| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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This is mostly mechanical changes of renaming types and introducing
"legacy" everywhere.
It doesn't use the ac_surface computation functions yet.
Reviewed-by: Dave Airlie <[email protected]>
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To match radeonsi / ac_surface.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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We're not using thick tiling modes, so we can just derive the value
ourselves.
Reviewed-by: Dave Airlie <[email protected]>
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Like radeonsi; replace with radeon_surf::num_dcc_levels.
Reviewed-by: Dave Airlie <[email protected]>
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Like radeonsi. This saves memory, and the information can easily be
recomputed on the fly where necessary.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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This fixes the subsequent assertion on Bonaire.
Reviewed-by: Dave Airlie <[email protected]>
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This adds support for exporting 2D images, to an
opaque fd.
This implements the:
VK_KHX_external_memory_capabilities
VK_KHX_external_memory
VK_KHX_external_memory_fd
extensions.
These are used by SteamVR, we should work with anv
to decide if we should ship these under an env
var or something.
v2 (Bas): - Don't expose the semaphore ext without implementing it.
- Only export the capabilities ext as instance ext.
- Implement radv_GetPhysicalDeviceExternalBufferPropertiesKHX.
Signed-off-by: Dave Airlie <[email protected]>
Signed-off-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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This just aligns with how anv does it.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Sets could have been ignored during previous descriptor set flush
due to the shader not using them and therefore no SGPR being assigned.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Fixes: ae61ddabe8c "radv: move userdata sgpr ownership to compiler side."
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We clear the descriptors_dirty array afterwards, so the SGPRs for
the other pipeline don't get updated on the flush for that other
draw/dispatch, so we have to make sure we do it immediately.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Fixes: ae61ddabe8c "radv: move userdata sgpr ownership to compiler side."
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This reworks this code to be like radeonsi, which will make it
easier to add GFX9 support to it in the future.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For GFX9 these will be needed to be 64-bit, so bump them early,
to avoid it causing any wierdness later.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In prep for GFX9 refactor some of the eop event writing code
out.
This changes behaviour, but aligns with what radeonsi does,
it does double emits on CIK/VI, whereas previously it only
did this on CIK.
v2: bump the size checks.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This code was in a few places, consolidate into one.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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0x30f regressed mad max.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Dave Airlie <[email protected]>
Fixes: df91abfe5af "radv: Use correct clear words for HTILE."
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flush_compute_state doesn't reserve a large chunk, so these need their own reservation.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Fixes: f4e499ec791 "radv: add initial non-conformant radv vulkan driver"
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Analogous to previous commit - the compiler can discard xcb + wayland
libs, since there is no user (the static libraries) before it on the
command line.
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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It is a successful return.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Not really what the fast depth clear does, no matter whether you use
EXPCLEAR or not. Seems the fast clear using the DB HW always touches
the main buffer.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Did some RE'ing what several HTILE words give when read from a descriptor
with HTILE compression enabled.
Seems to align with -pro usage for D16 too.
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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And correct implementation to specify only what we support.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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We never use EXPCLEAR clears.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Currently we are having the XCB_DRI3 dependencies duplicated,
partially.
Just do a once-off check and add all of the respective CFLAGS/LIBS
where needed.
As a nice side effect this helps us solve a couple of FIXMEs.
DRI3 is not a thing w/o X11 so disable it in such cases.
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Totally independent.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Fixes: 0e6d532d327 "radv/meta: add support for save/restore meta without vertex data."
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Bas pointed out the fs key doesn't take srgb into account,
since there is just one srgb variant, just create a separate
pipeline for it. This also uses dest format to be more consistent
on when srgb matters.
Fixes: 69136f4e633 "radv/meta: add resolve pass using fragment/vertex shaders"
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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valgrind reports them as leaked, and I could not find anything making a
copy of the nir pointer. Also, radv_device_init_meta_blit_color() is
already freeing them unconditionally like this.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Commit e1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c92100d77c660f9783504c6d80fa1d58, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These were being fed to the shader as floats via the vertex
path, so also push them as floats here.
This fixes missing overlay in Sascha Willems demos.
Signed-off-by: Dave Airlie <[email protected]>
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After moving everything to using push constants,
these paths are no longer needed.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Remove use of vertex buffer.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This allows us to drop the vertex buffer.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The color clear value is uniform and needs only to be emitted from
the frag shader, so just push it down via a push constant,
and remove the vertex buffer completely.
The depth clear value needs to be emitted from the vertex
shader, but is only a single value.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This was missing in the original change.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This isn't necessary yet but I'd like to use the range in
some future patches.
[airlied: add new resolve pass]
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This drops the resolve workarounds that change an image
tiling mode behinds it's back, this is horrible and breaks
the image_view->image relationship. Remove all this.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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There are 3 resolve paths, the fastest being the hw resolver
but it has restriction on tile modes and can't do subresolves,
the compute resolver is next speed wise, but can't handle DCC
destinations, the fragment resolver handles that case.
This will end up with a slow down as currently we hack the
hw resolver paths when they shouldn't work, but we shouldn't
keep doing that.
The next patch removes the hacks.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In order to resolve into DCC enabled dests we need to use
the fragment shader. This reuses the code from the compute
path and implements a resolve path in vertex/fragment shader.
This code isn't used until later.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds a path to allow compute resolves to be used
for subpass resolves.
This isn't used yet, but will be later.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This will allow to add a subpass compute resolve path.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I want to reuse the same code for the fragment shader
version of the resolve shaders.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If we are resolving into an srgb dest, we need to convert
to linear so the store does the conversion back.
This should fix some wierdness seen when we subresolves
hit the compute path.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just aligns the code with radeonsi.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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As I pointed out for radeonsi, and AMD confirmed, so fix this
in radv as well.
Cc: "17.1" <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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