| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes spec/arb_gpu_shader5/execution/built-in-functions/*-bitfield{Extract,Insert}
Cc: 13.0 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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As previously written, these opcodes use the SM5 semantics which is
incompatible with GLSL when bits == 0, offset == 32.
At some point we may want to add BFI_SM5 etc. opcodes, but all users
currently either want (and expect!) the GLSL semantics or don't care.
Bitfield inserts are generated by the GLSL lower_instructions and
lower_packing_builtins passes with constant bits and offset arguments,
so any workaround code that drivers may have to emit to follow GLSL
semantics should be optimized away easily for those uses.
Reviewed-by: Marek Olšák <[email protected]>
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I missed this when I added the xlib code, this allows
dolphin emu to start and crash later.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "13.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Turning this :
sampler state 0
Sampler Disable: false
Texture Border Color Mode: 0
LOD PreClamp Enable: 1
Base Mip Level: 0.000000
Mip Mode Filter: 0
Mag Mode Filter: 1
Min Mode Filter: 1
Texture LOD Bias: foo
Anisotropic Algorithm: 0
into this :
sampler state 0
Sampler Disable: false
Texture Border Color Mode: 0 (DX10/OGL)
LOD PreClamp Enable: 1 (OGL)
Base Mip Level: 0.000000
Mip Mode Filter: 0 (NONE)
Mag Mode Filter: 1 (LINEAR)
Min Mode Filter: 1 (LINEAR)
Texture LOD Bias: foo
Anisotropic Algorithm: 0 (LEGACY)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Sirisha Gandikota<[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Sirisha Gandikota<[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Sirisha Gandikota<[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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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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CP DMA calls are synchronous with regard to shaders, but can be made
asynchronous if needed.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is an 8-month old patch.
Reviewed-by: Nicolai Hähnle <[email protected]>
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breaking libgbm -> libEGL ABI?
Acked-by: Alex Deucher <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 405dd26860719d800ed6134f8f985f1525f25502)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit df1b0a5a86bab8cd138f504942198a300753b005)
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This makes more sense than OUT_OF_HOST_MEMORY. Technically, you can
recover from a failed execbuf2 but the batch you just submitted didn't
fully execute so things are in an ill-defined state. The app doesn't want
to continue from that point anyway.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "13.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The emission of vertex attributes corresponding to dvec3 and dvec4
vertex shader input variables was not correct when the <size> passed
to the VertexAttribL* commands was <= 2.
This was because we were using the vertex array size when emitting vertices
to decide if we uploaded a 64-bit floating point attribute as 1 slot (128-bits)
for sizes 1 and 2, or 2 slots (256-bits) for sizes 3 and 4. This caused problems
when mapping the input variables to registers because, for deciding which
registers contain the values uploaded for a certain variable, we use the size
and type given to the variable in the shader, so we will be assigning 256-bits
to dvec3/4 variables, even if we only uploaded 128-bits for them, which happened
when the vertex array size was <= 2.
The patch uses the shader information to only emit as 128-bits those 64-bit floating
point variables that were declared as double or dvec2 in the vertex shader. Dvec3 and
dvec4 variables will be always uploaded as 256-bits, independently of the <size> given
to the VertexAttribL* command.
From the ARB_vertex_attrib_64bit specification:
"For the 64-bit double precision types listed in Table X.1, no default
attribute values are provided if the values of the vertex attribute variable
are specified with fewer components than required for the attribute
variable. For example, the fourth component of a variable of type dvec4
will be undefined if specified using VertexAttribL3dv or using a vertex
array specified with VertexAttribLPointer and a size of three."
We are filling these unspecified components with zeros, which coincidentally is
also what the GL44-CTS.vertex_attrib_binding.basic-inputL-case1 expects.
v2: Do not use bitcount (Kenneth Graunke)
Fixes: GL44-CTS.vertex_attrib_binding.basic-inputL-case1 test
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97287
Reviewed-by: Kenneth Graunke <[email protected]>
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These were assigned but never used.
Inspired by similiar patch in radeonsi.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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We require 12 bytes of headers but in some cases we just need 4.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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3DSTATE_WM_CHROMAKEY isn't programmed anywhere else.
3DSTATE_WM_HZ_OP is programmed, then cleared by blorp during a
HZ op, so repeatedly clearing it after every blorp execution is
redundant.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This packet is non-pipelined and doesn't ever change across emissions.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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When the video coded size is different from frame size, we need the result
buffers are same as coded size, which are not size compatible with encode
required size, so that simply use no tunnel for this case instead of frame
by frame converting.
Signed-off-by: Leo Liu <[email protected]>
Cc: 13.0 <[email protected]>
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Otherwise fails the check of matching between decoder size and buffers
size in kernel.
Signed-off-by: Leo Liu <[email protected]>
Cc: 13.0 <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Add frontend dependency concept in the DRAW_CONTEXT, which
allows serialization of frontend work if necessary.
Reviewed-by: Bruce Cherniak <[email protected]>
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Used for common code reuse and simplification
Reviewed-by: Bruce Cherniak <[email protected]>
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Used in abandoned all-or-nothing approach to converting to AVX512
Reviewed-by: Bruce Cherniak <[email protected]>
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This allows the post-processor to easily detect the API thread and to
process frame information. The frame information is needed to
optimized how data is processed from worker threads.
Reviewed-by: Bruce Cherniak <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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no ralloc_free occurences
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: cosmetic changes
Tested-by: Edmondo Tommasina <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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v2: remove goto, cosmetic changes
Tested-by: Edmondo Tommasina <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]>
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only do it in rzalloc_size as it was supposed to be
Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Edmondo Tommasina <[email protected]>
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No change in behavior. ralloc_size is equivalent to rzalloc_size.
That will change though.
Calls not switched to rzalloc_size:
- ralloc_vasprintf
- glsl_type::name allocation (it's filled with snprintf)
- C++ classes where valgrind didn't show uninitialized values
I switched most of non-glsl stuff to rzalloc without checking whether
it's really needed.
Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Marek Olšák <[email protected]>
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