| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
| |
Advertise 10bpp support if the driver supports decoding to a P016 surface.
v2: Advertise 10bpp for the decoder as well.
Signed-off-by: Christian König <[email protected]>
Signed-off-by: Mark Thompson <[email protected]>
|
|
|
|
|
|
|
| |
We support P010 and P016 as targets for 10bpp video decoding.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Mark Thompson <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
No hardware I know off can actually support P010 natively. But we can easily
support P016 and as long as nobody decodes anything into the lower 6bits it
doesn't make any difference to P010.
v2: allow P0160 for post processing as well
v3: fix post processing once more
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Mark Thompson <[email protected]>
|
|
|
|
|
|
|
| |
This makes debugging of decoding problems quite a bit easier.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Mark Thompson <[email protected]>
|
|
|
|
|
|
|
| |
No need to have that twice.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Mark Thompson <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Just use whatever the state tracker allocated.
v2: fix msb mode
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Mark Thompson <[email protected]>
|
|
|
|
|
|
|
|
| |
The firmware expects the value in pixel not bytes. Didn't made a difference
so far because we only used 8bpp surfaces.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Mark Thompson <[email protected]>
|
|
|
|
|
|
|
| |
Just simply the description of the planes.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Mark Thompson <[email protected]>
|
|
|
|
|
|
|
| |
Same layout as NV12, but 16bit per channel instead of 8.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Mark Thompson <[email protected]>
|
|
|
|
|
| |
Dead since 071d80bde2a78f464a7f54c3e6c6e42845ef52e4, and causing
warnings.
|
|
|
|
|
|
|
|
|
|
| |
Less IFETCH latency on misses. Shader code is write once read many,
so GTT doesn't make much sense anyway.
If it turns out to fragment the CPU visible VRAM too much, we can upload with SDMA.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
| |
This hooks up radv to the new image intrinsic builders.
Acked-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
| |
These really are only supported for vertex buffers.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
There is no need to use ralloc here.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
They do the same thing we just moved the function to be
accessible to all of Mesa.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
They do the same thing we just moved the function to be
accessible to all of Mesa.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
They do the same thing we just moved the function to be
accessible to all of Mesa.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
This will allow us to use it outside of gallium for things like
compressing shader cache entries.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
This is a minimal copy of os_thread.h from gallium in order to move
u_queue.{c,h} to this directory.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
This will help us moving the file to the shared src/util dir.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
| |
This will help us move u_queue.c here eventually and also provide
string function wrappers for anyone wishing to port disk_cache.c
to windows.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
Looks like they have been unused since 2008 b8a7eef242f6bb97d90f.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
This is not used anywhere and Visual Studio looks to have
supported memmove() for a long time if not always.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Because we optimistically skip compiling shaders if we have seen them
before we may need to compile them later at link time if they haven't
yet been use in a specific combination to create a program.
Rather than always recompiling we take advantage of the
gl_compile_status enum introduced in the previous patch to only
compile when we have previously skipped compilation.
This helps with regressions in app start-up times on cold cache
runs, compared with no cache.
Deus Ex: Mankind Divided start-up times:
cache disabled: ~3m15s
cold cache master: ~4m23s
cold cache with this patch: ~3m33s
Acked-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
This will allow us to tell if a shader really has been compiled or
if the shader cache has just seen it before.
Acked-by: Marek Olšák <[email protected]>
|
|
|
|
|
| |
Fixes: fa4b792e833a "i965: Move brw_init_compaction_tables() to brw_create_compiler()."
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100154
|
|
|
|
|
|
|
|
| |
... so that we can avoid threading complications or unnecessary
compaction table initializations (which just consists of setting some
pointers based on devinfo->gen).
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Silly thinko on my end, as I was writing the script. There is nothing
bash specific in there.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
| |
Remove the typeset built-in and toggle to /bin/sh
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We don't use DRYRUN (and no others scripts have one) so just drop it.
This allows us to rework the loop to the more commonly used "git .... |
while read foo; do ... done"
That in itself gets rid of the only remaining bashism and we can toggle
the shebang to /bin/sh.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
| |
Analogous to previous commit.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
| |
There's nothing bash specific in the script.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
| |
This is a python2 script and the generic "python" may point to python3.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
| |
Analogous to earlier commit(s).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
| |
Analogous to earlier commit(s).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
| |
Analogous to earlier commit(s).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
| |
Analogous to earlier commit(s).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
| |
These are python2 scripts and the generic "python" may point to
python3.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
| |
It is not guaranteed to be in /bin
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Just like the the dozens of other shaders, the file is parsed by
separate tool and not executed.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
| |
All of those should be executed $PYTHON2/python2 [or equivalent] hence
why they are missing the execute bit.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
| |
Seemingly there is nothing bash specific in these. The Debian
checkbashisms does not spot neither run in zsh.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
| |
To provide direct feedback about the file in question.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
| |
Analogous to earlier commit(s).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|