| Commit message (Collapse) | Author | Age | Files | Lines |
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which also simplifies the build scripts.
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Add this prefix to the env var: "simple," For example:
GALLIUM_HUD=simple,fps
The X coordinates are the same, but the Y coordinates are different, because
there is only text.
'+' happens to behave the same as "\n".
',' happens to behave the same as "\n\n".
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Which was previously provided implicitly by mtypes.h
CC: Marek Olšák <[email protected]>
CC: Mark Janes <[email protected]>
Fixes: 43d66c8c2d4d3d4dee1309856b6ce6c5393682e5
("mesa: include mtypes.h less")
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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so that the draw is started as soon as possible.
v2: only prefetch the API VS and VBO descriptors
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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This code was written with the constant engine in mind.
We can simplify it now.
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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it doesn't seem to be needed.
Acked-by: Samuel Pitoiset <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Acked-by: Samuel Pitoiset <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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just pass the flag that indicates it.
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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and other cleanups
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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HAVE_LLVM > 0 is a tautology.
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Local BOs ignore BO priorities, and we don't need those on APUs.
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Current code is returning an INVALID_OPERATION when trying to use
getTextureImage() on a level that has not been explicitly defined.
That is, we define a mipmapped Texture2D with 3 levels, and try to use
GetTextureImage() for the 4th levels, and INVALID_OPERATION is returned.
Nevertheless, such case is not listed as an error in OpenGL 4.6 spec,
section 8.11.4 ("Texture Image Queries"), where all the case errors for
this function are defined. So it seems this is a valid operation.
On the other hand, in section 8.22 ("Texture State and Proxy State") it
states:
"Each initial texture image is null. It has zero width, height, and
depth, internal format RGBA, or R8 for buffer textures, component
sizes set to zero and component types set to NONE, the compressed
flag set to FALSE, a zero compressed size, and the bound buffer
object name is zero."
We can assume that we are reading this initialized empty image when
calling GetTextureImage() with a non defined level.
With this assumption, we will reach one of the other error cases defined
for the functions. In the end this means that we would end up returning
INVALID_VALUE to the caller.
This fixes arb_get_texture_sub_image piglit tests.
v2: just return INVALID_VALUE if there is no defined level (Iago)
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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According to OpenGL 4.6 spec, section 8.11.4 ("Texture Image Queries"),
relative to errors for GetTexImage, GetTextureImage, and GetnTexImage:
"An INVALID_OPERATION error is generated by GetTextureImage if the
effective target is TEXTURE_CUBE_MAP or TEXTURE_CUBE_MAP_ARRAY, and
the texture object is not cube complete or cube array complete,
respectively."
This fixes arb_get_texture_sub_image piglit tests.
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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According to OpenGL 4.6 spec, section 8.11.4 ("Texture Image Queries"),
relative to errors for GetTextureSubImage() function:
"An INVALID_VALUE error is generated if the effective target is
TEXTURE_1D and either yoffset is not zero, or height is not one.
An INVALID_VALUE error is generated if the effective target is
TEXTURE_1D, TEXTURE_1D_ARRAY, TEXTURE_2D or TEXTURE_RECTANGLE, and
either zoffset is not zero, or depth is not one."
The commit fixes the check for height and depth.
This fixes arb_get_texture_sub_image piglit tests.
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Fixes: 04a8baad3721 "mesa: refactor _mesa_PopDebugGroup and _mesa_free_errors_data"
Reviewed-by: Iago Toral Quiroga <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98281
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Fixes: 43d66c8c2d4d "mesa: include mtypes.h less"
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- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h
v2: fix radv build
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Pretty straight forward, just pass the divisors through the shader
key and then do a LLVM divide.
Reviewed-by: Samuel Pitoiset <[email protected]>
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For dcn1 && < 64 bpp displayable surfaces, addrlib only accepts
S swizzles.
At the same time addrlib prefers D swizzles is allowed, so we can
just allow S swizzles as fallback.
Fixes: b64b712558 "ac/surface/gfx9: request desired micro tile mode explicitly"
Reviewed-by: Marek Olšák <[email protected]>
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This is the ABI I'm hoping to stabilize for merging the driver. seqnos
are eliminated, which allows for the GPU scheduler to task-switch between
DRM fds even after submission to the kernel. In/out sync objects are
introduced, to allow the Android fencing extension (not yet implemented,
but should be trivial), and to also allow the driver to tell the kernel to
not start a bin until a previous render is complete.
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With the DRM scheduler changes, I'm about to remove all seqnos from the
UABI.
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Since I'll be using the DRM scheduler, we won't run into the problem of a
runaway client starving other clients of GPU time.
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This should avoid mistakes with not flushing as we change the series of
loads. Already, it fixes a hopefully unreachable case where we were
emitting just the TILE_COORDINATES and not the dummy store that needs to
go with it.
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This is a more obvious name for what the variable means, and matches what
it's called for stores.
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Since I just fixed a bug due to forgetting to do these right, do it once
in the helper func.
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Fixes a simulator assertion failure in
KHR-GLES3.packed_depth_stencil.blit.depth32f_stencil8
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This was dying in the simulator on
GTF-GLES3.gtf.GL3Tests.packed_depth_stencil.packed_depth_stencil_blit.
We'll need to do basically the same thing as Z32F/S8 does in the MSAA
Z24S8 case.
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The v3dX(get_internal_type_bpp_for_output_format)() call only handles
color output formats (which overlap in enum numbers with depth output
formats), so for depth we just need to take the normal cpp times the
number of samples.
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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To get some of UVD required parameters.
Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
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