| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
Use sample rate shading instead, should give better locality.
Makes Nier with 8x msaa on a Raven go 5 fps -> 7 fps in the menu.
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
I was about to make the claim to someone that every field in isl_surf
is either an enum or has explicit units. Then I looked at isl_surf and
discovered this claim was wrong. We should fix that. This commit does
a few refactors:
* Add _B suffixes to some struct fields
* Add _B to some variables and parameters
* Rename row_pitch_tiles -> row_pitch_tl
Reviewed-by: Nanley Chery <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=105333
Fixes: https://github.com/iXit/Mesa-3D/issues/314
For this application, NaN is passed to KILL_IF and is expected to
pass.
v2: Explain in the code why UGE is used.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
CC: <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously if only ff vs or only ff ps was used,
the constants for both were marked as updated,
while only the constants of the used ff shader
were updated.
Now that NINE_STATE_FF_VS and
NINE_STATE_FF_PS do not intersect anymore,
we can correctly mark the correct set of constant
as updated.
Fixes: https://github.com/iXit/Mesa-3D/issues/319
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
NINE_STATE_FF_OTHER was mostly ff vs states.
Rename it to NINE_STATE_FF_VS_OTHER and
move common states with ps to
NINE_STATE_FF_PS_CONSTS (renamed from
NINE_STATE_FF_PSSTAGES).
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Some states only affect the ff shader,
not its constants.
Currently we don't check anything and
always recompute the ff shader key.
However we do check for NINE_STATE_FF_OTHER
and if set we reupload some constants.
Thus for those states which had NINE_STATE_FF_OTHER
set but didn't need it,
replace by a dummy ff shader state (which is
easier to understand for an external reader than
just setting 0 and more future proof).
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The pointsize states were missing the ff
NINE_STATE_FF_OTHER flag, and thus might
miss state updates when using ff.
Fixes some wine tests.
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Rename NINE_STATE_FOG_SHADER,
NINE_STATE_POINTSIZE_SHADER and NINE_STATE_PS1X_SHADER
into
NINE_STATE_VS_PARAMS_MISC and NINE_STATE_PS_PARAMS_MISC.
The behaviour is unchanged, except one minor change:
D3DRS_FOGTABLEMODE doesn't need to affect VS.
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
| |
With some test app I hit the limit.
As we allocate on demand (up to the maximum),
it is free to increase the limit.
Signed-off-by: Axel Davy <[email protected]>
CC: <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously we had already found that for
MANAGED buffers the buffer started dirty
(which meant all writes out of bound
before the first draw call using the
buffer have to be taken into account).
Possibly it is the same for the other types of buffers.
For now always lock the entire buffer (starting from the offset)
for these (except for DYNAMIC buffers, which might hurt
performance too much).
Fixes: https://github.com/iXit/Mesa-3D/issues/301
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The previous code was ignoring the input
until a cursor is set inside d3d
(with SetCursorProperties), as expected
by wine tests.
However it did still make a call to ID3DPresent_SetCursor,
which would result into a SetCursor(NULL) call, thus
hidding any cursor set outside d3d, which we shouldn't do.
Add comment about not avoiding redundant ID3DPresent_SetCursor
calls once a cursor has been set in d3d, as it has been tested to
cause regressions.
Fixes: https://github.com/iXit/Mesa-3D/issues/197
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
For some applications SetCursorPosition
is called when a cursor event is received.
Our SetCursorPosition was always calling
wine SetCursorPos which would trigger
a cursor event.
The infinite loop is avoided by not calling
SetCursorPos when the position hasn't changed.
Found thanks to wine tests.
Fixes irresponsive GUI for some applications.
Fixes: https://github.com/iXit/Mesa-3D/issues/173
Signed-off-by: Axel Davy <[email protected]>
CC: <[email protected]>
|
|
|
|
|
|
|
| |
This is only useful for software cursor,
but at least now we won't start it at (0, 0).
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
Initialize manually the cursor structure fields
for more clarity on its content.
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
d3d9_get_pipe_depth_format_bindings assumes the input format
is a depth stencil format.
Previously the user could hit this function with an invalid format.
Protect the last non protected call with a depth_stencil_format check.
Another solution is to have d3d9_get_pipe_depth_format_bindings
support non depth stencil format, but we don't want the user
to create depth buffers with d3d formats that can't be one,
it's better to check if the format can be depth buffer with d3d.
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
Tests show the clamping can be removed
when mul_zero_wins is supported.
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
| |
Most of the work was already there, just not implemented.
Fixes: https://github.com/iXit/Mesa-3D/issues/318
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Fix aliasing of colorarg_b4 with
colorarg_b5.
Fixes: https://github.com/iXit/Mesa-3D/issues/302
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
"tex_stage[s][D3DTSS_COLORARG0] >> 4" could be a two bit
number, thus colorarg_b4 was incorrectly set.
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
colorarg0, etc are 3 bits wide.
Make the code more readable by adding an & 0x7
to further indicate we only remember the first 3 bits only.
The 4th bit is always 0,
and colorarg_b4, colorarg_b5, etc are used to store
the 5th and 6th bits.
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
This is useful to see the matrices content
in the log to debug.
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
This is very useful to find in the log
the ff shader shource of a given call.
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When using csmt, ff shader creation happens on the csmt
thread. Creating the shaders, then calling RefToBind causes
the device ref to be increased then decreased.
However the device dtor assumes than no work pending on the
csmt thread could increase the device ref, leading to hang.
The issue is avoided by creating the shaders with a bind
count directly.
Fixes: https://github.com/iXit/Mesa-3D/issues/295
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
Add a new helper to create objects starting with a bind
count instead of a ref count.
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
Add a parameter to start new object with a bind
instead of a refcount.
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Emulate perspective interpolation of depth for programmable ps fog
ff ps fog uses position z, or 1/w depending on the ff
projection matrix set. This is according to public documents
found describing the algorithm and tests we made.
In the case of programmable ps, we used position's z,
which was sufficient to pass wine tests (which test shaders
don't set w).
Issue https://github.com/iXit/Mesa-3D/issues/315 showed
that this calculation was wrong.
Using perspective interpolation on z, that is using z * 1/w
seems to satisfy both this application and wine tests.
Fixes: https://github.com/iXit/Mesa-3D/issues/315
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Tests done on several devices of all 3 vendors and
of different generations showed that there are several
ways of handling infs and NaN for d3d9.
Tests showed Intel on windows does always clamp
RCP, RSQ and LOG (thus preventing inf/nan generation),
for all shader versions (some vendor behaviours vary
with shader versions).
Doing this in nine avoids 0*inf issues for drivers
that can't generate 0*inf=0 (which is controled by
TGSI's MUL_ZERO_WINS).
For now clamp for all drivers. An ulterior optimization
would be to avoid clamping for drivers with MUL_ZERO_WINS
for the specific shader versions where NV or AMD don't
clamp.
LOG and RSQ being already clamped, this patch only
clamps RCP.
Fixes: https://github.com/iXit/Mesa-3D/issues/316
Signed-off-by: Axel Davy <[email protected]>
CC: <[email protected]>
|
|
|
|
|
|
|
| |
SWR takes 17+ minutes to build. Clover builds take ~6-7 minutes.
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
| |
Move create_passthrough_tcs() from i965 so can be used in other
contexts.
Acked-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Since blending will be disabled later for integer formats we have to
consider that in the case of a mixed set of integer/non-integer format
buffers blending must be handled on a per buffer basis.
Fixes on r600:
dEQP-GLES31.functional.draw_buffers_indexed.random.
max_required_draw_buffers.13
Fixes: 8fb966688bc1053a48e8ee7f7394ce030bcfd345
st/mesa: Disable blending for integer formats.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
That warning fires every time a string function takes an argument that
could possibly be longer than its max output, which triggers all over
the place, especially when working with file paths ("what if every file
path is MAX_PATH long?" is what GCC is saying, which is really annoying
when we *know* that "/dev/dri/cardN" is not gonna be 4096 char long and
it's safe to store it in a 32-char array).
Anyway, we either add a ton of dead code all over the place to make GCC
happy, or we get rid of its spam. I chose the latter.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
|
|
|
|
|
|
|
| |
Fixes gpu hangs with Carchase and Manhattan.
Reviewed-by: Anuj Phogat <[email protected]>
Signed-off-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
A ZPASS_DONE packet doesn't make sense for the compute queue. It will
result in a gpu hang.
This change resolves a gpu hang for SteamVR+Vega.
Cc: [email protected]
Fixes: 1f616a840eac02241c585d28e9dac8f19a297f39 "radv: emit a dummy ..."
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This allows NIR to CSE more operations. LLVM does this also so the
impact is limited, however doing this in NIR allows other opts to
make progress. For example in radeonsi more loops are unrolled in
Civilization Beyond Earth.
The actual pipeline-db stats are not overwhelming but even in the
negatively affected shaders the NIR is clearly better. It just
happens that the code shuffling and in some cases calls to max
rather than a flt result in the final output from LLVM not
giving as good numbers.
However this is an incremental opt that further passes build off
so the change should be made IMO.
Totals from affected shaders:
SGPRS: 20192 -> 20184 (-0.04 %)
VGPRS: 19516 -> 19524 (0.04 %)
Spilled SGPRs: 437 -> 444 (1.60 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 0 -> 0 (0.00 %) dwords per thread
Code Size: 1527444 -> 1522276 (-0.34 %) bytes
LDS: 6 -> 6 (0.00 %) blocks
Max Waves: 1018 -> 1016 (-0.20 %)
Wait states: 0 -> 0 (0.00 %)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
By adding `_llvm == 'true'` to the required argument we can check the
'auto' and 'true' case in one path.
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
| |
connector
Signed-off-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
| |
Fixes: da997ebec929421939553 "vulkan: Add KHR_display extension using DRM [v10]"
Cc: Keith Packard <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
| |
Signed-off-by: Leo Liu <[email protected]>
Fixes: 130d1f456(radeon/uvd: reconstruct MJPEG bitstream)
Cc: "18.2" <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
|
|
|
|
|
|
|
| |
Seems this fixes linking problems that occur in some situations.
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
NVC0_CB_AUX_BINDLESS_INFO isn't written to on Maxwell+ and it's too small
anyway.
With these changes, TXQ is used to determine the number of samples and
the coordinate adjustment information looked up in a small array in the
driver constant buffer.
v2: rework to use TXQ and a small array instead of a larger array with an
entry for each texture
v3: get rid of the small array and calculate the adjustments in the shader
Signed-off-by: Rhys Perry <[email protected]>
Fixes: c2ae9b40527 ('nvc0: implement multisampled images on Maxwell+')
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
| |
`git-branch` doesn't exist, and mesa3d-dev hasn't been used in a great
many years :)
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
I also updated the developer instructions; presumably someone who's been
given commit rights already knows how to clone a repository :)
A more useful thing is to show how to update the pushurl, and how to use
access tokens to push over HTTPS (especially for us at Intel, where
non-http traffic is a pain).
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
|