| Commit message (Collapse) | Author | Age | Files | Lines |
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Not sure where the 16k comes from, but pretty sure 2k is the max.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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v2: Don't expose the SDMA queue and use the CIK check also in the
second if. (Bas)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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We can't fast clear on compute queues.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This is so we can submit on separate queues if needed
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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These aren't used yet but we will want to use them when we
implement a separate compute queue.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This will make it easier to add support for clears on compute queues.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This is required for having a separate compute queue, we
probably can't use this on GFX queue due to DCC.
v2: Set coord_components = 2 for itoi texture fetch. (Bas)
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This implements the reverse of the current buffer->image path
and can be used when we need to do image transfer on compute queues
This just adds the code turned off as we don't support separate
computes queues yet, and we don't want to use this path on the GFX
queues for DCC reasons.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Needed when accessing a comrpessed texture as R32G32B32A32 from a shader. This
was not encountered previously, as we used the CB for the reinterpretation, which
does not use this pitch.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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v2: Added helper (Bas)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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v2: Fix error handling and zero init the device (Bas)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The spec says we have to try to create all, and only set failed
pipelines to VK_NULL_HANDLE. If one of them fails, we have to return
an error, but as far as I can see, the spec does not care which of
the suberrors.
Fixes
dEQP-VK.api.object_management.alloc_callback_fail_multiple.compute_pipeline
dEQP-VK.api.object_management.alloc_callback_fail_multiple.graphics_pipeline
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Otherwise we get 32bit warnings because handle is plain uint64_t there
and NULL is not suited to initialize that.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Just mark with MAYBE_UNUSED.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Inspired by patches from Eric Engestrom.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Cc: Eric Engestrom <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Inspired by patches from Eric Engestrom.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Cc: Eric Engestrom <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Leftovers from anv?
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This code will have use for copy shaders etc.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just passes the subresource info in and uses it.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This make it easier to add multiple queues later.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Removes some unnecessary functions and pull
some stuff out of the loop.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Just noticed this file was missing license and any
explaination of what is in it.
(stable just for license header reasons)
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Cc: "13.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This isn't fully what we want yet, but is a good step on the way.
This allows the compiler to create the information structures
for the state setting side, however the state setting still expects
things to be pretty much in 2 sgpr wide register sets, and can't
handle the indirect setting yet.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just refactors out some common code to make future changes
easier to understand.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just splits some common code into a utility function.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This copies the push constant code and only binds descriptor
sets to the stages that need them. It also now has to dirty
descriptors on pipeline binds.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is another step towards having the compiler decide the
user sgpr layout.
This still emits the descriptors sets for all shader types, but
we will fix this later.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just moves this into a separate function.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I'll need this later rather than just the layout.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just moves some common code into a utility function
to avoid having to change multiple places later.
v1.1: rename function to better reflect what it does. (Bas)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Following the spirit of commit 23d1799f, fixes compilation
warnings on Android build due to lack of C11 features.
Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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CovID: 1396387
V2. Fixup bad whitespace.
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This fixes:
dEQP-VK.pipeline.multisample_interpolation.offset_interpolate_at_sample_position.*
This should probably be 2 when sample shading is enabled, but I'm
not sure.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We need to force persample shading when
a) shader uses sample_id
b) shader uses sample_position
c) shader uses sample qualifier.
Also since ps_iter_samples can now change independently of the
rasterizer samples we need to move setting the regs more often.
This fixes:
dEQP-VK.pipeline.multisample_interpolation.centroid_interpolate_at_consistency.*
dEQP-VK.pipeline.multisample_interpolation.centroid_qualifier_inside_primitive.137_191_1.*
dEQP-VK.pipeline.multisample_interpolation.sample_interpolate_at_distinct_values.*
dEQP-VK.pipeline.multisample_interpolation.sample_qualifier_distinct_values.128_128_1.*
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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