| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Serge Martin <[email protected]>
Tested-by: Jan Vesely <[email protected]>
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Reviewed-by: Serge Martin <[email protected]>
Tested-by: Jan Vesely <[email protected]>
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This gets rid of most ifdef's from the invocation.cpp code -- Only a
couple of them are left which will be removed differently in the
following commits.
Reviewed-by: Serge Martin <[email protected]>
Tested-by: Jan Vesely <[email protected]>
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This ifdef'ed out code was meant to handle compilation into TGSI, but
it doesn't seem likely that it will ever be useful even if the TGSI
back-end is resurrected because the TGSI bitcode can just be plumbed
through in ELF format and dealt with as a regular "native" back-end.
Reviewed-by: Serge Martin <[email protected]>
Tested-by: Jan Vesely <[email protected]>
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Reviewed-by: Serge Martin <[email protected]>
Tested-by: Jan Vesely <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
Tested-by: Jan Vesely <[email protected]>
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When a glTexImage call updates the parameters of a currently bound
framebuffer, we might miss out on revalidating whether it is complete.
Make sure to set _NEW_BUFFERS which will trigger the revalidation in
that case.
Also while we're at it, fix the fb parameter passed in to the eventual
RenderTexture call.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94148
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.2 12.0" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Emmanuel Gil Peyrot <[email protected]>
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Probably a copy-paste from mesa_meta_pbo_GetTexSubImage where tex_image
may apparently be null.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Even when the backend driver does not support ETC formats, we handle the
decoding into an uncompressed backing texture. However as far as core
mesa is concerned, it's an ETC texture and we should return the relevant
ETC mesa format. This condition can get hit when using glTexStorage to
create the texture object.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: "11.2 12.0" <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: "11.2 12.0" <[email protected]>
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Signed-off-by: Ben Skeggs <[email protected]>
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This might avoid mistakes if the size is bumped in the future.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The size of the driver constant buffer for each stage should be 2048
and not 512 because it has been increased recently for buffers/images.
While we are at it, do the same change for indirect draws.
This fixes all ARB_shader_draw_parameters tests on GM107.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: 12.0 <[email protected]>
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This fixes the following piglits:
arb_arrays_of_arrays-basic-imagestore-mixed-const-non-const-uniform-index
arb_arrays_of_arrays-basic-imagestore-mixed-const-non-const-uniform-index2
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: 12.0 <[email protected]>
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replaced by MESA_SHADER_CAPTURE_PATH in core Mesa
Reviewed-by: Nicolai Hähnle <[email protected]>
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RadeonSI stats: Mostly 0% difference, but Valley shows a small improvement:
Application Files SGPRs VGPRs SpillSGPR SpillVGPR Code Size LDS Max Waves Waits
unigine_valley 278 0.00 % -0.29 % 0.00 % 0.00 % 0.01 % 0.00 % 0.17 % 0.00 %
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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I have seen a hang during application shutdown that could be explained by the
following race condition which this patch fixes:
1. Worker thread enters util_queue_fence_signal, sets fence->signalled = true.
2. Main thread calls util_queue_job_wait, which returns immediately.
3. Main thread deletes the job and fence structures, leaving garbage behind.
4. Worker thread calls pipe_condvar_broadcast, which gets stuck forever because
it is accessing garbage.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Swap srcAccessMask and dstAccessMask.
Reviewed-by: Jason Ekstrand <[email protected]>
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'true' is not valid for VkDependencyFlags.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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The blitter sets mask == 1, which is fine since it doesn't use smoothing.
Fixes a regression introduced in commit 5bcfbf91.
Reviewed-by: Edward O'Callaghan <[email protected]>
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Ian suggested these changes in his review and I made them, but I pushed
the old version of the patch.
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit edfc17a19a17e8dae41a703a9cb4b9eb3c255c34)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 04277f058d00238937e664cf546c43b16cea7b2b)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 3a146a789c5aa45e0de52bff764c2b371dd253aa)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 8b06176f310f65628ce136b90a99005278ba5e0d)
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This partially reverts commit d41f5396f3cb619729021390c273f838d92f11fb.
That untested commit broke the tex-skipped-unit piglit test and the
arbvparray Mesa demo when run with indirect GLX.
state->array_state is used during initialization, so its assignment cannot be
moved to the end of the function.
The backtrace looked like:
Program received signal SIGSEGV, Segmentation fault.
0x00007ffff77c7a5c in __glXGetActiveTextureUnit (state=0x6270e0) at indirect_vertex_array.c:1952
1952 return state->array_state->active_texture_unit;
(gdb) bt
0 0x00007ffff77c7a5c in __glXGetActiveTextureUnit (state=0x6270e0) at indirect_vertex_array.c:1952
1 0x00007ffff77cbf62 in get_client_data (gc=0x626f50, cap=34018, data=0x7fffffffd7a0) at single2.c:159
2 0x00007ffff77cce51 in __indirect_glGetIntegerv (val=34018, i=0x7fffffffd830) at single2.c:498
3 0x00007ffff77c4340 in __glXInitVertexArrayState (gc=0x626f50) at indirect_vertex_array.c:193
Reviewed-by: Ian Romanick <[email protected]>
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There is no draw arrays protocol support for multi-texture coordinate
arrays, so it is implemented by sending batches of immediate mode
commands from emit_element_none in indirect_vertex_array.c. This sends
the target texture unit (which has been previously setup in the
array_state header field), followed by the texture coordinates. But for
GL_DOUBLE coordinates the texture unit must be sent *after* the texture
coordinates. This is documented in the glx protocol description, and can
also be seen in the indirect.c immediate mode commands generated from
gl_API.xml. Sending the target texture unit in the wrong place can crash
the remote X server.
To fix this required some more extensive changes to
indirect_vertex_array.c and indirect_vertex_array_priv.h, in order to
remove the texture unit value out of the array_state "header" field, and
send it separately.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=61907
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At the same time, replace opcode numbers with names in
__indirect_glVertexAttribPointer.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=61907
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For each indirect context the indirect vertex array state must be initialised
by __glXInitVertexArrayState in indirect_vertex_array.c. As noted in the
routine header it requires that the glx context has been setup prior to the
call, in order to test the server version and extensions.
Currently __glXInitVertexArrayState is called from indirect_bind_context in
indirect_glx.c, as follows:
state = gc->client_state_private;
if (state->array_state == NULL) {
glGetString(GL_EXTENSIONS);
glGetString(GL_VERSION);
__glXInitVertexArrayState(gc);
}
But, the gc context is not yet usable at this stage, so the server queries
fail, and __glXInitVertexArrayState is called without the server version and
extension information it needs. This breaks multi-texturing as
glXInitVertexArrayState doesn't get GL_MAX_TEXTURE_UNITS. It probably also
breaks setup of other arrays: fog, secondary colour, vertex attributes.
To fix this I have moved the call to __glXInitVertexArrayState to the end of
MakeContextCurrent in glxcurrent.c, where the glx context is usable.
Fixes a regression caused by commit 4fbdde889c. Fixes ARB_vertex_program
usage in the arbvparray Mesa demo when run with indirect GLX and also
the tex-skipped-unit piglit test when run with indirect GLX.
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=61907
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Just send it whenever it is allocated.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Destroying a not allocated buffer is harmless.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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It's actually not very clever to claim to support H.264
and then fail to create a decoder.
v2: prefix FW macro with UVD_.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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v2: fix other tabs as well.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Fixes the one of the piglit arb_copy_image-targets tests for 1D arrays.
Previously, we were applying the 1D array z/face adjustment twice.
Also simplify the copy_region_vgpu10() function. It never has to copy
multiple array layers/slices. The Mesa code for glCopyImageSubData does
the loop over slices/faces.
Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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Currently when we rebind framebuffer resources at the beginning of
the command buffer, we use the color buffer surfaces saved in the context
hw clear state. But the surfaces could be different from the actual
emitted render target surfaces if any of the color buffer surfaces
is also used for shader resource, in that case, we create
a backed surface for the collided render target surface. So to rebind
the framebuffer resources correctly, use the render target surfaces saved
in the context hw draw state.
Tested with Heaven, Lightsmark2008, MTT piglit, glretrace, conform.
Reviewed-by: Brian Paul <[email protected]>
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With this patch, a guest-backed surface will be invalidated
using the SVGA_3D_CMD_INVALIDATE_GB_SURFACE command before
the surface is reused. This fixes the updating dirty image error
from the device when a surface is reused.
v2: Instead of invalidating the surface when it is reused,
send the invalidate command before the surface is put into
the recycle pool.
v3: (1) surface invalidate is a noop operation in Linux winsys, since
surface invalidation is not needed for DMA path.
(2) Instead of invalidating the surface content in
svga_screen_surface_destroy() when a surface is to be destroyed,
it is done in svga_screen_cache_flush() when the surface is
no longer referenced in a command buffer and is ready to
be moved to the unused list. At this point, the surface will
be moved to the invalidate list. When the surface invalidation
is submitted, the surface will be moved to the unused list.
Tested with piglit, glretrace.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Sinclair Yeh <[email protected]>
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If the SVGA3D_DEVCAP_DX_PROVOKING_VERTEX query returns false, never
define rasterizer state objects with provokingVertexLast set. Despite
what the device reports, it may interpret the provokingVertexLast flag
anyway. This fixes an issue when using capability clamping.
Tested with piglit provoking-vertex and glsl-fs-flat-color tests.
VMware bug 1550143.
Reviewed-by: <[email protected]>
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Since pixel center lies at 0.5, add half_pixel to vtex
before adding offsets to it.
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Christian König <[email protected]>
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