| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes: de9dd4f9f1bb5984c554 ("ac/radeonsi: move struct radeon_info to ac_gpu_info.h")
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
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This reverts commit 524d4fff9e0e58e812e71bc5ba2c92ffa73bee16.
This commit breaks amdgpu on kernels with no DEC IP support.
Caught by the airlied CI system.
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This reverts commit 50d322be2f30bb935ee52b3b3649785975771110.
A previous patch breaks amdgpu on non-vcn decode systems,
but have to revert this first.
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
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BOs larger than the minimum fragment size should have their VA
alignet to at least the fragment size for optimal performance.
v2: drop unused leftover from initial implementation
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Marek Olšák <[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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Reviewed-by: Marek Olšák <[email protected]>
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Vulkan needs them.
Reviewed-by: Marek Olšák <[email protected]>
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Vulkan needs it.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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v2: update Android.common.mk (Emil)
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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We can now merge the two *_surface_init functions.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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v2:
- update Android.common.mk (Emil)
- rebase on top of Raven support
Reviewed-by: Marek Olšák <[email protected]> (v1)
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Cc: 17.1 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 17.1 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Nicolai Hähnle <[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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No longer required as of commit d90bf4ef3e1 ("radeon: remove unused
radeon_elf_util.{c,h}")
v2: Add the required libelf link in src/amd/Makefile.common.am
Fixes: d90bf4ef3e1 ("radeon: remove unused radeon_elf_util.{c,h}")
Cc: Timothy Arceri <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]> (v1)
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Currently, building with "mmma external/mesa3d" which builds all targets
and dependencies is broken for targets that require LLVM. This is due to
the build settings depending on MESA_ENABLE_LLVM. Instead of using a
conditional in the global Android.common.mk, make all the components that
need LLVM explicitly include the necessary build settings.
GALLIVM_CPP_SOURCES doesn't exist anymore, so remove that as well.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Add libelf as a library dependency rather than explicitly listing its
include paths. This should work for Android M and later which have the
necessary exported directories in libelf.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Building libmesa_amd_common fails with:
external/mesa/src/amd/common/ac_shader_info.c:23:10: fatal error: 'nir/nir.h' file not found
^
external/mesa/src/compiler/nir/nir.h:48:10: fatal error: 'nir_opcodes.h' file not found
^
libmesa_amd_common now depends on libmesa_nir, so add it as a dependency
and export the necessary directories.
Fixes: 224cf29 "radv/ac: add initial pre-pass for shader info gathering"
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Add exported include paths rather than explicitly adding the includes
in each user of the common AMD libs.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Explicitly including libcxx includes is not necessary at least on
Android M and later. It appears that libc++ was made the default in
commit "Make libc++ the default STL." in Android build system post L.
However, if L support is still needed, using "LOCAL_CXX_STL=libc++" is
the preferred way.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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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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The renumbering code didn't take into account that multiple VS exports
can have the same PARAM index. This also significantly simplifies
the renumbering. Thankfully, we have piglits for this:
spec@arb_gpu_shader5@arb_gpu_shader5-interpolateatcentroid-packing
[email protected]@execution@interface-blocks-complex-vs-fs
Reported by Michel Dänzer.
Fixes: b08715499e61 ("ac: eliminate duplicated VS exports")
Reviewed-by: Nicolai Hähnle <[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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