| Commit message (Collapse) | Author | Age | Files | Lines |
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Found by inspection.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas nieuwenhuizen <[email protected]>
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If we have a color attachment, but its writes are masked, this would
have still returned true. This is inconsistent with how HasWriteableRT
in 3DSTATE_PS_BLEND is set, which does take the mask into account.
This could lead to PixelShaderHasUAV not being set in 3DSTATE_PS_EXTRA
if the fragment shader does use UAVs, meaning the fragment shader may
not be invoked because HasWriteableRT is false. Specifically, this was
seen to occur when the shader also enables early fragment tests: the
fragment shader was not invoked despite passing depth/stencil.
Fix by taking the color write mask into account in this function. This
is consistent with how things are done on i965.
Signed-off-by: Alex Smith <[email protected]>
Cc: [email protected]
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Similar to RadeonSI.
This fixes:
dEQP-VK.image.texel_view_compatible.graphic.basic.attachment_read.bc*r16g16b16a16_sfloat
dEQP-VK.image.extended_usage_bit.attachment_write.r16_sfloat
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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When allocate_user_sgprs() was called, ctx->stage was actually
unset and 0 is for the vertex shader. This doesn't change
anything for now because of the spill support thing.
Though, the number of user SGPRs has to be fixed for merged
shaders on GFX9. It was broken before anyway.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This might decrease VGPR spilling, because we no longer
have to use v4i32 for 2D fetches when level == 0. We now
use v2i32 for those cases.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Using 4, as it is the default value on mesa. See mesa/main/config.h
and the following commit that introduced the value:
15ac66e331abdab12e882d80a6b4f647bc905298
Reviewed-by: Ian Romanick <[email protected]>
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ARB_transform_feedback3 sets a minimum of 1, ARB_gpu_shader5 a minimum
of 4. It shouldn't matter too much, so choosing the later.
Reviewed-by: Ian Romanick <[email protected]>
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Used to handle how many ubo you can define on the context. Minimimum
defined as 36 on ARB_uniform_buffer_object spec, up to 84 on OpenGL
4.6 (12 per stage at each moment).
Reviewed-by: Ian Romanick <[email protected]>
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Every now and then I execute the standalone compiler, get the
non-version error, and need to remember what I'm doing wrong
Reviewed-by: Ian Romanick <[email protected]>
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Simplifies the logic a little and asserts index is 0.
Suggested-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This allows us to pass the llvm param directly rather than looking
it up.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We will call these from the radeonsi NIR backend.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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V2: drop type param and just use ctx->i32
Reviewed-by: Marek Olšák <[email protected]>
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This will be used by both the tgsi and nir backends.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This also enables some code sharing with tes.
V2: drop type param and just use ctx->i32
Reviewed-by: Marek Olšák <[email protected]>
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V2: drop type param and just use ctx->i32
Reviewed-by: Marek Olšák <[email protected]>
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V2: drop type param and just use ctx->i32
Reviewed-by: Marek Olšák <[email protected]>
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Should be 0x80000000 instead of 0x8000000.
Cc: [email protected]
Reviewed-by: Bruce Cherniak <[email protected]>
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Copied from radeonsi.
Putting in the correct metadata flush commands for eventually not
flushing L2 on CB/DB switch.
Does not remove the need for V_028A90_CACHE_FLUSH_AND_INV_TS_EVENT
at the moment.
Reviewed-by: Samuel Pitoiset <[email protected]>
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These are just shaders reads, so we need to invalidate L1.
Fixes: 6dbb0eaccc "radv: handle subpass cache flushes"
Reviewed-by: Samuel Pitoiset <[email protected]>
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This can still be improved, but let's start with this.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It makes more sense to move all scan stuff in the same place.
Also, we don't really need to duplicate the uses_primid field
for each stages.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Commit 2f421651aca9 ("egl: let each platform decided how to handle
LIBGL_ALWAYS_SOFTWARE") broke the build due to copy-n-paste of misnamed
function parameter.:
src/egl/drivers/dri2/platform_android.c:1183:8: error: use of undeclared identifier 'disp'
Rather than just fixing 'disp', rename the function parameter 'dpy' to
'disp' to align with the other EGL platforms' implementations.
Fixes: 2f421651aca9 ("egl: let each platform decided how to handle LIBGL_ALWAYS_SOFTWARE")
Reviewed-by: Tapani Pälli <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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Fixes hangs seen due to the lock not being released here.
Signed-off-by: Alex Smith <[email protected]>
Cc: [email protected]
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Some later code relies on _Layer to set first/last_layer. Make sure it's
always initialized.
Detected by valgrind's conditional jump/move with uninit value logic.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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If alpha-to-coverage is enabled, we have to compute alpha
even if color writes are disabled.
Signed-off-by: Józef Kucia <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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sync_files are in linux since 4.7, while the amdgpu fence_to_handle
ioctl is only in 4.15.
In particular we don't need it for sync_file in radv, because
everything happens via syncobjs, which got support earlier than
fence_to_handle.
Reviewed-by: Marek Olšák <[email protected]>
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Fixes: f4e499ec791 "radv: add initial non-conformant radv vulkan driver"
Reviewed-by: Dave Airlie <[email protected]>
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When rasterization is disabled we can have that few.
Fixes: 76603aa90b8 "radv: Drop the default viewport when 0 viewports are given."
Reviewed-by: Dave Airlie <[email protected]>
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Seems like users are actually hitting 0xFFFFFFFF actually making
things broken for them, and the mad max regression is fixed, so
lets put this in once more.
v2: Use 0xf for depth-only htile. (Dave)
Fixes: af2844116fd "radv: Revert HTILE reset word to 0xFFFFFFFF."
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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I found that we were getting GPU hangs on most tests rendering to them,
and the simulator was assertion failing.
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We were trying to load/store the logical width/height number of compressed
blocks. As long as the textures were large, single-level, and the
load/store at (0,0), it kind of worked.
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Fixes overflow that caused failure in
dEQP-GLES3.functional.texture.filtering.2d.sizes.128x128_linear.
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I want to do the SETMSF.IFA to discard only if execute == 0 and cond, so
our dest of the PUSHZ needs to be nonzero if execute or !cond are nonzero.
Fixes dEQP-GLES3.functional.shaders.discard.dynamic_loop_dynamic.
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Apparently the other funcs will have observable differences when early Z
is enabled.
Fixes (new) simulator assertion failures in
dEQP-GLES3.functional.rasterizer_discard.basic.clear_depth.
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Fixes a simulator assertion failure on
dEQP-GLES3.functional.fragment_out.array.fixed.r8_highp_float.
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