| Commit message (Collapse) | Author | Age | Files | Lines |
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It's prefectly legal and well-defined to render using a non-existing
or empty buffer object. The data coming out of the buffer object isn't
well defined unless we have the robustness flag set on the context, but
that's a different matter, and up to the shader hardware; it's the same
as out-of-bounds reads.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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It's legal for a buffer-object to have a NULL-resource, but let's just
skip over it, as there's nothing to do.
This patch switches the order of the conditionals in swr_update_derived,
so the logic becomes a bit more straight forward:
if (is_user_buffer)
...
else if (resource)
...
else
...
...instead of this:
if (!is_user_buffer)
if (resource)
...
else
...
else
...
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Alok Hota <[email protected]>
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It's legal for a buffer-object to have a NULL-resource, but let's just
skip over it, as there's nothing to do.
Signed-off-by: Erik Faye-Lund <[email protected]>
Acked-by: Karol Herbst <[email protected]>
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It's legal for a buffer-object to have a NULL-resource, but let's just
skip over it, as there's nothing to do.
Signed-off-by: Erik Faye-Lund <[email protected]>
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It's legal for a buffer-object to have a NULL-resource, but let's just
skip over it, as there's nothing to do.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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st_setup_current never sets this flag, and it's already checked against
right before. So let's remove this pointless check.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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From page 76 (page 80 of the PDF) of the GLSL 4.60 v.5 spec:
" No aliasing in output buffers is allowed: It is a compile-time or
link-time error to specify variables with overlapping transform
feedback offsets."
Currently, this is expected to fail, but it succeeds:
"
...
layout (xfb_offset = 0) out vec2 a;
layout (xfb_offset = 0) out vec4 b;
...
"
Fixes the following piglit test:
tests/spec/arb_enhanced_layouts/compiler/transform-feedback-layout-qualifiers/xfb_offset/invalid-overlap.vert
Fixes the following test:
KHR-GL44.enhanced_layouts.xfb_output_overlapping
v2:
- Use a data structure to track the used components instead of a
nested loop (Ilia).
v3:
- Take the BITSET_WORD array out from the
gl_transform_feedback_buffer struct and make it local to the
validation process (Timothy).
- Do not use a nested scope for the validation (Timothy).
v4:
- Add reference to the fixed piglit test in the commit log.
- Add reference to the fixed VK-GL-CTS test in the commit
log (Tapani).
- Empty initialize the BITSET_WORD pointers array (Tapani).
Cc: Timothy Arceri <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Issue detected by valgrind.
Fixes: 92d7ca4b1cd ("gallium: add lima driver")
Signed-off-by: Patrick Lerda <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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Before setting the physical device API version, we should check if the
MESA_VK_VERSION_OVERRIDE environment variable is set and take it into
account.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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While we can clean this up later, it's trivial to not generate the
stupid code in the first place, which saves some optimization work.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Helper and name suggested by Eric Anholt.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Similar to list_is_singular() in util/list.h.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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VK_ANDROID_external_memory_android_hardware_buffer requires this
extension. It is safe to enable it since currently aux usage is
disabled for ahw buffers.
Fixes following dEQP extension dependency test on Android:
dEQP-VK.api.info.device#extensions
Cc: <[email protected]>
Signed-off-by: Tapani Pälli <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Treat gl_FragCoord variable as a system value and lower the w component
with a nir pass.
Add the necessary bits for correct codegen.
Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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On some hardware (e.g. Mali400) the shader needs to apply some
transformations for correct gl_FragCoord handling. The lowering
actions look like the following in pseudocode:
gl_FragCoord.xyz = gl_FragCoord_orig.xyz
gl_FragCoord.w = 1.0 / gl_FragCoord_orig.w
Add this lowering as a nir pass in preparation for using it in the driver.
Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Mesamatrix.net expects uppercase.
Acked-by: Timothy Arceri <[email protected]>
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I have *no* idea what's happening here, but let's not regress an app
that used to work in the mean time while we're figuring it out..
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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In a perfect world, we'd use fp16 varyings for mediump and fp32 for
highp, allowing us to get a performance win without sacrificing
conformance. Unfortunately, we're not there (yet), so it's better we
assume always fp32 than always fp16 to avoid artefacts / breaking a lot
of deqp.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Unbreaks mpv.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Two fixes here, one is that we tried to copyprop non-strictly-SSA values
which was bound to fly in our face. The other was peeling back the imov
workaround.. Turns out we still need that. More research is needed
still, but let's not regress real apps.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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With an outmod, we would need to propagate that through, which is for
future work.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Fixes: commit b53b4573c3f0571253672e44ce7d6310d9f987bf.
Optimization gone wrong. In the future, we should try this again (it's a
net win if implemented right), but at the moment this just regresses.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Otherwise it returns "AMD RADV unknown".
Cc: 19.0 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Some of the dEQP.functional.transform_feedback tests end up doing
the following sequence of operations:
1. BeginTransformFeedback
2. PauseTransformFeedback
3. Draw
4. ResumeTransformFeedback
At step 1, we'd pack 3DSTATE_SO_BUFFER commands saying to zero the
SO_WRITE_OFFSET registers. At step 2, we disable streamout, so step 3
doesn't bother emitting those commands. Then, step 4 re-packs new
3DSTATE_SO_BUFFER commands with offset = 0xFFFFFFFF, saying to continue
appending at the existing offset. This loads the value from the BO as
the offsets - but we never actually zeroed it.
So, just maintain a flag saying "we actually emitted the commands",
and stomp offset back to zero until we emit some.
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I have a platform with vc4 display but V3D 4.x. We can fall back on
kmsro's probing to bring up the v3d gallium driver.
Acked-by: Rob Clark <[email protected]>
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Like vc4, we expect to have SOCs with various displays that have a single
V3D instance for rendering.
v2: Add v3d to the list of drivers that make enabling kmsro valid.
Acked-by: Rob Clark <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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We can't use the QPU functions to detect this until register allocation is
done and we've moved inst->dst into inst->qpu.
Fixes bad TMU sequences from register spilling in
KHR-GLES31.core.compute_shader.shared-max.
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We were looking at the start instruction, instead of scanning through the
list of following instructions to find any more ldtmus.
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Looks like I lost it in a rebase conflict resolution. We'd hit the
unknown intrinsic assertion in
KHR-GLES31.core.compute_shader.shared-struct.
Fixes: 6b1c65982509 ("v3d: Add Compute Shader compilation support.")
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This reverts commit ccce9409470c1053c40c822d759b9bd417062bc0, leaving a
note as to why we had to (corruption in chromium, breaking some GLES3.1
tests).
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There are two cases where v3d's sampler view's resource doesn't match the
base's: shadow textures for sampling from raster, and pointing at the
separate depth texture for z32f_s8x24. We only want to update shadow for
the first case.
Fixes
dEQP-GLES31.functional.stencil_texturing.render.depth32f_stencil8_draw
when run after the previous testcase.
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An unused tex should be DCEed, but if it wasn't we'd run into trouble with
not doing a TMUWT.
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We were emitting a dummy load for when the VS doesn't load any attributes,
but we also need to emit a dummy load for when the render VS loads
attributes but the binner VS doesn't. Fixes simulator assertion failures
and GPU hangs on KHR-GLES31.core.texture_gather.\*
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We are assured that the input segment size field is ignored for
!separate_segs mode, and now the simulator wants an in-range value set
regardless of whether it's functionally ignored or not.
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fixes following warning with clang:
warning: suggest braces around initialization of subobject
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Used same syntax as elsewhere with Mesa sources, verified result
against MSVC with godbolt.org.
fixes following warning with clang:
warning: suggest braces around initialization of subobject
v2: empty braces -> braces around subobject (Caio, Kristian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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- Emulation of AVX512 built into SIMDLIB
- Remove associated macros
- Remove knobs controlling AVX512 and let emulation handle it
- Refactor variable names for SIMD16
Reviewed-by: Bruce Cherniak <[email protected]>
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- Use 8x2 tiling by default
- Remove associated macros
- Use SIMDLIB emulation for SIMD16 on SIMD8 hardware
- Remove code rot in Load/StoreTile
Reviewed-by: Bruce Cherniak <[email protected]>
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If there is no last fence, due to no rendering happening yet, just
create a new signaled fence and return it, to match the expectations of
the EGL sync fence API.
Fixes random "Could not create sync fence 0x3003" assertion failures from
Skia on Android, coming from the following code:
https://android.googlesource.com/platform/frameworks/base/+/master/libs/hwui/pipeline/skia/SkiaOpenGLPipeline.cpp#427
Reproducible especially with thread count >= 4.
One could make the driver always keep the reference to the last fence,
but:
- the driver seems to explicitly destroy the fence whenever a rendering
pass completes and changing that would require a significant functional
change to the code. (Specifically, in lp_scene_end_rasterization().)
- it still wouldn't solve the problem of an EGL sync fence being created
and waited on without any rendering happening at all, which is
also likely to happen with Android code pointed to in the commit.
Therefore, the simple approach of always creating a fence is taken,
similarly to other drivers, such as radeonsi.
Tested with piglit llvmpipe suite with no regressions and following
tests fixed:
egl_khr_fence_sync
conformance
eglclientwaitsynckhr_flag_sync_flush
eglclientwaitsynckhr_nonzero_timeout
eglclientwaitsynckhr_zero_timeout
eglcreatesynckhr_default_attributes
eglgetsyncattribkhr_invalid_attrib
eglgetsyncattribkhr_sync_status
v2:
- remove the useless lp_fence_reference() dance (Nicolai),
- explain why creating the dummy fence is the right approach.
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Currently if the timeout differs from 0, we'll end up with infinite
wait... even if the user is perfectly clear they don't want that.
Use the new lp_fence_timedwait() helper guarding both waits in an
!lp_fence_signalled block like the rest of llvmpipe.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The function is analogous to lp_fence_wait() while taking at timeout
(ns) parameter, as needed for EGL fence/sync.
v2:
- use absolute UTC time, as per spec (Gustaw)
- bail out on cnd_timedwait() failure (Gustaw)
v3:
- check count/rank under mutex (Gustaw)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]> (v1)
Reviewed-by: Gustaw Smolarczyk <[email protected]>
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