| Commit message (Collapse) | Author | Age | Files | Lines |
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The function _eglError() already explicitly returns EGL_FALSE,
explicitly to simplify the callers. Make use of it.
While EGL_FALSE is numerically identical to false, NULL, EGL_NO_FOO,
storage is not the same so we cannot use it for "everything".
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Function cannot fail and always returns true.
v2: Inline the one line function in the header
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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xfb only applies to the latest stage before the fragment shader, so
there is no need to invoke it in the fragment shader.
Fixes:
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list_and_api
v2: do reset only if shaders provide an explicit stride
v3: do not call link_xfb_stride_layout_qualifiers() for fragment shaders
(Timothy)
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
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…and print error in such case. Which probably is not a rare event btw
because fopen doesn't expand ~ to $HOME.
Also get rid of unused "bool ret" variable.
Signed-off-by: Constantine Kharlamov <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=100785
v2: I was too much twiddling whether to initialize nsys_inputs at the beginning of shader initialization or for allocation of system values, and by the time I decided to go with the first one, I forgot to change it back.
Signed-off-by: Constantine Kharlamov <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Constantine Kharlamov <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds support for the GDS operations needed to do atomic
counters.
Signed-off-by: Dave Airlie <[email protected]>
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We don't want vtx/tex instructions ending up in GDS sections.
Signed-off-by: Dave Airlie <[email protected]>
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This just makes sure we can see the index gpr in the asm dumps.
Signed-off-by: Dave Airlie <[email protected]>
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On evergreen we can route vertex fetches via the texture cache,
and this is required for some images support. So add support
to the asm builder for it.
Signed-off-by: Dave Airlie <[email protected]>
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This was found during writing the images code, we need to
make sure we route the correct index register.
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Performance deltas:
Alien Isolation: +17% (it varies depending on the location)
Borderlands 2: +50% (it varies depending on the location)
BioShock Infinite: +76% (benchmark)
Civilization 6: +20% (benchmark)
Reviewed-by: Timothy Arceri <[email protected]>
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This is the key to better performance.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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for later use
Reviewed-by: Timothy Arceri <[email protected]>
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for HUD integration in following commits. This valuable profiling data
will allow us to see on the HUD how well glthread is able to utilize
parallelism. This is better than benchmarking, because you can see
exactly what's happening and you don't have to be CPU-bound.
u_threaded_context has the same counters.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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This mirrors exactly how u_threaded_context works.
If you understand this, you also understand u_threaded_context.
Reviewed-by: Timothy Arceri <[email protected]>
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we are switching to util_queue.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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v2: Don't pass layout to image view usage mask.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Fixes: 0628580eff6 "radv: Specify semantics of HTILE layout helpers."
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These entry points are used by Alien Isolation and caused
synchronization with glthread. The async marshalling implementation
is similar to glBuffer(Sub)Data. However unlike Buffer(Sub)Data
we don't need to worry about EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD,
as this isn't applicable to these DSA variants.
Results in an approximately 6x drop in glthread synchronizations and a
~30% FPS jump in Alien Isolation (Medium preset, Athlon 860K, RX 480).
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes:
dEQP-VK.pipeline.framebuffer_attachment.no_attachments
dEQP-VK.pipeline.framebuffer_attachment.no_attachments_ms
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This reorders things as we need something from the fs for the vs key.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Noticed in passing.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Just noticed in passing.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes: b7d9677d ("nv50/ir: constant fold OP_SPLIT")
Cc: [email protected]
Signed-off-by: Pierre Moreau <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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It's not needed. The hw doesn't fetch ahead over page boundaries.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This trivially adds support for the image offset query, which is needed
for the zwp_linux_dmabuf based EGL platform wayland implementation.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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This prevents glViewport() and friends to always flush and
trigger _NEW_VIEWPORT.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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No need to explain why calling a driver callback is needed.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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If lp_setup_bind_framebuffer() is never called, then setup fb x1/y1 was not
correctly initialized. This can happen if there's never a fb set - both
cso and llvmpipe would consider setting this with no cbufs and no zsbuf a
redundant change and therefore it would never get set.
We rely on this setup fb rect being initialized correctly for the tri intersect
tests, throwing away tris which don't intersect. Not initializing it meant
we'd then say it intersected, and we'd try to bin that despite that we have
no actual tiles to bin it to, leading to assertion failures (pretty harmless
since tile 0/0 always exists nevertheless as tiles are statically allocated,
albeit that should change at some point).
(Note probably not an issue with gl state tracker)
Reviewed-by: Jose Fonseca <[email protected]>
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This commit replaces the complex and confusing set of disable flags with
two fairly straightforward fields which describe the intended auxiliary
surface usage and whether or not the miptree supports fast clears.
Right now, supports_fast_clear can be entirely derived from aux_usage
but that will not always be the case.
This commit makes functional changes. One of these changes is that it
re-enables multisampled fast-clears which were accidentally disabled in
cec30a666930ddb8476a9452a89364a24979ff62 around a year ago. Fixing this
improves the SynMark v7 DeferredAA test by around ~3% on some gen9
hardware. This commit also gets us closer to enabling CCS_E for
window-system buffers which are Y-tiled.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Starting with Sky Lake, we can clear to arbitrary floats or integers.
Unfortunately, the hardware isn't particularly smart when it comes
sampling from that clear color. If the clear color is out of range for
the surface format, it will happily return whatever we put in the
surface state packet unmodified. In order to avoid returning bogus
values for surfaces with a limited range, we need to do some clamping.
Cc: "17.1" <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This function is only used on gen4-5 which don't support HiZ.
Reviewed-by: Chad Versace <[email protected]>
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While we're here, we also make the two support checks static since there
are no users outside intel_mipmap_tree.c.
Reviewed-by: Chad Versace <[email protected]>
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We never fast-clear more than the base slice (LOD 0, layer 0) anyway, so
layered rendering without a resolve is always perfectly safe. Should
this ever change in the future, we'll have to put some sort of resolve
back in but we can cross that bridge when we come to it.
Reviewed-by: Chad Versace <[email protected]>
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For PartialResolveDisableInVC field recommendation is to
always set this to 0 and that's the default value of the bit.
So, we have nothing left to write to CACHE_MODE_1.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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With below optimizations gone in gen10+ we have nothing left out to
write to CACHE_MODE_1:
Float Blend Optimization Enable: This bit have been removed in gen10+
Partial Resolve Disable in VC: Recommendation is to always set this
field to 0 in gen10+ and that's the default value of the bit.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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This fixes the long-standing problem with black transitions in The Wicher 2.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98238
Signed-off-by: Marek Olšák <[email protected]>
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Do KILL at the end of shaders so as not to break WQM.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100070
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This needs to be passed to gallium drivers.
No game fix is planned at this time.
The addition of glsl_correct_derivatives_after_discard is
generally a good thing for mesa compatibility with the broader GL
driver ecosystem.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100070
Reviewed-by: Nicolai Hähnle <[email protected]>
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dri_init_options_get_screen_flags will return the flags for create_screen().
Reviewed-by: Nicolai Hähnle <[email protected]>
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for drirc options
Reviewed-by: Nicolai Hähnle <[email protected]>
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