| Commit message (Collapse) | Author | Age | Files | Lines |
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You'd need src/broadcom/cle/ in the -I previously, for srcdir != builddir.
nir was fine at that, but automake didn't have it.
Bugzilla: https://github.com/anholt/mesa/issues/104
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Fixes piglit vs-isnan-*.shader_test at the expense of gl-1.0-spot-light.
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For single-sample we have to always program SAMPLE_0, but for multisample
we want to store all the samples.
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Now that the actions are reused for centroid and nonperspective, give them
a more generic name.
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This is a major performance boost on all of V3D, but is required on V3D
4.x where shaders are always either 2- or 4-threaded.
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This will be used by vc5 for prefixing functions and including the pack
header in v3d-version-dependent code, following the model of anv.
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We try to emit a #error and continue so that you can debug the missing
type at C compile time, but were missing a couple of definitions in that
path (sigh, python).
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For things like:
loop
x = func()
list += x
end
just do:
loop
list += func()
end
Acked-by: Eric Engestrom <[email protected]>
Signed-off-by: Dylan Baker <[email protected]>
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For enums we were doubling the underscore if the value had a numeric first
character of its name (which safe_name() adds an underscore to). A little
helper function cleans up the other instance of prefixing while also
fixing this.
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This means that with no flatshading we'll emit the single-byte
ZERO_ALL_FLAT_SHADE_FLAGS, and otherwise emit a set of FLAT_SHADE_FLAGS to
get all the bits we need set.
There's a _SET enum in the packet we could use to possibly set entire
ranges of the bitfield without using another packet, but this at least
fixes the conformance failure.
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It seems that the HW team has decided that it's the only supported mode,
and it's the mode I actually meant to be using but forgot. Our table of
return_32_bit should have matched the default non-OVRTMUOUT behavior, so
this change should be invisible.
However, the change revealed that some my return_size checks for swizzling
were a bit confused in the shadow case, so I had to move them to draw time
once we have both the sampler and the view together.
Fixes assertion failures in the updated simulator, where the non-OVRTMUOUT
support has been removed.
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The compiler decides how many LDTMUs we're going to emit, and that must
match the P1 flags. This brings the return channel counting to a single
place (so all that's passed into the compiler is "how many return channels
you may request from this texture's format), and was a necessary step for
shadow samplers once we stop using OVRTMUOUT=0.
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Most piglit textures happened to work out by RGBW not changing in that
bit, but it did cause failures in RGBA16F fbo-generatemipmap-formats.
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The original spec I had didn't expose integer textures and suggested that
you use unfiltered floats. Now there are proper formats for them.
Fixes 16- and 32-bit texwrap integer tests in piglit, and
dEQP-GLES3.functional.fbo.completeness.renderable.renderbuffer.color0.rgb10_a2ui.
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Fixes all of piglit's OQ tests.
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The ordering of the values was even less obvious than I thought, with both
the mip filter and the min filter being in different bits depending on
whether the mip filter is none.
Fixes piglit fs-textureLod-miplevels.shader_test
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Fixes misaligned-looking addresses in decode.
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Groups containing fields smaller than a byte probably not being decoded
correctly. For example:
<group count="32" start="32" size="4">
<field name="Vertex Element Enables" start="0" end="3" type="uint"/>
</group>
gen_field_iterator_next would properly walk over each element of the
array, incrementing group_iter. However, the code to print the actual
values only considered iter->field->start/end, which are 0 and 3 in the
above example. So it would always fetch bits 3:0 of the current byte,
printing the same value over and over.
Cc: Eric Anholt <[email protected]>
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The output formats are consistent with their channels appearing from low
to high in their name. Textures are interpreted the same way, but their
names may have the channels swapped around. I'm retaining the texture
names so that we are consistent with the documentation, but I want to
leave a warning for others.
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The equivalent load already had the pad separated out.
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Improves CLIF dumping output.
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We were handing the intra-byte padding fine, but with a 24-bit address
(bottom 8 bits implied 0) we would end up off by 8 bytes in our shift,
impacting vc5's load/store general packets (all other packets we have had
<8 bits of padding).
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I've debugged two nasty errors now due to copy-and-pasting a bool type
when writing a uint field. Make sure I don't do that again.
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We don't set this field using the XML codegen, but this would help us
decode the right value in case of 16x (VG) oversampling.
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Fixes non-2D texturing.
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Reviewed-by: Dylan Baker <[email protected]>
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Fixes arb_color_buffer_float-clear
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This controls the RTs that get stored by the default resolved store, the
same way that the extended resolved store packet has a RT bitmask.
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The bit was missing from the spec, but it's there in the simulator. Fixes
the piglit clipflat test.
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The TF enable state appears to stick around until the next TF enable
packet is sent, so we only want to request TF when the shader is using it.
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I missed the "- 1" when reading the spec.
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I had misread the packet description: We always have a 32f depth, and a
separate u8 stencil.
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This lets us do index_bias and ARB_base_instance.
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We're going to need these for MSAA, and to use the generic per-tile list.
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These existed so I could unpack just the sub-id field to switch on in the
old manual CLIF dumper. The new codegen handles sub-id automatically, but
only if these stub packets aren't there with an implicit sub-id=0.
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