| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Now that the output usage mask is set to 0x1 the LayerID is
correctly exported in the loop above.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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When the stage preceding FS doesn't export it the fragment shader
might read it, even if it's 0.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Currently this is done rather late in radv, after lowering booleans, so
it isn't safe to run additional optimizations that may add e.g. 1-bit
booleans. We could move the lowering parts earlier, but since right now
we only lower FS inputs and by this point all indirects have been
lowered away, there's no reason we should need to optimize anything.
One shader from Devil May Cry 5 was getting optimized, but only because
the optimization loop was working on 32-bit booleans which revealed an
opportunity that was hidden with 1-bit booleans, and we generated a
1-bit boolean which is invalid.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111092
Fixes: 118a66df9907772bb9e5503b736c95d7bb62d52c
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Fix the following building error:
external/mesa/src/amd/addrlib/src/gfx10/gfx10addrlib.cpp:35:10:
fatal error: 'gfx10_gb_reg.h' file not found
^~~~~~~~~~~~~~~~
1 error generated.
Fixes: 78cdf9a ("amd/addrlib: add gfx10 support")
Signed-off-by: Mauro Rossi <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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The necessary Android makefile building rules are added
and the generation rules are simplified for readability
Fixes the following building errors:
external/mesa/src/amd/common/ac_llvm_build.c:1496:45:
error: use of undeclared identifier 'V_008F0C_IMG_FORMAT_8_UINT'
case V_008F0C_BUF_DATA_FORMAT_8: format = V_008F0C_IMG_FORMAT_8_UINT; break;
^
Fixes: 74a26af ("amd/common/gfx10: add register JSON")
Signed-off-by: Mauro Rossi <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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It's unnecessary to manually add these include paths since they could
be imported automatically.
Signed-off-by: Chih-Wei Huang <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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Export the correct include path so that the libraries use it can
get it automatically.
Signed-off-by: Chih-Wei Huang <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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The libmesa_git_sha1 is a dummy library. There is no reason to put
it into LOCAL_WHOLE_STATIC_LIBRARIES.
Move libmesa_vulkan_util to the vulkan.radv which really needs it.
Signed-off-by: Chih-Wei Huang <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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The vulkan module is the final HAL. No need to export its headers
since none will import it.
Signed-off-by: Chih-Wei Huang <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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This clarifies that the struct can be used when the shader can be
one of VS/TES.
Reviewed-by: Samuel Pitoiset <[email protected]>
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This reverts commit 63e0675d986744a9ed2d9a15b7cba84ff4a24fc2.
The GS is merged with the preceding shader and since the preceding
shader will have as_ngg set the final binary will have is_ngg set.
So we do not need the gs key here.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Fixes: 204e4da9b47 "radv: Use correct gs_out with tessellation."
Reviewed-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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For legacy GS path.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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We should use the primitives output by the TES in that case.
There is always a separate TES if there is no GS.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Fixes: cfaad5e3cad "radv/gfx10: implement radv_emit_global_shader_pointers()"
Reviewed-by: Dave Airlie <[email protected]>
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GFX10 appears to act like GFX8 here.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We don't need it.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is simpler than radv, since the driver_location is already assigned
for us.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We have to add a few lowering to deal with things that used to be dealt
with inline when creating inputs. We also move the code that fills out
the radv_shader_variant_info struct for linking purposes to
radv_shader.c, as it's no longer tied to the NIR->LLVM lowering.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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load_fragcoord is already handled in common code for radeonsi, so we
don't need to do anything to handle it. However, there were some passes
creating NIR with the varying, so we switch them over to the sysval. In
the case of nir_lower_input_attachments which is used by both radv and
anv, we add handling for both until intel switches to using a sysval.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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v2 (Connor)
- Fix warning in release mode using MAYBE_UNUSED
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This was done for all previous GPUs.
This fixes Talos Principle launch hangs.
Fixes: 7e43022e8c8 (radv/gfx10: add gfx10_cs_emit_cache_flush)
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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GFX10 has two rings, so UMR want to know which one to halt.
Select the first one by default.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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In merged shaders we put a big if around each shader, so both stages
can have a different number of threads. However, the NGG output code
still needs to run if the first shader is not executed.
This can happen when there are more gs threads than vs/es threads, or
when there are 0 es/vs threads (why? no clue).
Fixes: ee21bd7440c "radv/gfx10: implement NGG support (VS only)"
Reviewed-by: Dave Airlie <[email protected]>
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No ETC2 or ASTC on navi so nothing to add.
Fixes: 3dc5ec5d167 "radv/gfx10: generate gfx10_format_table.h"
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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alignment=0 does weird things with align64.
CC: <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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This needs to be cleaned up a bit, and it probably contains
missing stuff and/or bugs.
This doesn't fix the "half of the triangles" issue.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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That way the same deref is valid for both shader stages.
Reviewed-by: Samuel Pitoiset <[email protected]>
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