| Commit message (Collapse) | Author | Age | Files | Lines |
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The idea is taken from radeonsi. The code mostly was already checking for null
pixel shader, so little checks had to be added.
Interestingly, acc. to testing with GTAⅣ, though binding of null shader happens
a lot at the start (then just stops), but draw_vbo() never actually sees null
ps.
v2: added a check I missed because of a macros using a prefix to choose
a shader.
Signed-off-by: Constantine Kharlamov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Taken from radeonsi, required to remove dummy pixel shader in the next patch
Signed-off-by: Constantine Kharlamov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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The idea is taken from radeonsi. The code lacks some checks for null vs,
and I'm unsure about some changes against that, so I left it in place.
Some statistics for GTAⅣ:
Average tesselation bind skip per frame: ≈350
Average geometric shaders bind skip per frame: ≈260
Skip of binding vertex ones occurs rarely enough to not get into per-frame
counter at all, so I just gonna say: it happens.
v2: I've occasionally removed an empty line, don't do this.
v3: return a check for null tes and gs back, while I haven't figured out
the way to move stride assignment to r600_update_derived_state() (as it
is in radeonsi).
Signed-off-by: Constantine Kharlamov <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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v2: fix indentation
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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We're about to replace blorp's emit code with ISL and it emits them in
the other order. This makes diffing the aubs easier.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Since the inclusion in 7f160efcde41b52ad78e562316384373dab419e3
the header used x_biased, while the implementation used y_biased.
This changes the header to macth the implementation since the
uses of the function seems to expect y_biased.
Reviewed-by: Marek Olšák <[email protected]>
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This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1520 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <[email protected]>
Tested-by: Bartosz Tomczyk <[email protected]>
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This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1520 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <[email protected]>
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32141e53d1520 changed _mesa_init_renderbuffer() to set it to 1 for
us.
Reviewed-by: Emil Velikov <[email protected]>
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This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1520 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <[email protected]>
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This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1520 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <[email protected]>
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This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1520 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <[email protected]>
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This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1520 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <[email protected]>
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This avoids locking in the reference calls and fixes a leak after the
RefCount initialisation was change from 0 to 1.
Fixes: 32141e53d1520 (mesa: tidy up renderbuffer RefCount initialisation)
Reviewed-by: Emil Velikov <[email protected]>
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This will be used to take ownership of freashly created renderbuffers,
avoiding the need to call the reference function which requires
locking.
V2: dereference any existing fb attachments and actually attach the
new rb.
v3: split out validation and attachment type/complete setting into
a shared static function.
Reviewed-by: Emil Velikov <[email protected]>
Tested-by: Bartosz Tomczyk <[email protected]>
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The nv50 ir is scalar. Perhaps this was from some early attempts to
integrate the simd aspects of nv30. However at this point it's entirely
unused.
Signed-off-by: Ilia Mirkin <[email protected]>
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v2: Also enable support on nv50
Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
[imirkin: make zero mov non-fixed]
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The API/entry point in mesa already checks the correct behavior,
however, it's possible to be handled by another implementation and those
implementations should not be able to abuse a weird combination of count
and pointer.
This fixes CID 1403193
Cc: Mark Janes <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Gustaw Smolarczyk <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Along the way, add missing GL_ONE source support and drop non-existing
GL_ZERO and GL_ONE operand support.
Signed-off-by: Gustaw Smolarczyk <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Gustaw Smolarczyk <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Gustaw Smolarczyk <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Gustaw Smolarczyk <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Gustaw Smolarczyk <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Instead of computing it once again using _mesa_tex_target_to_index.
Signed-off-by: Gustaw Smolarczyk <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Gustaw Smolarczyk <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Change it into filter_fp_input_mask transform function that instead of
returning a mask, transforms input.
Also, simplify the case of vertex program handling by assuming that
fp_inputs is always a combination of VARYING_BIT_COL* and VARYING_BIT_TEX*.
Signed-off-by: Gustaw Smolarczyk <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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It's not used.
Signed-off-by: Gustaw Smolarczyk <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Gustaw Smolarczyk <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Since it holds values from 0 to 8, 4 bits will suffice.
Signed-off-by: Gustaw Smolarczyk <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Its only usage is easily replaced by nr_enabled_units. As for cache key
part, unit[i].enabled should be enough.
Signed-off-by: Gustaw Smolarczyk <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Since fixed-function shaders are restricted to MAX_TEXTURE_COORD_UNITS
texture units, use this constant instead of MAX_TEXTURE_UNITS. This
reduces the array size from 32 to 8.
Signed-off-by: Gustaw Smolarczyk <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This gets rid of one piece of ugliness with the way ISL handles surface
emitting surface states. I've never liked that hand-rolled table but it
was the best we had at the time.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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The helper block is extremely general. It takes an string property name
and an object that supports three methods: has_prop, iter_prop, and
get_prop. This way we can easily generalize it to emit more different
types of getter functions.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Instead of figuring it all out ourselves, just use the information given
to us by the client.
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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We tend to try to reduce the number of allocation calls the Vulkan
driver uses by doing a single allocation whenever possible for a data
structure. While this has certain downsides (usually code complexity),
it does mean error handling and cleanup is much easier. This commit
adds a nice little helper struct for getting rid of some of that
complexity.
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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We only need to update it if something changes. Also
_mesa_bind_vertex_buffer() will update the mask when binding to a
NULL or default buffer so no need to do that update here.
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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