| Commit message (Collapse) | Author | Age | Files | Lines |
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Plus a new PIPE_CAP_VERTEXID_NOBASE query. The idea is that drivers not
supporting vertex ids with base vertex offset applied (so, only support
d3d10-style vertex ids) will get such a d3d10-style vertex id instead -
with the caveat they'll also need to handle the basevertex system value
too (this follows what core mesa already does).
Additionally, this is also useful for other state trackers (for instance
llvmpipe / draw right now implement the d3d10 behavior on purpose, but
with different semantics it can just do both).
Doesn't do anything yet.
And fix up the docs wrt similar values.
v2: incorporate feedback from Brian and others, better names, better docs.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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r600, rv610 and rv630 all have a bug in their GPR indexing
and how the hw inserts access to PV.
If the base index for the src is the same as the dst gpr
in a previous group, then it will use PV instead of using
the indexed gpr correctly.
The workaround is to insert a NOP when you detect this.
v2: add second part of fix detecting DST rel writes followed
by same src base index reads.
v3: forget adding stuff to structs, just iterate over the
previous node group again, makes it more obvious.
v3.1: drop local_nop.
Fixes ~200 piglit regressions on rv635 since SB was introduced.
Reviewed-By: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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This reverts commit 7b0067d23a6f64cf83c42e7f11b2cd4100c569fe.
Vadim's patch fixes this a lot better.
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32-bit unsigned would require some adjustments to handle values >=
0x80000000.
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It's only an f16 conversion if you're doing a float operation, otherwise
it's 16 bit signed to 32-bit signed.
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There was just way too much indentation.
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We're actually allocating out of r3 now, and I missed it because I'd typed
this one as qpu_rn(3) instead of qpu_r3().
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There is an equivalent unpack function without conversion to float if you
use an integer operation instead.
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I typoed this when rebasing the memory leak fixes.
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It seems to have been forgotten during viewports array implementation time.
Cc: "10.4 10.3" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We were assuming, when constructing a new brw_reg struct, that the
negate and abs register modifiers would not be present by default in
the new register.
Now, we force explicitly setting these values when constructing a new
register.
This will avoid problems like forgetting to properly set them when we
are using a previous register to generate this new register, as it was
happening in the dFdx and dFdy generation functions.
Fixes piglit test shaders/glsl-deriv-varyings
Cc: "10.4 10.3" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82991
Reviewed-by: Matt Turner <[email protected]>
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They're copied into a vc4_bo after compiling is done.
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No performance difference on a microbenchmark with norast that should hit it
enough to have mattered, n=220.
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Not sure how we both missed this. None of the callers were using the
return value, though.
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Previously, the hash_table API required the user to do all of the hashing
of keys as it passed them in. Since the hashing function is intrinsically
tied to the comparison function, it makes sense for the hash table to know
about it. Also, it makes for a somewhat clumsy API as the user is
constantly calling hashing functions many of which have long names. This
is especially bad when the standard call looks something like
_mesa_hash_table_insert(ht, _mesa_pointer_hash(key), key, data);
In the above case, there is no reason why the hash table shouldn't do the
hashing for you. We leave the option for you to do your own hashing if
it's more efficient, but it's no longer needed. Also, if you do do your
own hashing, the hash table will assert that your hash matches what it
expects out of the hashing function. This should make it harder to mess up
your hashing.
v2: change to call the old entrypoint "pre_hashed" rather than
"with_hash", like cworth's equivalent change upstream (change by
anholt, acked-in-general by Jason).
Signed-off-by: Jason Ekstrand <[email protected]>
Signed-off-by: Eric Anholt <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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glXSwapBuffersMscOML() with target_msc=divisor=remainder=0 gets
translated into target_msc=divisor=0 but remainder=1 by the mesa
api. This is done for server DRI2 where there needs to be a way
to tell the server-side DRI2ScheduleSwap implementation if a call
to glXSwapBuffers() or glXSwapBuffersMscOML(dpy,window,0,0,0) was
done. remainder = 1 was (ab)used as a flag to tell the server to
select proper semantic. The DRI3/Present backend ignored this
signalling, treated any target_msc=0 as glXSwapBuffers() request,
and called xcb_present_pixmap with invalid divisor=0, remainder=1
combo. The present extension responded kindly to this with a
BadValue error and dropped the request, but mesa's DRI3/Present
backend doesn't check for error codes. From there on stuff went
downhill quickly for the calling OpenGL client...
This patch fixes the problem.
v2: Change comments to be more clear, with reference to
relevant spec, as suggested by Eric Anholt.
Cc: "10.3 10.4" <[email protected]>
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Restores proper immediate tearing swap behaviour for
OpenGL bufferswap under DRI3/Present.
Cc: "10.3 10.4" <[email protected]>
v2: Add Frank Binns signed off by for his original earlier
patch from April 2014, which is identical to this one, and
Chris Wilsons reviewed tag from May 2014 for that patch, ergo
also for this one.
v3: Incorporate comment about triple buffering as suggested
by Axel Davy, and reference to relevant spec provided by
Eric Anholt.
Signed-off-by: Frank Binns <[email protected]>
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Prevent calls to glXGetSyncValuesOML() and glXWaitForMscOML()
from overwriting the (ust,msc) values of the last successfull
swapbuffers call (PresentPixmapCompleteNotify event), as
glXWaitForSbcOML() relies on those values corresponding to
the most recent completed swap, not to whatever was last
returned from the server.
Problematic call sequence without this patch would have been, e.g.,
glXSwapBuffers()
... wait ...
swap completes -> PresentPixmapComplete event -> (ust,msc)
updated to reflect swap completion time and count.
... wait for at least 1 video refresh cycle/vblank increment.
glXGetSyncValuesOML()
-> PresentNotifyMsc event overwrites (ust,msc) of swap
completion with (ust,msc) of most recent vblank
glXWaitForSbcOML()
-> Returns sbc of last completed swap but (ust,msc) of last
completed vblank, not of last completed swap.
-> Client is confused.
Do this by tracking a separate set of (ust, msc) for the
dri3_wait_for_msc() call than for the dri3_wait_for_sbc()
call.
This makes the glXWaitForSbcOML() call robust again and restores
consistent behaviour with the DRI2 implementation.
Fixes applications originally written and tested against
DRI2 which also rely on this not regressing under DRI3/Present,
e.g., Neuro-Science software like Psychtoolbox-3.
This patch fixes the problem.
v2: Rename vblank_msc/ust to notify_msc/ust as suggested by
Axel Davy for better clarity.
Cc: "10.3 10.4" <[email protected]>
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
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targetSBC == 0 is a special case, which asks the function
to block until all pending OpenGL bufferswap requests have
completed.
Currently the function just falls through for targetSBC == 0,
returning bogus results.
This breaks applications originally written and tested against
DRI2 which also rely on this not regressing under DRI3/Present,
e.g., Neuro-Science software like Psychtoolbox-3.
This patch fixes the problem.
v2: Simplify as suggested by Axel Davy. Add comments proposed
by Eric Anholt.
Cc: "10.3 10.4" <[email protected]>
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit af0c82099b955f10471c15cb7a4dc8db29b84963)
Conflicts:
docs/index.html
docs/relnotes.html
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 5fe79b0b1272d530371a5d7248ed378cff4f6d21)
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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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A bunch of open-coded 'gpu_id > 300's seems like it will eventually
cause problems with future generations. There were already a few minor
problems with caps for features that still need additional work on a4xx.
Signed-off-by: Rob Clark <[email protected]>
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Rather than duplicating this everywhere. Especially as on a4xx the
layout of layers and levels differs based on texture type.
Signed-off-by: Rob Clark <[email protected]>
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This code is complete nonsense and has apparently existed since I first
implemented register spilling in the VS two years ago.
Scratch reads are SEND messages, which ignore the destination writemask.
The comment about "data that may not have been written to scratch" is
also confusing - we always spill whole 4x2 registers, so such data
simply does not exist. We can safely ignore the writemask.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This code has been turned off for the last
decade. Considering 3Dnow is obsolete it
seems the bug will never be fixed so just
remove it.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Allows distcheck to succeed, regardless of how Mesa has been configured.
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Android builds Mesa from git, so there don't need to be in the tarball.
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It just details the x86-64 calling convention. No need for this in Mesa.
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