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These drivers are kmsro drivers so they should be part of the kmsro #if
This fixes missing imx_drm driver when building with only freedreno+kmsro
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Currently we use the python package to manage repositories. At the same
time we also do that by hand - since it's a trivial echo to a file.
Stay consistent, remove the package and manage things manually.
Acked-by: Eric Engestrom <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Trivial.
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Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Reviewed-by: Marek Olšák <[email protected]>
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Use value "2" to signal that lowering is needed and supported and enable
it accordingly.
v2: - Note in CAP description that this lowering currently requires TGSI
- use "true" instead of GL_TRUE (both Erik)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Reviewed-by: Marek Olšák <[email protected]>
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v1 implemented by Erik Faye-Lund <[email protected]>
v2: - Add GS and TES
- fix constants state update flags (Erik)
v3: don't update rasterizer when depth_clamp is lowered (Erik)
v4: Correct NewDepthClamp and also set flags for NewClipControl (Erik)
v5: Also set shader_has_one_variant property acording to possible
depth_clamp lowering (Marek)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Reviewed-by: Marek Olšák <[email protected]>
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implemented by Erik Faye-Lund <[email protected]>
v2: Use current depth range values for clamping (Erik)
v3: fix scons-win64 build
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Reviewed-by: Marek Olšák <[email protected]>
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v2: Use file scope defined depth_range_state in common
v3: - don't use the one_shader_variant property, as this is
not correct (Marek)
- also use tests on available shader stages to enable
depth_clamp lowering
v4: Don't use key.st, use st directly (Marek)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Reviewed-by: Marek Olšák <[email protected]>
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v1 implemented by Erik Faye-Lund <[email protected]>
v2: Use different call for FS
v3: Use file scope defined depth_range_state
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Reviewed-by: Marek Olšák <[email protected]>
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v1: implemented by Erik Faye-Lund <[email protected]>
v2: Add handling of the ARB_clip_control depth mode
v3: Move depth_range_state to file scope and remove training zeros (Erik)
v4: - don't use the one_shader_variant property, as this is not correct (Marek)
- also use tests on available shader stages to enable depth_clamp lowering
V5: Don't use key.st, use st directly (Marek)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Reviewed-by: Marek Olšák <[email protected]>
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This is a TGSI pass that lowers depth-clamping into shader-operations,
by replacing the depth-value with 0 (a z-coordinate of zero will always
pass the OpenGL depth test conditions), and using a dedicated varying to
interpolate the real depth-value instead. Finally we replace the
depth-output in the fragment shader.
v1 implemented by Erik Faye-Lund <[email protected]>
v2: Add support for handling depth clip mode, and refactor code
v3: - Rename *_vs functions to *_last_vertex_stage (Erik)
- Use 0.0 depth to avoid clipping (Erik)
v4: Fix inversion of bool value for clip control property
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Reviewed-by: Marek Olšák <[email protected]>
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This was too aggressive and breaks TF (Ilia)
This reverts commit 4ee638cd7826e8a4bed76f51c7b73395a2fcdbbc.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Those are already their default values on MacOS.
Signed-off-by: Eric Engestrom <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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This doesn't seem to need it's own copy here.
Reviewed-by: Jason Ekstrand <[email protected]>
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These were left after a rebase and happen to make
NIR_INTRINSIC_SWIZZLE_MASK == NIR_INTRINSIC_SRC_ACCESS, which is how it
was noticed.
Fixes: 6f20643b471a851c936f ("nir: Allow qualifiers on copy_deref and image instructions")
Cc: Connor Abbott <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Memory leaks were observed on iris with GL_KHR_debug.
Signed-off-by: Yevhenii Kolesnikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We were emitting 3DSTATE_INDEX_BUFFER on every indexed draw, even if
back-to-back draws referred to the same index buffer. This improves
drawoverhead scores in the DrawElements cases by about 10%, by giving
us even more minimal batches.
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this makes dri2_get_mapping_by_fourcc accessible from dri_helpers.h
and does a direct lookup on the fourcc id to match the pipe format
v2 (Ken): Allow map to be NULL, use img->texture->format.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The mali pp doesn't support integers and some nir_algebraic
optimizations may result in ops that are not easily lowerable to floats,
so disable optimizations resulting in bitops.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Optimizations that insert bitshift or bitwise operations should not be
applied on GPUs that don't support integer operations.
The .lower_bitshift could be used to control the bitshift related ones,
but there was also one bitwise optimization uncovered.
Since only lima and freedreno use this option and the use case is that
no bit operations are wanted, let's rename it to .lower_bitops and use
it to control all bitops related optimizations.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Jonathan Marek <[email protected]>
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Now that we have fsum in nir, we can move fdot lowering there.
This helps reduce ppir complexity and enables the lowered ops to be part
of other nir optimizations in the optimization loop.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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The Mali400 pp doesn't implement fdot but has fsum3 and fsum4, which can
be used to optimize fdot lowering. fsum2 is not implemented and can be
further lowered to an add with the vector components.
Currently lima ppir handles this lowering internally, however this
happens in a very late stage and requires a big chunk of code compared
to a nir_opt_algebraic lowering.
By having fsum in nir, we can reduce ppir complexity and enable the
lowered ops to be part of other nir optimizations in the optimization
loop.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The 'varying fetch' pp instruction deals only with coordinates, and
'texture fetch' deals only with the sampler index.
Previously it was not possible to clearly map ppir_op_load_coords and
ppir_op_load_texture to pp instructions as the source coordinates were
kept in the ppir_op_load_texture node, making this harder to maintain.
The refactor is made with the attempt to clearly map ppir_op_load_coords
to the 'varying fetch' and ppir_op_load_texture to the 'texture fetch'.
The coordinates are still temporarily kept in the ppir_op_load_texture
node as nir has both sampler and coordinates in a single instruction and
it is only possible to output one ppir node during emit. But now after
lowering, the sources are transferred to the (always) created
ppir_op_load_coords node, and it should be possible to directly map them
to their pp instructions from there onwards.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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Lower texture projection in ppir using nir_lower_tex and nir_lower_tex.
This will insert a mul with the coordinate division before the load
varying.
Even though the lima pp supports projection in the load varying
instruction while loading the coordinates (from a register or a
varying), it requires that both the coordinates and projector be
components in a single register.
nir currently handles them in separate ssa, and attempting to merge them
manually may end up in worse code than just doing the coordinate
division manually. So for now let's just lower the projection to add
support for it in lima.
In the future, an optimization pass may be implemented in lima to ensure
that both coords and projector come in the same register, then this
lowering may be disabled and in this case lima may use the built-in
projection and save the mul instruction from lowering.
Signed-off-by: Erico Nunes <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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Fixes: 597bddad47e8 ("scons: Test for random_r()")
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This reverts commit c47af8b95f26bd83efe322ff0baa52263fb8625e. It causes
dEQP-EGL regressions. (I think there is an easy fix, but we'll have it
go through review again.)
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Another constant source of bugs. Ain't that special.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's not that special.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Corresponds to the normalized coordinates? flag on images in OpenCL and
evidently also shows up in GL, so let's wire it in.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's just a bit field containing some flags; there's no need for all the
macro magic.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We still don't know what it is, but from a newer trace we now know it's
half the size we thought it was.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We had them backwards in both the command stream and the Midgard stack.
In OpenGL ES 2.0, they're always the same, but in Vulkan/later-GL/CL
they diverge so we can fix this.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Images are implemented (in part) as special attributes, so include
support for decoding this.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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this makes dri2_get_mapping_by_fourcc accessible from dri_helpers.h
and does a direct lookup on the fourcc id to match the pipe format
Reviewed-by: Kenneth Graunke <[email protected]>
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st/dri:
this adds a table (similar to the one in i965) which provides
mappings for turning various planar formats into multiple sampler views.
whereas only NV12 and IYUV were supported, now many more formats are
supported here:
* P0XX
* YUV4XX
* YVU4XX
* AYUV
* XYUV
* YUYV
* UYVY
the table is used directly to handle image creation, simplifying
a lot of code and resolving related TODO/FIXME items where workarounds were
previously in place to manage NV12 and IYUV formats exclusively
st/mesa:
the changes here relate to setting up samplers for the planar formats.
this requires:
* checking for driver support for all the sampler formats
* creating the samplers with the corresponding formats and swizzling
* running nir_lower_tex with the appropriate options to trigger the lowering
for each plane->sampler
fixes kwg/mesa#36
Reviewed-by: Kenneth Graunke <[email protected]>
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this only adds the PIPE_FORMAT members, not any direct handling for them
Reviewed-by: Kenneth Graunke <[email protected]>
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The "branch offset" is, in fact, ignored.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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For everything but freduce, we have some sense of what units the
instruction takes.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This were seriously messed up beyond all recognition. How we're passing
shaders.random.* is a mystery.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This took way longer to figure out than it should have..
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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If any scissor rectangles are enabled, then we need to set proper
scissor rectangles for all viewports. But if the scissor test is
entirely disabled, then we can skip updating any scissor rectangles.
Without this step, we were updating the scissor rectangles based on
the current framebuffer size. So if an app rendered to a variety of
render targets at different sizes, with scissor test disabled each
time, we'd still be continually updating the scissor rectangles,
even though it's not necessary.
In Civilization VI, this drops us from 310-350 set_scissor_state
calls per frame to 0, as it doesn't appear to use scissor testing.
Reviewed-by: Marek Olšák <[email protected]>
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Currently, if we error out before gbm_dri is set (say due to a different
name of the backing GBM implementation, or otherwise) the tear down will
trigger a NULL ptr deref and crash out.
Move the gbm_dri initialization as early as possible.
v2: Drop check in dri2_teardowm_drm (Eric)
Reported-by: Christian Gmeiner <[email protected]>
Cc: Christian Gmeiner <[email protected]>
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Fixes: f7b6a8d12fdc446e3251 ("meson: bump required version to 0.46")
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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