| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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It must be disabled until the kernel bug is fixed, and then we'll enable CE
based on the DRM version.
Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixes lots of pixel shaders failing to compile with LLVM 3.9 or older.
Trivial.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99013#c4
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We don't set the push constants slot up unless
something will cause us to need it.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This only emits enough descriptor sgprs for the number
of sets in the layout, and only emits the descriptors
necessary for the current stage.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This isn't fully what we want yet, but is a good step on the way.
This allows the compiler to create the information structures
for the state setting side, however the state setting still expects
things to be pretty much in 2 sgpr wide register sets, and can't
handle the indirect setting yet.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just refactors out some common code to make future changes
easier to understand.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just splits some common code into a utility function.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This copies the push constant code and only binds descriptor
sets to the stages that need them. It also now has to dirty
descriptors on pipeline binds.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is another step towards having the compiler decide the
user sgpr layout.
This still emits the descriptors sets for all shader types, but
we will fix this later.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just moves this into a separate function.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I'll need this later rather than just the layout.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just moves some common code into a utility function
to avoid having to change multiple places later.
v1.1: rename function to better reflect what it does. (Bas)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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It's a literal integer. The next commit will need this.
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The next commit will use this.
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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It really happens.
v2: declare "magic" in debug builds only
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This reduces the number of sampler states 3.6x in Batman Arkham: Origins.
(from ~7200 to ~2000)
Reviewed-by: Nicolai Hähnle <[email protected]>
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We've had unused bits.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This fixes random radeonsi GPU hangs in Batman Arkham: Origins (Wine) and
probably many other games too.
cso_cache deletes sampler states when the cache size is too big and doesn't
check which sampler states are bound, causing use-after-free in drivers.
Because of that, radeonsi uploaded garbage sampler states and the hardware
went bananas. Other drivers may have experienced similar issues.
Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98297
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Enabling this debug switch causes surface shrinking to happen by
default, and lowers the surface size limit which causes blorp blits to
be split.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Detect when the surface sizes are too large for a blorp blit. When it
is too large, the blorp blit will be split into a smaller operation
and attempted again.
For gen7, this fixes the cts test:
ES3-CTS.gtf.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_multisampled_to_singlesampled_blit
It will also enable us to increase our renderable size from 8k x 8k to
16k x 16k.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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In blorp_copy, when RGB surfaces are copied, we convert the
destination surface to a Red only surface, but 3 times as wide. This
introduces an implicit restriction of "mod 3" for the destination
width.
It is easier to handle the blorp split buffer offsetting with the
original RGB surface, and do the RGB=>R after this.
Suggested-by: Jason Ekstrand <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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If try_blorp_blit() previously returned that a blit was too large,
shrink_surface_params() will be used to update the surface parameters
for the smaller blit so the blit operation can proceed.
v2:
* Use double instead of float. (Jason)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We rename do_blorp_blit() to try_blorp_blit(), and add a return error
if the surface size for the blit is too large. Now, do_blorp_blit() is
rewritten to try to split the blit into smaller operations if
try_blorp_blit() fails.
Note: In this commit, try_blorp_blit() will always attempt to blit and
never return an error, which matches the previous behavior. We will
enable the size checking and splitting in a future commit.
The motivation for this splitting is that in some cases when we
flatten an image, it's dimensions grow, and this can then exceed the
programmable hardware limits. An example is w-tiled+MSAA blits.
v2:
* Use double instead of float. (Jason)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This will be useful for splitting blits into smaller sizes.
We also make the coordinates of type double rather than float. Since
we will be splitting and scaling the coordinates, we might require
extra precision in the calculations.
v2:
* Use double instead of float. (Jason)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Following the spirit of commit 23d1799f, fixes compilation
warnings on Android build due to lack of C11 features.
Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This extension allows the fragment shader to control whether values in
gl_SampleMaskIn[] reflect the coverage after application of the early
depth and stencil tests.
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This extension allows the fragment shader to control whether values in
gl_SampleMaskIn[] reflect the coverage after application of the early
depth and stencil tests.
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Fixes piglit arb_tessellation_shader/execution/isoline{_no_tcs}.shader_test.
Cc: [email protected]
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This was already set to the same value earlier.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This was uninitialized, which resulted in weird looking printouts where
it appeared that the TCS output and TES input patch URB entries differed
in SSO/non-SSO layout. There is no "separable" layout for both, as
they're tied together.
It should have no other actual effect.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Noticed while adding support for 64-bit integer types.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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gpuaddr of idx buffer is now two dwords (64b).
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Deal w/ differing gmem tile size alignment between generations, and make
sure texture pitch matches.
Signed-off-by: Rob Clark <[email protected]>
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Bunch of stuff we can at least turn on for vbo formats.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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