| Commit message (Collapse) | Author | Age | Files | Lines |
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Recently a few drivers have grown OpenGL 4+ support so we might as
well go all the way to... 11 ;-)
v2: Don't forget to update the version file (Ilia)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This enables GL4.1 for radeonsi, and updates the
docs in the correct places.
v2: enable only for llvm 3.7 which has fixes in place.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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By using 'Tobias Klausmann' piglit test-suite patch. We obtain
a full 12/12 passes using this patch. By 'faking' to claim
support for this extension we obtain 7 fails and 5 passes.
Signed-off-by: Edward O'Callaghan <[email protected]>
Tested-by: Furkan Alaca <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit ccef8901de421eae5dcc8affa14218d46cc06593)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit ddc976368fef367e464472ebcc2ac4fd89eb9fd8)
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This adds support for fine derivatives and enables
ARB_derivative_control on radeonsi.
(just fell out of my working out interpolation)
v2: cleanup some bits, write a comment
v2.1: take Michel's comment from the mailing list
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds some missing pieces to nir/i965,
it is lightly tested on my Haswell.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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This adds the translation from TGSI to AMDGPU llvm backend, for the
64-bit opcodes. The backend pretty much handles everything for us
fine. There is one patch required for SI DFRAC support, that I know
off.
[airlied: fixed missing comma, updated relnotes]
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 89cbd91b17989ec7eb1cb93ac427a84dca56cd79)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 9643cce94c8a1938e3342fb83d025a1e5c2aa79b)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 4a0bd3dcff3c07965828e648e14d89314d262169)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 7f40d083748f3a8276e08a2fa0ae7149269ea379)
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Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 6ff3ae8deb1d99037f2f8e5890b09bd984059cf0)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit a871e80fc6237fa029d6970f7e9b414fd097bd98)
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This isn't pretty and I'd suggest it the pm4 interface builder
could be tweaked to do this more efficently, but I'd need
guidance on how that would look.
This seems to pass the few piglit tests I threw at it.
v2: handle passing layer/viewport index to fragment shader.
fix crash in blit changes,
add support to io_get_unique_index for layer/viewport index
update docs.
v3: avoid looking up viewport index and layer in es (Marek).
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit a81b1d5512f64ffca1c13a5937e7eb0de24713ae)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 24b043aab73ce066ded6e4bc93f589008dfc8484)
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Mark GL_ARB_framebuffer_no_attachments as done for i965.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Kevin Rogovin <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 5d327b373531861f86a726db669b3d656f1b5f8d)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 3b9cde5c8138fb5cc45c652f2a5c15c5fa222bd7)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit eb3a704bb0008c1d046abae31dcb0b2b980c66b1)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 495bcbc48cf4e7cee0f2de11c1166a1fd6eb3969)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 8cb28bc49d7799d5accb1feb7e355ec48518e20b)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit b1cf9cfb1618f0b73e673745d3c8612aea61723d)
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Signed-off-by: Emil Velikov <[email protected]>
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v2: Make it clear that ARB_direct_state_access is only available on
drivers that support GL 2.0+
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Some bits were already there for texture views but some were missing.
In particular for cube map views things needed to change a bit.
For simplicity I ended up removing the separate face addr bit (just use
the z bit) - cube arrays didn't use it already, so just follow the same
logic there. (In theory using separate bits could allow for better hash
function but I don't think anyone ever did some measurements of that so
probably not worth the trouble, if we'd reintroduce it we'd certainly
wanted to use the same logic for cube arrays and cube maps.)
Also extend the seamless cube sampling to cube arrays - as there were no
piglit failures before this is apparently untested, but things now generally
work quite the same for cube textures and cube array textures so there
hopefully shouldn't be any trouble...
49 new piglits, 47 pass, 2 fail (both due to fake multisampling).
v2: incorporate Brian's feedback, add sampler view validation,
function rename, formatting fixes.
Reviewed-by: Brian Paul <[email protected]>
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All the functionality was pretty much there, just not tested.
Trivially fix up the missing pieces (take target info from view not
resource), and add some missing bits for cubes.
Also add some minimal debug validation to detect uninitialized target values
in the view...
49 new piglits, 47 pass, 2 fail (both related to fake multisampling,
not texture_view itself). No other piglit changes.
v2: move sampler view validation to sampler view creation, update docs.
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 8ee1a1c08b168d7583b806a2f8a2dc2ae28be62a)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit d88fb4050561a62fa824bec59ffedf2a826c2083)
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Add to GL3.txt and release notes.
Signed-off-by: Dave Airlie <[email protected]>
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This enables EGL_KHR_fence_sync and EGL_KHR_wait_sync.
Below is the difference in piglit results, before and after this patch.
No regressions and several tests improve from 'skip' to 'pass'. Out of
EGL_KHR_fence_sync tests, two of the multithreaded tests skip; all other
tests pass.
cmdline: piglit run -p gbm -t sync tests/quick.py
mesa: master@1ac7db0
piglit: 4069bec
hw: Ivybridge
| before after
------+-------------
pass | 32 46
fail | 0 0
crash | 0 0
skip | 35 21
total | 67 67
v2:
- Set fence->signalled = true in brw_fence_has_completed() too.
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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Other drivers which want to enable this extension must expose groups of
GPU hardware performance counters.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Martin Peres <[email protected]>
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Enables ARB_depth_buffer_float. There is no sampling support for
interleaved Z32F_S8, so we store the two textures separately, one as
Z32F, the other as S8. As a result, we need a lot of additional logic
for restores and transfers.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit adb47b5b279b6fd920151aa7926af6ffd2069339)
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Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit ea0d1f575c214c09ba3df12644a960e86e031766)
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copy drivers from the stencil_texturing list,
softpipe is definitely broken for stencil texturing
since it uses float, but I'll look at that later.
v2.1: update relnotes
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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