| Commit message (Collapse) | Author | Age | Files | Lines |
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This #include is needed for `NULL`, which is used on all OSes, not just Linux.
Reported-by: Juan A. Suarez Romero <[email protected]>
Fixes: 316964709e21286c2af5 "util: add os_read_file() helper"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Juan A. Suarez <[email protected]>
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Update Archrast parser to use stats, used with an internal tool
Reviewed-by: Bruce Cherniak <[email protected]>
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For use by an internal tool
Reviewed-by: Bruce Cherniak <[email protected]>
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Update gen_archrast.py to properly generate event IDs
Reviewed-by: Bruce Cherniak <[email protected]>
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- Update meson.build
- Includes current_build_dir() fix
meson/swr: replace hard-coded path with current_build_dir()
Fixes: 93cd9905c8fbb98985ae "swr/rast: Cleanup and generalize gen_archrast"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Alok Hota <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
- Clean up meson.build (remove foreach loop, replace with single call)
- Update SConscript
- use `$SOURCES` to call `CodeGenerate` with multiple source files
Reviewed-by: Bruce Cherniak <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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If we don't update this for all primitive-types, we end up rendering
slightly offset points and lines up until the point where the first
triangle gets drawn. This is obviously not correct, and violates
OpenGL's repeatability rule.
Signed-off-by: Erik Faye-Lund <[email protected]>
Fixes: ca9c413647b ("softpipe: Respect gl_rasterization_rules in
primitive setup.")
Reviewed-By: Gert Wollny <[email protected]>
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Use a different arrangement of constants to allow more ffma.
A vec4 backend will now use 3 fma for yuv_to_rgb. On freedreno/ir3, it is
down from 10 to 7 alu (4 fma, 3 mul, 3 add to 7 fma). Other backends
shouldn't be hurt.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Ian Romanick <[email protected]>
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Since softpipe doesn't truely support multisample, I've not added softpipe
to the "Enhanced per-sample shading" even though with the advertised GLSL
level ARB_gpu_shader5 is advertised.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This will enable calls to the interpolateAt* functions, but also a bunch
of other features.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Like with interpolatAtSample this is also not really implementing the
according sampling and will only work correctly for pixels that are fully
covered, but since softpipe only supports one sample this is good enough
for now.
v2: Correct spelling (Roland Scheidegger)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Since for this opcode the offsets are given manually the function
should actually also work for non-zero offsets, but the related piglits
only ever test with offset 0. Accordingly the patch satisfies
"fs-interpolateatoffset-*".
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Softpipe doesn't support more than one sample, so this function
implements the interpolation at sample 0 and adds a stub to make it
possible to interpolate at other samples.
As it is this makes the piglits "fs-interpolateatsample-*" pass, but
they only ever test sample 0 anyway.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This adds entry points for correcting the interpolation values if the
interpolation is done by using one of the interpolateAt* functions.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We will need these for per sample interpolation as well
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Now that the LOD is evaluated up front the cube faces can also be
evauate on a per sample basis instead of using the quad.
This fixes a large number of deqp gles 3 and 31 cube texture tests.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This only affects anisotropic interpolation.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This enables the use of explicit gradients.
Also remove an unused parameter when changing the interfaces.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The shadow evaluation compare parameter is stored in different locations,
depending on the texture type. Move the values to a common location free
the lod storage and to be able to reduce the number of parameters.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The value is stored in the lod components and this will be overwritten
when swithcing to the new code path.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This only adds corde that is not yet enabled.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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this is useful when we want to use explicit gradients.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The EGL_KHR_create_context spec says:
"If an OpenGL context is requested and the values for attributes
EGL_CONTEXT_MAJOR_VERSION_KHR and EGL_CONTEXT_MINOR_VERSION_KHR,
when considered together with the value for attribute
EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR, specify an OpenGL
version and feature set that are not defined, than an
EGL_BAD_MATCH error is generated."
This case is already correctly handled a bit below in
the same source file.
The correct handling was added by commit: 63beb3df
Reported-by: Ian Romanick <[email protected]>
Here: https://bugzilla.freedesktop.org/show_bug.cgi?id=92552#c9
Fixes: 11cabc45b712 "egl: rework handling EGL_CONTEXT_FLAGS"
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Andrii Simiklit <[email protected]>
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Some of the opts are not called in the general optimastion loop
in the state trackers glsl -> nir conversion. We need to call
the radeonsi specific optimisation once before scanning over
the nir otherwise we can end up gathering info on code that
is later removed.
Fixes an assert in the piglit test:
./bin/varying-struct-centroid_gles3
Reviewed-by: Marek Olšák <[email protected]>
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We will make use of this in the following commit.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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It's dependent on other state fields
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Using the new resource_get_info function.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110443
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Re-use existing si_texture_get_offset.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110443
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Generic plumbing.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110443
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Needs to update max_half_reg, or be remapped to full reg and update
max_reg accordingly, depending on generation..
Signed-off-by: Rob Clark <[email protected]>
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When discard_delayed_release is set (default), we allocate more buffers
and use a different buffer wait path.
Check if it is set, and use the old paths if not
(the alternative buffer wait path could still be used, but there is no
advantage to using it in this case).
Signed-off-by: Axel Davy <[email protected]>
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thread_submit's throttling depending on the number of internal
back buffers, and wasn't affected by the driver requested
throttling value.
Now it is.
Signed-off-by: Axel Davy <[email protected]>
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Optimize writeonly by passing PIPE_TRANSFER_WRITE
for these buffers instead of the safer
PIPE_TRANSFER_READ_WRITE.
This seems to improve the performance of d3d8 games
using d3d8to9.
Signed-off-by: Axel Davy <[email protected]>
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We used TGSI_SEMANTIC_FOG for fog,
however on vs/ps 3, fog is allowed to have
4 components (even on the ff pipeline according
to a wine test).
Since gallium's TGSI_SEMANTIC_FOG has only one
component, use TGSI_SEMANTIC_GENERIC instead.
Fixes:
https://github.com/iXit/Mesa-3D/issues/346
Signed-off-by: Axel Davy <[email protected]>
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All the pieces for constant compact are ready,
thus enable the path.
Signed-off-by: Axel Davy <[email protected]>
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Handle slot mapping if there is one.
Signed-off-by: Axel Davy <[email protected]>
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The shader constant buffer size with the
constant compaction code can vary depending
on the shader variant compiled (for example if
fog constants are required, etc).
Thus instead of using fixed size for the shader,
add in the variant cache the size required, pass it
to the context, and use this value.
Signed-off-by: Axel Davy <[email protected]>
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As with the constant compaction we map the constant
slots to new slots, we need to pass that information
to the context which is in charge of uploading
the constants.
Signed-off-by: Axel Davy <[email protected]>
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When indirect addressing is not used, we know exactly
which constants are accessed, and thus can
have them located in consecutive slots.
We thus parse again the shader with a slot map
for compaction.
The path contains the work inside nine_shader.c for this
path, but it needs some other commits to work, and thus
is not enabled yet by this commit.
Signed-off-by: Axel Davy <[email protected]>
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Track the number of slots used
Signed-off-by: Axel Davy <[email protected]>
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This tracking will be useful for constant compaction
Signed-off-by: Axel Davy <[email protected]>
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The refactoring will make it easier to parse the shader
twice for the constant compaction path.
Signed-off-by: Axel Davy <[email protected]>
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swvp cannot happen with ps, thus it makes
sense to force it to false with ps.
Signed-off-by: Axel Davy <[email protected]>
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Put the shader constant code in one place to better change
that code in future commits.
Signed-off-by: Axel Davy <[email protected]>
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In future commits we will introduce more fine-grained
uploads
Signed-off-by: Axel Davy <[email protected]>
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