|
| |
This pulls isl and genxml into a single make file so that they can properly
build in parallel. This isn't terribly important now as genxml just
generates sources which happens serially first anyway but it will be more
important as we add more stuff to src/intel.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The tests assumed that isl would be in the include path but that usually
isn't the case. Instead, we usually have src/intel and you need to add an
"isl/" prefix.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
| |
If the surface has a layout of GEN4_2D then we need to compute a normal 2D
alignment and not use the magic linewar 1D alignment.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The Sky Lake 1D layout is only used if the surface is linear. For tiled
surfaces such as depth and stencil the old gen4 2D layout is used.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In some programs, we can have very deep dominance trees and the recursion
can cause us to risk stack overflows. Instead, we replace the recursion
with a pair of loops, one at the start and one at the end. This is
functionally equivalent to what we had before and it's actually a bit
easier to read in the new form without the recursion.
Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97225
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
| |
I joined Google's Chrome OS graphics team.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Prior to this commit rename_variables_block() is recursively called,
performing a depth-first traversal of the control flow graph. The
function uses a non-trivial amount of stack space for local variables,
which puts us in danger of smashing the stack, given a sufficiently deep
dominance tree.
XCOM: Enemy Within contains a shader with such a dominance tree (1574
nir_blocks in total, depth of at least 143).
Jason tells me that he believes that any walk over the nir_blocks that
respects dominance is sufficient (a DFS might have been necessary prior
to the introduction of nir_phi_builder).
In fact, the introduction of nir_phi_builder made the problem worse:
rename_variables_block(), walks to the bottom of the dominance tree
before calling nir_phi_builder_value_get_block_def() which walks back to
the top of the dominance tree...
In any case, this patch ensures we avoid that problem as well.
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97225
Reviewed-by: Connor Abbott <[email protected]>
|
|
|
|
|
|
| |
It crashes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97413
|
|
|
|
|
|
|
| |
We can take advantage of the fact that multi_fence does the obvious thing
with NULL fences.
This fixes unflushed fences that can get stuck due to empty IBs.
|
|
|
|
|
| |
gen6/7/8_blorp.c were removed in commits c8bc1ae96a, e198983c61, and
16a9fcbbb6 respectively.
|
|
|
|
|
|
|
|
|
|
|
|
| |
When generating mipmaps for sRGB textures, force both decode and encode,
so the filtering is done in linear colorspace, regardless of settings.
Fixes a WebGL conformance test in Chrome:
https://www.khronos.org/registry/webgl/sdk/tests/conformance2/textures/misc/tex-srgb-mipmap.html?webglVersion=2
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97322
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It seems [0] old versions of Mako are no longer supported. Emil mentioned it
might need v0.8.0 [1] for isl_format_layout [2], although I didn't get
a confirmation that it's really the minimum.
Let's raise it to that to avoid getting other bugs.
We might lower it a bit again later if it turns out we can.
[0] https://lists.freedesktop.org/archives/mesa-dev/2016-July/122772.html
[1] https://lists.freedesktop.org/archives/mesa-dev/2016-July/122775.html
[2] https://lists.freedesktop.org/archives/mesa-dev/2016-July/123278.html
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Acked-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Some front buffer rendering was in the wrong position. This included
scissored clears, glDrawPixels and glCopyPixels. The problem was the
y coordinate passed to putImage() didn't match the y coordinate passed
to getImage().
We fix this by setting xrb->map_y to the inverted coordinate in
swrast_map_renderbuffer() which is used later by the putImage() call.
Also pass xrb->map_y to getImage() to be symmetric.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97426
Cc: <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Cc: 12.0 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
| |
radeonsi needs to do some operations (DCC decompression) for OpenGL-OpenCL
interop and this is the only way to make it coherent with the current
context. It can optionally be set to NULL.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Broken since: 3190c7ee9727161d627f107c2e7f8ec3a11941c1
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97285
Tested-by: Edmondo Tommasina <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Always use 3 buffers when flipping. With only 2 buffers, we have to wait
for a flip to complete (which takes non-0 time even with asynchronous
flips) before we can start working on the next frame. We were previously
only using 2 buffers for flipping if the X server supports asynchronous
flips, even when we're not using asynchronous flips. This could result
in bad performance (the referenced bug report is an extreme case, where
the inter-frame stalls were preventing the GPU from reaching its maximum
clocks).
I couldn't measure any performance boost using 4 buffers with flipping.
Performance actually seemed to go down slightly, but that might have
been just noise.
Without flipping, a single back buffer is enough for swap interval 0,
but we need to use 2 back buffers when the swap interval is non-0,
otherwise we have to wait for the swap interval to pass before we can
start working on the next frame. This condition was previously reversed.
Cc: "12.0 11.2" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97260
Reviewed-by: Frank Binns <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
The pipeline layout affects shader compilation because it is what
determines binding table locations as well as whether or not a particular
buffer has dynamic offsets. Since this affects the generated shader, it
needs to be in the hash. This fixes a bunch of CTS tests now that the CTS
is using a pipeline cache.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Cc: "12.0" <[email protected]>
|
|
|
|
|
|
|
|
| |
This option makes installed Vulkan ICD files contain only a driver library
name and not a path. This is intended for distros to help them work around
multi-arch issues.
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This would cause gl_FragStencilRef to be counted as a color output
incorrectly during the precompile phase, which leads to unnecessary
recompilation on master and could trigger an assertion failure in
fs_visitor::emit_fb_writes() on my i965-fb-fetch branch.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
This is the set of shader outputs whose initial value is provided to
the shader by some external means when the shader is executed, rather
than computed by the shader itself.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
Since they cannot be written. This prevents adding fragment outputs
to the OutputsWritten set that are only read from via the
gl_LastFragData array but never written to.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
| |
gl_LastFragData overlaps gl_FragData by definition.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
qualifier.
v2: No need to check the GLSL version. (Ken)
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Apparently this pass can only handle elimination of a single built-in
fragment output array, so the presence of gl_LastFragData (which it
wouldn't split correctly anyway) could prevent it from splitting the
actual gl_FragData array. Just match gl_FragData by name since it's
the only built-in it can handle.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The EXT_shader_framebuffer_fetch extension defines alternative
language for GLES2 shaders where user-defined fragment outputs are not
allowed. Instead of using inout user-defined fragment outputs the
shader is expected to read from the gl_LastFragData built-in array.
In addition this allows using the same language on desktop GLSL
versions prior to 4.2 that support the deprecated gl_FragData built-in
in preparation for the MESA_shader_framebuffer_fetch desktop GL
extension.
Both legacy and user-defined inout outputs have a common
representation at the GLSL IR level, so it shouldn't make any
difference for optimization passes and back-ends whether the
application is using gl_LastFragData or user-defined outputs, all
they'll see is a variable dereference of a fragment output at a
certain interface location with the fb_fetch_output bit set to one.
v2: Don't define the built-in variable on GLSL versions for which
gl_FragData exists but is deprecated. (Ken)
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
According to the EXT_shader_framebuffer_fetch extension the inout
qualifier can be used on ESSL 3.0+ shaders to declare a special kind
of fragment output that gets implicitly initialized with the previous
framebuffer contents at the current fragment coordinates. In addition
we allow using the same language to define FB fetch outputs in GLSL
1.3+ shaders in preparation for the desktop MESA_shader_framebuffer_fetch
extensions.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The GLSL IR representation of framebuffer fetch amounts to a single
bit in the ir_variable object applicable to fragment shader outputs.
The flag indicates that the variable will be implicitly initialized to
the previous contents of the render buffer at the same fragment
coordinates and sample index.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Both MESA_shader_framebuffer_fetch_non_coherent and the non-coherent
variant of KHR_blend_equation_advanced will use this driver hook to
request coherency between framebuffer reads and writes. This
intentionally doesn't hook up glBlendBarrierMESA to the dispatch layer
since the extension isn't exposed to applications yet, see [1]
for more details.
[1] https://lists.freedesktop.org/archives/mesa-dev/2016-July/124028.html
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
In preparation for collecting all pipeline barrier GL entry points
into a single source file.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This can currently only give true as result since the only way you can
expose EXT_shader_framebuffer_fetch right now is by flipping the
MESA_shader_framebuffer_fetch bit, but that could potentially change
in the future, see [1] for an explanation.
[1] https://lists.freedesktop.org/archives/mesa-dev/2016-July/124028.html
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This allows drivers to expose EXT_shader_framebuffer_fetch in GLES2+
contexts if desired. Note that this adds boolean flags for two MESA
extensions, but only the EXT GLES-only extension is exposed for the
moment, see the cover letter of this series [1] for the rationale.
[1] https://lists.freedesktop.org/archives/mesa-dev/2016-July/124028.html
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Like Fermi, textures and samplers are aliased between 3D and compute,
especially the TIC_FLUSH/TSC_FLUSH methods and we have to re-validate
these resources when switching between the two pipelines.
This fixes a GPU hang with Elemental (and most likely with other UE4 demos).
Tested on GK107 and GM107.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
CC: <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Duplicate line is currently on 1535.
Identified by Clang, when run through Eric Anholt's Travis harness.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Rhys Kidd <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Rhys Kidd <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This will hopefully fix wget from x.org (no real reason explained in
Travis CI bug reports), and may also mean that we can enable LLVM driver
builds.
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Rhys Kidd <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Travis has been broken a couple of times by configure.ac updates. To make
it useful, auto-update the version necessary.
This could potentially be used for other dependencies, too, but those get
bumped less frequently.
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Rhys Kidd <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We need to compute detiling coordinates using the physical size of W tiling
(128x32) rather than the logical size (64x64).
v2: Correct comment (Jason)
Fixes dEQP-VK.api.copy_and_blit.image_to_image_stencil
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97448
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
| |
Fixes glsl-routing in piglit and hangs in glbenchmark 2.0.2.
|