| Commit message (Collapse) | Author | Age | Files | Lines |
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Topi asked to have the prefix removed because there's nothing gen7 about
it. However, now that everything is in a single file, there is no good
reason to have it split out into a helper function anyway. Let's just put
the contents in emit_urb_config and call it a day.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Statistics measurement system
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Ported from the i965 commit e7ab358e8186dd8651cf920d4db1500c60ccd2fc.
Cc: 11.2 12.0 <[email protected]>
Cc: Tomasz Figa <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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No longer needed as of last commit, since we no longer add OPENGL to the
ClientAPIs thus, RenderType and Conformant don't have the desktop GL
bit set.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tomasz Figa <[email protected]>
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In the rather unlikely case that the API is considered invalid, don't
add it to the (supported) ClientAPIs bitmask.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tomasz Figa <[email protected]>
---
Strictly speaking we only need this in the Android case for OpenGL.
Adding it everywhere doesn't hurt us since the compiler will const
propagate and optimise/remove these.
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tomasz Figa <[email protected]>
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At the moment one can use OpenGL in eglBindAPI() only to clear the
EGL_OPENGL_BIT from RenderableType and Conformant for _each_ config.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tomasz Figa <[email protected]>
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This avoids generating fbconfigs whose winsys framebuffers will be
incomplete (see nouveau_check_framebuffer_complete).
Signed-off-by: Ilia Mirkin <[email protected]>
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Experimentally, this is required for glxgears and others to display the
proper colors. This is also what the code used to do before the
referenced commit.
Fixes: c703658b396 (mesa: Drop _EnabledUnits.)
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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NV34 and possibly other NV3x hardware has the capability of exposing the
NV25 graph class. This allows forcing nouveau_vieux to be used instead
of the gallium driver, primarily for testing purposes. (Among other
things, NV2x only ever came as AGP or inside an Xbox, never PCI/PCIe).
Signed-off-by: Ilia Mirkin <[email protected]>
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Commit 7413625ad3 flipped a few functions too many to use
pipe_shader_type. These functions actually take an integer that does not
correspond 1:1 with the enum.
Signed-off-by: Ilia Mirkin <[email protected]>
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Backing views/surfaces are used to handle the case when a resource is
bound both as a render target and as a sampler source (such as when
doing auto mipmap generation).
This patch fixes a bug where mapping a resource (to do a glReadPixels)
was reading the stale data in the original surface rather than the
backing surface which was rendered to.
We need to propagate the backing resource (which we rendered to) back
to the original resource before we read from it. The problem was the
svga_propagate_rendertargets() function was examining the wrong surface
views.
This fixes the "poc9" test described in VMware bug 1686661.
Also tested with Piglit, Cinebench, Lightsmark, etc.
Reviewed-by: Charmaine Lee <[email protected]>
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Put new svga_propagate_rendertargets() function where all the other
surface propagation code lives.
Reviewed-by: Charmaine Lee <[email protected]>
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We need to set the need_convert flag with each loop iteration, not
just when the rgba pointer is null.
Bug reported by Markus Müller <[email protected]> on mesa-users list.
Fixes new piglit arb_texture_float-get-tex3d test.
Cc: <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This should be all that is required for cull distances to work
on radeonsi.
v1.1: whitespace cleanup, add docs fix clipdist_mask usage.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes uninitialised warning for coord_components.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This keeps invalid surface states from leaking through and potentially
hanging the GPU. We shouldn't actually be hitting this on a regular basis,
but a helpful assert is better than a hang.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This allows us to use the actual render format as opposed to the texture
format. I don't know that the hardware actually cares in the case of fast
clears, but it certainly seems more correct.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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At this point, blorp is completely driver agnostic and can be safely moved
into its own folder. Soon, we hope to start using it for doing blits in
the Vulkan driver.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-of-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This has been the only caller since we deleted the meta fast clear code.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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The Vulkan driver doesn't use libdrm so we don't want to bake that in.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This commit switches all of blorp from taking a brw_context to taking a
blorp_context and, where useful, a void *batch. In the GL driver, we only
have one active batch at a time so the brw_context *is* the batch but in
Vulkan, batch will point to the anv_cmd_buffer in which we are building
instructions.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This gets rid of brw_context throughout the core of the state setup code.
Instead, it is replaced with blorp_batch which contains a pointer to the
blorp_context and a void* that the driver can use for its own blorp data.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Previously, we passed the buffer address (as per the latest offset from the
kernel) to ISL to use when it filled out the surface state. We then called
drm_intel_bo_emit_reloc() to add the relocation to the list. The newly
added blorp_surface_reloc helper adds the relocation to the list and then
writes the buffer address directly into the surface state.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This splits it into two functions very similar to gen7_upload_urb.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This pulls most of the brw-specific bits into helpers with generic names.
Later, those will become the driver hooks for generic code.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This sanitizes blorp's access to the i965 driver's shader cache by patching
it through the blorp_context. When we start using blorp in Vulkan, we will
simply have to implement such a caching interface in the Vulkan driver.
Note: In my first attempt at this, I simplified it down to a single
upload_shader entrypoint and implemented the caching inside of blorp. This
doesn't work, however, because the i965 driver will, on occation, dump its
entire cache and start over. When this happens, blorp needs to be able to
recompile its shaders and re-upload them. It's easiest to just expose the
caching interface.
Signed-off-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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