| Commit message (Collapse) | Author | Age | Files | Lines |
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(airlied: fixes DOOM hang with compute queue enabled)
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
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Don't call the QueueSubmit interface, just call direct to the
winsys, so we can pass the wait semaphores.
Noticed while debugging doom, doesn't fix anything.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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doom was causing a printf about an illegal color, it was due the
non-void returning -1, and the other function checking for 4,
align these.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This was seen in doom shaders, so handle it properly.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave AIrlie <[email protected]>
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The Vulkan spec indicates that
vkGetPhysicalDeviceQueueFamilyProperties() should overwrite
pQueueFamilyPropertyCount with the number of structures actually
written to pQueueFamilyProperties.
Signed-off-by: Damien Grassart <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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These are taken from the amdgpu-pro driver, and cause no
CTS change.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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it appears from the amdgpu-pro results the hw can do more,
but let's just align with radeonsi for now.
No CTS regressions.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Add the index to the location when assigning driver locations for
output variables.
Otherwise two fragment shader outputs declared as:
layout (location = 0, index = 0) out vec4 output1;
layout (location = 0, index = 1) out vec4 output2;
will end up aliasing one another.
Note that this patch will make the second output variable in the above
example alias a possible third output variable with location = 1 and
index = 0. But this shouldn't be a problem in practice since only one
color attachment is supported when dual-source blending is used.
Cc: "13.0" <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This passes all the CTS tests that get enabled for this.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Thanks to Ilia's patch this works fine on radv.
No regressions in CTS, all enabled tests pass.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The spec says to ignore these fields for exclusive images.
Fixes crashes in:
dEQP-VK.clipping.*
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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(cc'ing stable as I'd like to backport the ubo speedup as well)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: "13.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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v2: use gfxip names for llvm 4.0+
v3: use tonga for llvm <= 3.8, drop gfxip name,
we can just change that we change the other asics.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Junwei Zhang <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Acked-by: Christian König <[email protected]>
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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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git grep -l comparitor | xargs sed -i 's/comparitor/comparator/g'
Just happened to notice this in a patch that was sent and included one
of the tokens in question.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Mark some paths unreachable so that compiler knows variables are
initialized in all valid paths.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[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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We don't use the nir shader in here at all.
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 makes it easier to add new params before the array ones.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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