| Commit message (Collapse) | Author | Age | Files | Lines |
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v2:
- Remove unnecessary AC_SUBST
Reviewed-by: Matt Turner <[email protected]>
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Current automake build does not try to resolve undefined
symbols thus we could end up with a broken library.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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With the introduction of the pipe_loader_sw_probe_dri helper we
require the sw/dri winsys during linking stage despite it being
unused by any of the targets. This will cause a minor increase
in the resulting library which will be cleaned up via linker
options with upcoming patches.
v2: Link with libswdri.la only when available.
Reported-and-tested-by: Tom Stellard <[email protected]> (v1)
Signed-off-by: Emil Velikov <[email protected]>
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While looking at bug 75356, I've noticed that the presence of
x11 egl platform pulls in sw/xlib as "needed" but fails to
report so at the end of configure.
Tested-by: Tom Stellard <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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The above function implies using the the xlib winsys, which
has additional library dependencies that should not be forced.
Make the software xlib pipe loader optional thus avoid all
the dependency hell. A user that wishes to use the particular
pipe-loader would need to set the following within configure.ac.
enable_gallium_xlib_loader=yes
v2:
- Wrap sw/xlib/xlib_sw_winsys.h to handle compilation on systems
lacking X11 headers. Spotted by Christian Prochaska.
Tested-by: Tom Stellard <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75356
Signed-off-by: Emil Velikov <[email protected]>
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When one builds without gallium_drm_loader, the above function will
not be available, thus we'll segfault in gallium_screen_create due
to memory access violation.
Tested-by: Tom Stellard <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75335
Signed-off-by: Emil Velikov <[email protected]>
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The blitter is completely ignorant of MSAA buffer layouts, so any
attempt to use BLT paths with MSAA buffers is likely to break
spectacularly.
In most cases, BLORP handles MSAA blits, so we never hit this bug.
Until recently, it also wasn't worth fixing, since Meta couldn't handle
MSAA either, so there was nothing to fall back to. But now there is.
+143 piglit tests on Broadwell (which doesn't have BLORP support).
Surprisingly, three also start failing. Since non-IMS MSAA buffers
store samples in successive array slices, using the blitter ought to
access sample 0 and ignore the rest, which is apparently good enough for
a few not-very-picky Piglit tests. Presumably the meta replacement code
is still broken.
No Piglit changes on Ivybridge.
v2: Move the early return to the top of the function (suggested by
Paul).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Using generic shaders caused a measurable fps drop, which was isolated to
use of full precision (vs half precision) output. This is an attempt to
regain that lost performance by using half precision solid/blit shaders
(when the output format is not float32).
Note: for the built-in shaders, I would not expect them to be register
starved. And in fact it is the solid frag shader that seems to have the
biggest impact. So I suspect you get double the pixel pipe units (or
half the cycles) when the output is half precision. So there may be
some gain to using half precision output for application shaders as
well, even though the rest of register usage is still full precision.
But for half precision to work for more complex shaders, we need to deal
with some constraints, like cat2 needing same precision for it's two src
registers. So for now it is not enabled by default except for the
built-in shaders.
Signed-off-by: Rob Clark <[email protected]>
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Start putting in place infrastructure to deal with multiple shader
variants. Initially we'll use this for two sided color (frag) and
binning pass (vert) shaders. Possibly need for others later (such
as YUV vs RGB eglImage?).
Signed-off-by: Rob Clark <[email protected]>
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Easier than making more extensive use of rpt, and the more compact
shaders seem to bring some bit of performance boost. (Perhaps repeat
flag benefits are more than just instruction cache, possibly it saves
on instruction decode as well?)
Signed-off-by: Rob Clark <[email protected]>
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Instead in the common code, construct these shaders from TGSI. For now
we let a2xx keep it's hand coded shaders, as it's compiler isn't quite
up to the job yet. All the same it is a net drop in code size and gets
rid of special cases.
Signed-off-by: Rob Clark <[email protected]>
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Make things configurable, and tweak the API a bit to avoid an extra
tgsi_shader_scan(). Getting closer to something generic which can be
moved out of freedreno and shaderd by other drivers.
Signed-off-by: Rob Clark <[email protected]>
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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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... over the one provided by the headers.
Explicitly set extension members to improve clarity.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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... over the one provided by the headers.
Explicitly set extension members to improve clarity.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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... over the one provided by the headers.
Explicitly set extension members to improve clarity.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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... over the one provided by the headers.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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... over the one provided by the headers.
Currently both versions are identical, but that is not
guaranteed to be the case in the future.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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... over the one provided by the spec.
Currently both versions are identical, but that is not
guaranteed to be the case in the future.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>y
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>y
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>y
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... over the version number provided by the headers.
Explicitly set extension members to improve clarity.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Note the member function releaseTexBuffer was added without
bumping spec version, and currently no drivers implement it.
v2: releaseTexBuffer was introduced by version 3
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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__DRIswrastLoaderExtensionRec::putImage2
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes the Gallium build since commit 1e3bd9f9a5af90295788c5d71ea27c.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75389
Signed-off-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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While we want to be able to print to stdout for glsl_compiler, for
debugging drivers we want to be able to dump to stderr because that's
where other driver debug (like LIBGL_DEBUG) tends to go, and because some
apps actually close stdout to shut up their own messages (such as the X
Server, or NWN).
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This was only going to get worse when tesselation shows up, and was
causing too much extra duplication in my stderr changes coming up.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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It was present in the initial i915tex import.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Note that this requires updated run.py in shader_db.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Unfortunately there's only one RT_ARRAY_MODE setting for all
attachments, so clears were previously truncated to the minimum number
of layers any attachment had. Instead set the RT_ARRAY_MODE to 512 (the
max number of layers) before doing the clear. This fixes
gl-3.2-layered-rendering-clear-color-mismatched-layer-count.
Also fix clears of individual layered rt/zeta, in case it ever happens.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Christoph Bumiller <[email protected]>
Cc: 10.1 <[email protected]>
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Use tex->bo_format instead of zs->format in ilo_blitter_rectlist_clear_zs()
because the latter may be combined depth/stencil format. hiz_can_clear_zs()
is no-op for GEN7+, but move the GEN check so that the assertions are tested.
Finally, call the fast depth clear function from ilo_clear().
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It is needed for 3DSTATE_CLEAR_PARAMS, and can also be used to track what
value the slice has been cleared to.
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Improve comments for the flags, and explicitly separate their uses in slice
flags and resolve flags.
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3DSTATE_STENCIL_BUFFER inherits some states from 3DSTATE_DEPTH_BUFFER. We
need to emit both even the surface is stencil only.
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Layer offsetting is possible when it is level 0, layer 0.
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It happens to work because PIPE_USAGE_STAGING is 0x100.
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Assume the bo has been written by another process, which will trigger a HiZ
resolve.
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We were turning non-memory spill slots into NULL.
Cc: 10.1 <[email protected]>
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This reverts commit 5ceadd29b0af835d741bcf09b9622c628e549ae6.
I rebased and apparently failed to build test.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75355
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Using this emit function implicitly creates three copies, which
is pointlessly inefficient.
1. Code creates the original instruction.
2. Calling emit(fs_inst) copies it into the function.
3. It then allocates a new fs_inst and copies it into that.
The second could be eliminated by changing the signature to
fs_inst(const fs_inst &)
but that wouldn't eliminate the third. Making callers heap allocate the
instruction and call emit(fs_inst *) allows us to just use the original
one, with no extra copies, and isn't much more of a burden.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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