| Commit message (Collapse) | Author | Age | Files | Lines |
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Midgard does not accept a index_bias directly and relies instead on a
bias correction offset (offset_bias_correction) in order to calculate
the unbiased vertex index.
We need to make sure we adjust offset_start and vertex_count in order to
take into account the index_bias as required by a
glDrawElementsBaseVertex call and then supply a additional
offset_bias_correction to the hardware.
Signed-off-by: Rohan Garg <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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v2: Hide it behind a perftest flag.
Reviewed-by: Dave Airlie <[email protected]>
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Because it is about to be generation dependent.
Reviewed-by: Dave Airlie <[email protected]>
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Previously we relied on stores not using DCC but that is going to
change, so disable compression explicitly.
Reviewed-by: Dave Airlie <[email protected]>
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For extra args. Unlike image creation, I'm not embedding the vk
struct in there, so all the inline structs can be kept.
Reviewed-by: Dave Airlie <[email protected]>
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We handle render loops properly now and STORAGE still disables
DCC/TC-compat HTILE in general.
Reviewed-by: Dave Airlie <[email protected]>
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And do nothing with it yet.
Everything outside a renderpass has no render loop.
Reviewed-by: Dave Airlie <[email protected]>
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VK spec 7.3:
"Applications must ensure that all accesses to memory that backs
image subresources used as attachments in a given renderpass instance
either happen-before the load operations for those attachments, or
happen-after the store operations for those attachments."
So the only renderloops we can have is with input attachments. Detect
these.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93551
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Will be used in the following patch.
Reviewed-by: Marek Olšák <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93551
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Using the wrong bounds
Fixes: "219d6939df8 radv: add more assertions to make sure packets are correctly emitted"
Reviewed-by: Andres Rodriguez <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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for internal radeonsi shaders
v2 (Connor):
- Split out prep work from adding opcodes, and rewrite the former
Reviewed-by: Marek Olšák <[email protected]>
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for internal radeonsi shaders
v2 (Connor):
- Split this out from the prep work, and rework the former
- Add support for U64SNE
Reviewed-by: Marek Olšák <[email protected]>
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v2: Properly handle 32->64 bit conversions
Reviewed-by: Marek Olšák <[email protected]>
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We shouldn't be using the versions that output a 32-bit boolean, since
nir_opt_algebraic won't optimize them as well. Drivers will lower these
to the 32-bit versions after optimizing, if appropriate. Also, this will
make implementing 64-bit comparisons easier.
Reviewed-by: Marek Olšák <[email protected]>
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Same as nir_b2f but for integers.
Reviewed-by: Marek Olšák <[email protected]>
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This depends on LLVM 10 because this needs https://reviews.llvm.org/D65283
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This extension has 2 functions that are missing from the ARB versions:
- imageAtomicIncWrap
- imageAtomicDecWrap
Reviewed-by: Marek Olšák <[email protected]>
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All of them already existed for ARB_shader_image_load_store.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The implementation is almost identical to glBindImageTexture except for error
checking.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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to match PAL
Reviewed-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Lowering PS inputs can eliminate some of them, which messes up
persp/linear barycentric coord usage info.
Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Cc: 19.1 19.2 <[email protected]>
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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