| Commit message (Collapse) | Author | Age | Files | Lines |
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This should have been removed long ago.
Reviewed-by: Chris Forbes <[email protected]>
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This allows building VDPAU/OMX/VA drivers without OpenGL and its
dependencies.
Reviewed-by: Michel Dänzer <[email protected]>
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v2: drop inline keyword
drop radeon_llvm_dispose_kernel_module wrapper
v3: move definitions to .c file
use in radeonsi
Signed-off-by: Jan Vesely <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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caused by ce1e7784d08a14a90e6051915f2622424a54dc6e
Trivial.
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The addition of spi_shader_col_format killed all color outputs
in precompiled shaders.
Reviewed-by: Michel Dänzer <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
v2: also set the alpha func (trivial)
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For now this will be enabled in tandem with GL_OES_geometry_shader.
Should a driver come along that wants to separate them out, another
enable can be added.
Also adds the missed GL_OES_geometry_shader define in glcpp.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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At a later stage we might want to split out the NIR specific [XXX:
which one was it], as to make things move obvious and rename the files
appropriately. This patch aims to split it out of nir.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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Allows us to remove the SCons workaround :-)
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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This way one can reuse it in glsl, nir or other infrastructure without
pulling nir as dependency.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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Currently it's an empty library, although it'll be used to store common
code between GLSL and NIR that is compiler specific (rather than generic
as the one in src/util).
XXX: strictly speaking we could add a python/mako parser to generate the
relevant files instead including builtin_type_macros.h in such a manner.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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This currently just writes out the name of dump files, which can be useful
to easily correlate those files with other log outputs (driver debug output,
apitrace calls, etc.)
Reviewed-by: Marek Olšák <[email protected]>
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This changes the default behavior of 'always' mode to be consistent with
hang detection mode.
I have used this to more easily compare dumped command streams using diff.
Reviewed-by: Marek Olšák <[email protected]>
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The new name for the intrinsic was introduced in LLVM r258558.
v2: use ternary operator instead of preprocessor
Reviewed-by: Michel Dänzer <[email protected]> (v1)
Reviewed-by: Marek Olšák <[email protected]>
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When setting the conservative thread counts, I halved everything. That isn't
correct for the wm, which has nothing to do with actual thread counts. I suck.
BXT only has 1 slice, and there is some ambiguity about subslices, so just
reserve the max possible for now. It looks like this might fix:
piglit.spec.glsl-1_50.execution.variable-indexing.gs-output-array-vec4-index-wr.bxtm64.
I kind of question why that is, but it is what Jenkins says.
Mark is current running some of the other blacklisted tests on this patch. (it
effects anything requiring scratch space).
Cc: mesa-stable <[email protected]>
Cc: Neil Roberts <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Tested-by: Mark Janes <[email protected]>
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_mesa_texture_parameteriv is used because (the more obvious)
_mesa_texture_parameteri just stuffs the parameter in an array and calls
_mesa_texture_parameteriv. This just cuts out the middleman.
As a side bonus we no longer need check that ARB_stencil_texturing is
supported. The test doesn't allow non-supporting implementations to
avoid any work, and it's redundant with the value-changed test.
Fix bug #93717 because the state restore commands at the bottom of
_mesa_meta_GenerateMipmap no longer depend on the bound state.
Fixes piglit arb_direct_state_access-generatetexturemipmap with the
changes recently sent to the piglit mailing list. See the bugzilla
entry for more info.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93717
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Commit c246828c added the code to save and restore the stencil
texturing mode. The restore, however, was erroneously inside the
'target != GL_TEXTURE_RECTANGLE' block.
Fixes piglit test 'arb_stencil_texturing-blit_corrupts_state
GL_TEXTURE_RECTANGLE'.
Signed-off-by: Ian Romanick <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Trivial.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Commit 055093e removed the call to _mesa_meta_in_progress, and meta.h
has not been necessary in src/mesa/main/enable.c since.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This fixes a VM fault and possible lockup in high memory pressure situations.
Cc: "11.1" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The key for a geometry shader would be interpreted as the key for a vertex
shader further down the line, which really doesn't make sense.
This does not affect the contents of shader->key because geometry shaders
don't have any key entries anyway.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Hence remove the misleading branch on is_gs_copy_shader.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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It is only used during shader creation now, so no need to keep it around
afterwards.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We now have an explicit parameter that contains the same information, and
this will allow us to get rid of is_gs_copy_shader in the si_shader struct.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Specifically, when the API switches from using a GS to not using a GS and then
back to using the same GS again, we do not have to re-send all the GS state,
but we do have to send VGT_GS_MODE. So make VGT_GS_MODE consistently be a part
of the VS state.
This fixes a rendering bug in Dolphin, but surely other applications are
affected as well.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93648
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Like other resources, the indirect draw buffer must be unwrapped.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This reverts commit 67e30987031d189d606125d4b712a575f619ab44.
It breaks a bunch of geometry shader tests, such as "spec@!opengl 3.2@minmax"
and others depending on the glGet queries.
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Set RADEON_ALL_BOS=1 to use it.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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In the old hand-writen implementation of atan2, the calculation of
atan(y/x) was performed conditionally in the "then" block of the
outermost if statement. I believe I accidentally lifted this out
into unconditional code when converting to IR builder.
For reference, the original hand-written IR is visible in commit
722eff674b832e2321f791c68358ef52d2a1ff25.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: Erik Faye-Lund <[email protected]>
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This is just a copy-n-paste and rename of vc4 Android makefiles.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Add the virtio-gpu PCI ID so the driver probing works.
Signed-off-by: Rob Herring <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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OpenGL's dual color blending feature was specified so that an
implementation could support both multiple render targets (MRT) and
dual source blending. Fragment shader outputs specify both "location"
(the render target number) and "index" (either color 0 or 1).
I believe DirectX only has the notion of "location" - if using dual
color blending, location 0 or 1 will specify the operands. If not,
then location means the render target index. The two features can't
be used together.
As such, some applications mistakenly try to use <loc = 0, index = 0>
and <loc = 1, index = 0> in a shader used for dual color blending with
a single render target, rather than the correct <loc = 0, index = 0>
and <loc = 0, index = 1>.
In particular, Unigine Heaven 4.0 and Valley 1.0 suffer from this bug.
Unigine is aware of the problem, and quickly developed a fix, but has
not bothered to change the download link on their website to a working
copy in over a year. People were still using the broken version and
complaining. We tried working around this by disabling dual color
blending, but that apparently hurts performance, and people were once
again unhappy.
On i965, dual source blending is achieved by using different framebuffer
write messages than normal rendering. So, we have to compile different
code for the two cases. We're not being pedantic: we actually have to
know in order to function.
Normally, dual source blending is detectable in the shader: if a shader
has an output with index = 1, then it's meant for blending, not MRT.
With the broken inputs, they're indistinguishable, so we can only tell
by looking at the current GL state.
This patch implements a new drirc workaround:
export dual_color_blend_by_location=true
which makes the i965 driver detect when OpenGL state is configured for
dual source blending, and recompile the fragment shader to use the right
messages. In that case, we allow either location = 1 or index = 1 to
specify the second source for the blending equations.
It also re-enables GL_ARB_blend_func_extended for Unigine.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92233
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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It's a subset of ETC2. Tested.
For more information, see page 42 and onward:
http://www.graphicshardware.org/previous/www_2007/presentations/strom-etc2-gh07.pdf
Reviewed-by: Alex Deucher <[email protected]>
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Requested by Matt Arsenault.
Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: account for LDS usage in PS
the limit is per SIMD, not per CU
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: take the number of CUs into account
v3: change in LS allocation
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: After more discussion with hw teams, the kernel already contains the
optimal settings allowing us to use all CUs.
Reviewed-by: Nicolai Hähnle <[email protected]>
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GetAttachedObjectsARB"
This reverts commit 739ac3d39dacdede853d150b9903001524453330.
This will be done a differnet way.
See http://lists.freedesktop.org/archives/mesa-dev/2016-January/105642.html
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This was originally removed here:
commit 031d3501322aee0a1474c7f2a9b79f9fa9947430
Author: Kenneth Graunke <[email protected]>
Date: Tue Aug 25 16:59:12 2015 -0700
i965/vs: Unify URB entry size/read length calculations between backends.
Then added back:
commit bd198b9f0a292a9ff4ffffec3a29bad23d62caba
Author: Kenneth Graunke <[email protected]>
Date: Fri Aug 14 16:01:33 2015 -0700
i965/vs: Simplify fs_visitor's ATTR file.
Note that the authorship dates are out of order, but the above reflects the
order of the commit dates.
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This reverts commit 843855bbf0da2204ce536623ba957bfa83fdbd52.
It became redundant due to Marek's earlier pushed 8667a1ae which achieves
the same thing.
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When a fragment shader is used that has no outputs but does conditional
discard (KILL_IF), all fragments are killed without this patch.
By comparing various register settings, my conclusion is that the exec mask
is either not properly forwarded to the DB by NULL exports or ends up being
unused, at least when there is _only_ a NULL export (the ISA documentation
claims that NULL exports can be used to override a previously exported exec
mask).
Of the various approaches I have tried to work around the problem, this one
seems to be the least invasive one.
v2: take discard by alpha test into account as well
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93761
Reviewed-by: Marek Olšák <[email protected]>
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Updates the _mesa_has_geometry_shaders function to also look
for OpenGL ES 3.1 contexts that has OES_geometry_shader enabled.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This adds glsl support of GL_OES_geometry_shader for
OpenGL ES 3.1.
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Enable GL_OES_geometry_shader enums for OpenGL ES 3.1.
V4: EXTRA tokens updated according to comments from Ilia Mirkin.
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Add xml definitions for the GL_OES_geometry_shader extension
and expose the extension for OpenGL ES 3.1.
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Seems like I wasn't ready to let 2015 go :-)
Signed-off-by: Emil Velikov <[email protected]>
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