| Commit message (Collapse) | Author | Age | Files | Lines |
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It's closing a "{" at the begining of a switch case.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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This is effectively a revert of 388f02729bbf88ba104f4f8ee1fdf005a240969c
though much code has been added since. Kristian initially moved it to
try and avoid locking problems with meta-based resolves. Now that meta
is gone from the resolve path (for good this time, we hope), we can move
it back. The problem with having it in intel_update_state was that the
UpdateState hook gets called by core mesa directly and all sorts of
things will cause a UpdateState to get called which may trigger resolves
at inopportune times. In particular, it gets called by _mesa_Clear and,
if we have a HiZ buffer in the INVALID_AUX state, causes a HiZ resolve
right before the clear which is pointless. By moving it back to
try_draw_prims time, we know it will only get called right before a draw
which is where we want it.
Reviewed-by: Kenneth Graunke <[email protected]>
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Fix build error on CentOS 6.9 with Python 2.6.
GEN main/format_fallback.c
File "./main/format_fallback.py", line 42
names = {fmt.name for fmt in formats}
^
SyntaxError: invalid syntax
Fixes: a1983223d883 ("mesa: Add _mesa_format_fallback_rgbx_to_rgba() [v2]")
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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According to Nicolai the SX can already start work when all
the position exports are done, so do those first.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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We have some cases where changing between depth and stencil only aspect
was causing hangs.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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If dri2_setup_extensions() fails, the "err" variable would not be assigned
causing the error path to access an unitialized variable. Fix it by
assigning an error message.
Fixes: 2c341f2bda4 ("egl: refactor dri2_create_screen() into three separate functions")
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Some reshuffle in the Makefiles under src/intel resulted in Android
libraries being no longer linked with code using
src/intel/common/gen_debug.h that contains references to functions
exported by those libraries (namely ALOGW macro, which is currently
resolved into a call to __android_log_print() from cutils).
Fix the build by taking into account ANDROID_CFLAGS and ANDROID_LIBS for
affected module on Android NDK builds.
Fixes: d5b355ce5fd ("i965: Move intel_debug.h to intel/common/gen_debug.h")
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Current post install command relies on GALLIUM_TARGET_DRIVERS variable,
however variable needs to be initialized in src/gallium/Android.mk
in order that all enabled gallium drivers symlinks are correctly generated.
At the moment due to sorting of INC_DIRS and variable set with svga (vmwgfx)
only vmwgfx_dri.so and virtio_gpu_dri.so symlinks are generated.
Fixes: a3d98ca62f ("Android: use symlinks for driver loading")
Reviewed-by: Emil Velikov <[email protected]>
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Add Android.mk for winsys/imx/drm.
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Add etnaviv to Android makefiles.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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We have to mark the additional shader input as used, otherwise it will
be eliminated, and we have to setup its index correctly.
This is a bit of a hack, but so is everything surrounding edgeflag
passthrough.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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So... the pipe_ prefix doesn't really fit into a TGSI header; on the
other hand, the return type has the pipe_ prefix.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We will use this helper in radeonsi's NIR path.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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NIR shaders are not captured properly in pipelined mode currently. This
would require shader cloning, which requires linking all the Gallium
drivers against NIR. We can always do that later.
v2: avoid immediate crashes in pipelined mode
Reviewed-by: Marek Olšák <[email protected]> (v1)
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This is convenient for backends that support both Vulkan and OpenGL while
lowering samplers to derefs with nir_lower_samplers_as_deref.
Reviewed-by: Timothy Arceri <[email protected]>
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We will use this from radeonsi/nir, which we want to keep as pure C code.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Rob Clark <[email protected]>
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Undefined data will eventually trigger a valgrind error while computing
its CRC32 while writing it into the disk cache, but at that point, it is
basically impossible to track down where the undefined data came from.
With this change, finding the origin of undefined data becomes easy.
v2: remove duplicate VALGRIND_CFLAGS (Emil)
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Otherwise, the padding bits remain undefined, which leads to valgrind
errors when storing the gl_shader_variable in the disk cache.
v2: use rzalloc instead of an explicit padding member variable
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Each field gets a distinct name, so we should never hit the case where
the name already exists in the parameter list.
Reviewed-by: Timothy Arceri <[email protected]>
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Save some passes over the IR.
v2: redesign to make the users of find_assignments more readable
v3:
- fix missing !
- add some comments and make the num_found check more explicit (Timothy)
Reviewed-by: Ian Romanick <[email protected]> (v1)
Reviewed-by: Timothy Arceri <[email protected]>
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This is already set and emitted by the code.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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The former 0x60 hardcoded in is equivalent to ROP_COPY with the shift.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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We need to figure out how to implement it properly. Right now it doesn't
work at all.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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At least the first level works now. Eventually the later levels stop
working, there appears to be some alignment issue. But this improves the
situation immensely.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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It doesn't appear to do what we want. Removing this bit makes
lodclamp-between as well as a number of dEQP tests pass, with no visible
ill effect.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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This enables S3TC, BPTC, ETC2, and ASTC texture decoding. Additionally
this enables RGB32 texture buffer objects, as well as 11_11_10_FLOAT and
10_10_10_2 vertex formats (and related extensions).
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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This fixes support for BGRA vertex formats
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
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trivial.
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This decreases the number of BOs, but might also increase memory usage.
It's better for small textures.
The gameplay is on the far right:
https://people.freedesktop.org/~mareko/suballoc.svg
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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This is cleaner, and we are down to 4 slabs.
Reviewed-by: Nicolai Hähnle <[email protected]>
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https://lists.freedesktop.org/archives/amd-gfx/2017-June/010591.html
Reviewed-by: Nicolai Hähnle <[email protected]>
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I think it's unsafe, because the slabs can reuse exported storage.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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BO exports can't be predicted this way.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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