| Commit message (Collapse) | Author | Age | Files | Lines |
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sampler view allocated in vaAssociateSubpicture is not cleared
in vaiDeassociateSubpicture.
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This fixes an assertion in debug build, and probably a crash
in release build.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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si_build_shader_variant can actually be called directly from one of
normal-priority compiler threads. In that case, the thread_index is
only valid for the normal tm array.
v2:
- use the correct sel/shader->compiler_ctx_state
Fixes: 86cc8097266c ("radeonsi: use a compiler queue with a low priority for optimized shaders")
Reviewed-by: Marek Olšák <[email protected]>
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instead of using a monotonic suballocator
v2: initialize the memory at context creation
Reviewed-by: Nicolai Hähnle <[email protected]>
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I think this kernel commit fixes it:
drm/amdgpu:use FRAME_CNTL for new GFX ucode
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The main flush before texturing is done after the FMASK decompress pass.
CB after MSAA rendering is not flushed in set_framebuffer_state and also
not in memory_barrier if the current color buffer is MSAA. We fully rely
on the FMASK decompress pass for the flushing.
Some CB decompress and resolve passes need an explicit flush before and
after.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Use the mechanism of si_decompress_textures, but instead of doing
the actual decompression, just flag the DB cache flush there.
This removes a lot of unnecessary DB cache flushes.
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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Only do so if there is a shader writing gl_ViewportIndex.
This removes a lot of CPU overhead for the most common case.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 17.1 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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cso does that too
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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It uses the projection matrix to transform the clip plane.
Reviewed-by: Ilia Mirkin <[email protected]>
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This was missed during my st/mesa series.
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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Mainly don't (indirectly) call util_format_description here.
If the driver supports texture swizzling, this will always do the right
thing. If the driver doesn't support it, it doesn't matter.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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- Don't check GL_NONE (that was only for buffers).
- Don't use util_format_is_depth_or_stencil.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Remove handling of buffers from all texture paths.
This simplifies things for both buffers and textures.
get_sampler_view_format is also cleaned up not to call
util_format_is_depth_and_stencil.
v2: also update st_NewTextureHandle
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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It can just return a NULL sampler view, which is better than not doing
anything at all.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The linker takes care of it.
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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No code checks the errors.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This removes 2 loops from hot codepaths and adds 1 loop to a rare codepath
(restore_sampler_states), and makes sanitize_hash() slightly worse.
Sampler states, when bound, are not unbound for draw calls that don't need
them. That's OK, because bound sampler states don't add any overhead.
This results in lower CPU overhead in most cases.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The GLSL linker takes care of it.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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