| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
| |
This updates a3xx/a4xx/a5xx to fix the fetchsize to "PITCHALIGN" (called
"MINLINEOFFSET" by the a3xx docs), and some simplifications to make things
more like a6xx. Also similar simplifications for a2xx layout code.
The pitch can always be determined using a simple calculation from the base
level pitch, so don't pre-calculate a pitch for each mipmap level.
Signed-off-by: Jonathan Marek <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5796>
|
|
|
|
|
| |
Signed-off-by: Jonathan Marek <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5796>
|
|
|
|
|
|
|
|
|
|
|
| |
Back in a2xx, HW pitches were in pixels, so storing that was reasonable.
Ever since then, the HW wants pitches in bytes, and we have only one
instance of using pitch in pixels in the code (a3xx sysmem path).
Flip things around so that only a2xx has to worry about the cpp for
looking at pitches.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4558>
|
|
|
|
|
|
|
|
|
|
|
|
| |
The slices table and most of the other layout fields in the
freedreno_resource moves into fdl_layout.
v2: Changes by anholt to not have duplicate fields, which was introducing
a surprising behavior change in resource layout (using the
level_linear helper before the setup of the shadowed fields)
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
| |
This gets the worst of the sed required for shared resource layout out of
the way. The texture layout comment is dropped now that we're referencing
the shared header, which has a more complete description.
Acked-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
| |
This will make it easier to extract the slice table out into a layout
helper.
Acked-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
To make PIPE_FORMATs usable from non-gallium parts of Mesa, I want to
move their helpers out of gallium. Since u_format used
util_copy_rect(), I moved that in there, too.
I've put it in a separate directory in util/ because it's a big chunk
of related code, and it's not clear to me whether we might want it as
a separate library from libmesa_util at some point.
Closes: #1905
Acked-by: Marek Olšák <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This is based on the fix I used for the same problem on V3D. In this
case, it fixes all but the the
dEQP-GLES2.functional.texture.filtering.2d.*_npot cases of
dEQP-GLES2.functional.texture.filtering.2d.*'s failures.
Acked-by: Rob Clark <[email protected]>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
These are not necessary because the corresponding settings are set via
the .dir-locals.el file anyway. Most of them were missing a ‘:’ after
“tab-width” which was making Emacs display an annoying warning
whenever you open the file.
This patch was made with:
sed -ri '/-\*- mode:/,/^$/d' \
$(find src/gallium/{drivers,winsys} -name \*.\[ch\] \
-exec grep -l -- '-\*- mode:' {} \+)
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
v1 → v2:
- Fixed indentation (noted by Brian Paul)
- Removed second assert from nouveau's switch statements (suggested by
Brian Paul)
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This is required by OpenGL. Our hardware supports this.
Example: Bind RGBA32F with offset = 4 bytes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97305
Acked-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
src/gallium/tests/trivial/compute.c expects samplers to be cleaned
when the samplers list is NULL.
Like in radeon, the function behave like when the number of samplers
parameter is set to 0.
[small s/hwsco/hwcso/ typo fix]
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The main issue is that the current logic looked into cso->u.tex, which
is the wrong side of the union to look into for texture buffers. While I
was at it, it was easy enough to add the logic to handle offsets
(first_element).
- reduce texture buffer size limit (determined experimentally)
- don't look at first/last levels, instead look at first/last element
- include the first element offset
- set offset alignment to 16 (determined experimentally)
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Also throw in LATC while we're at it (same exact format). This could be
made more efficient by keeping a shadow compressed texture to use for
returning at map time. However... it's not worth it for now...
presumably compressed textures are not updated often.
Lastly fix up Z32S8 transfers to non-0 layers.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
| |
This only appears in cubemaps which have have packed layers, so are very
sensitive to any layout disagreement between sw and hw.
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
| |
The default is to enable seamless cubemap filtering, but there's a bit
to turn it off.
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Basic texture buffer support. Should be straightforward to add first/
last_element support. And with a bit of work in ir3 emulate larger
texture buffer sizes. But this seems to be enough for stk gl31 render
paths.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
| |
We get this information from NIR (which gets it from sview decl in tgsi
when translating from tgsi), so no need to maintain shader variants for
this.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
| |
pipe_sampler_view already contains a texture, remove the redundant
tex_resource member which pointed at the same thing.
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The SZ2 field contains the layer size of a lower miplevel. It only
contains 4 bits, which limits the maximum layer size it can describe. In
situations where the next miplevel would be too big, the hardware
appears to keep minifying the size until it hits one of that size.
Unfortunately the hardware's ideas about sizes can differ from
freedreno's which can still lead to issues. Minimize those by stopping
to minify as soon as possible.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.5" <[email protected]>
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
| |
We need to produce a u32 destination type on integer sampling
instructions, so keep that in a shader key set based on the
currently-bound textures.
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
| |
All the "util" helpers are actually format-related
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Keep the existing function as a common helper. But this lets us move an
a2xx specific hack out of common code. And the PIPE_TEX_WRAP_CLAMP
emulation will require an a3xx specific hack. So rather than piling on
hacks, split this out.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Still some open questions.. and at any rate, no additional piglit passes
due to various wrap modes that we need to emulate in at least some
cases :-(
But it does fix some mystery page-faults.. So add some comments in the
code where there are things that we need to emulate or do more r/e, and
push as-is.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
| |
Fixes some assumptions about first_level being zero.
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
|
| |
That was easy. Turns out it is just a matter of setting one bit.
Enable sampling from sRGB texture, and therefore enable GL 2.1 :-)
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
| |
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
| |
Stop hard coding bits that indicate texture type (2d/3d/cube/etc).
Signed-off-by: Rob Clark <[email protected]>
|
|
The adreno a3xx GPU is found in newer snapdragon devices, such as the
nexus4. The a3xx is GLESv3 and OpenCL capable, although that is not
enabled yet in gallium.
Compared to a2xx, it introduces an entirely new unified shader ISA, and
re-shuffles all or nearly all of the registers. The good news is that
(for the most part) the registers are more orthogonal, not combining
unrelated state in a single register. And that there is a lot more
flexibility, so we don't need to patch and re-emit the shader like we
did on a2xx.
The shader compiler is currently quite dumb, there would be a lot of
room for improvement with an optimizing pass. Despite that, with the
a320 in my nexus4 it seems to be ~2-3x faster compared to the a220 in my
HP touchpad.
Signed-off-by: Rob Clark <[email protected]>
|