| Commit message (Collapse) | Author | Age | Files | Lines |
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... to manage the LIBDRM*_CFLAGS. The former is the recommended approach
by the Android build system developers while the latter has been
depreciated for quite some time.
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 86919352e3da1c80409fdcb67c36f29a9687b7a9)
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The division is probably a holdover from the days when the fixed point
inline functions generated by headergen were broken.
Also reduce the maximum point size to 4092 (vs 4096), which is what the
blob does.
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
(cherry picked from commit 7fc5da8b9392042b5f8a989d2afa49ea1944f9a9)
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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]>
(cherry picked from commit 738c8319ac85b175994b35d1fdc4860e18184b93)
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Fix a3xx texture layer-size.
Signed-off-by: Rob Clark <[email protected]>
Cc: "10.4 10.5" <[email protected]>
(cherry picked from commit e92bc6b38e90339a394e95a562bcce35c3ee9696)
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For example if width were 65, the first slice would get 96 while the
second would get 32. However the hardware appears to expect the second
pitch to be 64, based on halving the 96 (and aligning up to 32).
This fixes texelFetch piglit tests on a3xx below a certain size. Going
higher they break again, but most likely due to unrelated reasons.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.5" <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
(cherry picked from commit 620e29b74821fd75b24495ab2bfddea53fc75350)
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We only program in one layer size per texture, so that means that all
levels must share one size. This makes the piglit test
bin/texelFetch fs sampler2DArray
have the same breakage as its non-array version instead of being
completely off, and makes
bin/ext_texture_array-gen-mipmap
start passing.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.5" <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
(cherry picked from commit 89b26d5a360ebde11a69f2cdefa66e4d6a2a13fd)
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Turns out there are scenarios where we need to insert mov's in "front"
of an input. Triggered by shaders like:
VERT
DCL IN[0]
DCL IN[1]
DCL OUT[0], POSITION
DCL OUT[1], GENERIC[9]
DCL SAMP[0]
DCL TEMP[0], LOCAL
0: MOV TEMP[0].xy, IN[1].xyyy
1: MOV TEMP[0].w, IN[1].wwww
2: TXF TEMP[0], TEMP[0], SAMP[0], 1D_ARRAY
3: MOV OUT[1], TEMP[0]
4: MOV OUT[0], IN[0]
5: END
Signed-off-by: Rob Clark <[email protected]>
(cherry picked from commit 27648efa2070e8db111908314d8b924d3717dbb0)
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We may not need this for later a4xx patchlevels, but we do at least need
this for patchlevel 0. Bypass bary.f for fetching varyings when flat
shading is needed (rather than configure via cmdstream). This requires
a special dummy bary.f w/ (ei) flag to signal to scheduler when all
varyings are consumed. And requires shader variants based on rasterizer
flatshade state to handle TGSI_INTERPOLATE_COLOR.
Signed-off-by: Rob Clark <[email protected]>
(cherry picked from commit e9f2abe349886ae5423c7c31d201e7d587a3695a)
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Scheduled basically the same as texture (cat5) instructions, using (sy)
flag for synchronization.
Signed-off-by: Rob Clark <[email protected]>
(cherry picked from commit 9d732d3125e1b39788a642a5723aeb54cb1983f3)
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I think there is at least one more sub-encoding, but these two should be
enough to cover the common load/store instructions.
Signed-off-by: Rob Clark <[email protected]>
(cherry picked from commit 20b50a071271e2caf8a4c3d4fd72f877af8a18d9)
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Signed-off-by: Rob Clark <[email protected]>
(cherry picked from commit dd70e786747f7e4800f4bba245373c5ffa3baeee)
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Signed-off-by: Rob Clark <[email protected]>
(cherry picked from commit c70097ae8655d84a900cb27d165ca59d66411e29)
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Fixes xonotic, some webgl stuff, and really pretty much anything with
more than 4 varyings.
Signed-off-by: Rob Clark <[email protected]>
(cherry picked from commit 51e335742e55d6725fd5c4558158769a32f70f22)
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Signed-off-by: Rob Clark <[email protected]>
(cherry picked from commit fb1301e40abbac1de973563cacd2c7f31aa6bb4f)
Conflicts:
src/gallium/drivers/freedreno/a3xx/a3xx.xml.h
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Signed-off-by: Rob Clark <[email protected]>
(cherry picked from commit bdf023482a6fd07adef090fb66a4aaaac22810fc)
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88883
Signed-off-by: Rob Clark <[email protected]>
(cherry picked from commit 68552266535747bad1eff34d856c43158398b9bf)
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Was resulting in gl_PointSize write being optimized out, causing
particle system type shaders to hang if hw binning enabled.
Fixes neverball, OGLES2ParticleSystem, etc.
Signed-off-by: Rob Clark <[email protected]>
(cherry picked from commit 60096ed906e5ebfdce41024c7af69f03b96dbe82)
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This fixes ARB_texture_query_levels to actually return the desired
value.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
Cc: "10.4 10.5" <[email protected]>
(cherry picked from commit cb3eb43ad690a7355429ba8dcd40120646c55b9c)
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
Cc: "10.4 10.5" <[email protected]>
(cherry picked from commit 8ac957a51c67fc095db9539df6482b9533b1d05c)
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Fixes: 1f3ca56b ("freedreno: use util_copy_framebuffer_state()")
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
Cc: "10.4 10.5" <[email protected]>
(cherry picked from commit f3dfe6513c26d1ce50b3b0fc830d4d8ff7f6b922)
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Resolving a multisampled depth texture into
a single sampled texture is supported on >= SM4.1
hw. It is possible some previous hw support it.
The ability was tested on radeonsi and nvc0.
Apparently is is also supported for radeon >= r700.
This patch adds the MULTISAMPLE_Z_RESOLVE cap and
add it to the drivers. It is advertised for drivers
for which it is sure the ability is supported.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This limits the style changes to modes inherited from prog-mode. The
main reason to do this is to avoid setting fill-column for people
using Emacs to edit commit messages because 78 characters is too many
to make it wrap properly in git log. Note that makefile-mode also
inherits from prog-mode so the fill column should continue to apply
there.
v2: Apply to all the .dir-locals.el files, not just the one in the
root directory.
Acked-by: Michel Dänzer <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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If, for example, only the x/y/w components of in.xyzw are actually used,
we still need to have a group of four registers and assign all four
components. The hardware can't write in.xy and in.w to discontiguous
registers. To handle this, pad with a dummy NOP instruction, to keep
the neighbor chain contiguous.
This fixes a problem noticed with firefox OMTC.
Signed-off-by: Rob Clark <[email protected]>
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We can't (or don't know how to) turn this off. But it can end up being
stored to a higher reg # than what the shader uses, leading to
corruption.
Also we currently aren't clever enough to turn off frag_coord/frag_face
if the input is dead-code, so just fixup max_reg/max_half_reg. Re-org
this a bit so both vp and fp reg footprint fixup are called by a common
fxn used also by ir3_cmdline. Also add a few more output lines for
ir3_cmdline to make it easier to see what is going on.
Signed-off-by: Rob Clark <[email protected]>
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Handle TEMP[ADDR[]] src registers by generating a fanin to group array
elements, similarly to how texture fetch instructions work.
NOTE:
For all the scalar instructions generated for a single tgsi vector
operation which uses an array src (or possibly even uses the same array
as multiple srcs), re-use the same fanin node. Since a vector operation
operates on all components at the same time, it should never see more
than one version of the same array.
Signed-off-by: Rob Clark <[email protected]>
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To use fanin's to group registers in an array, we can potentially have a
much larger array of registers. Rather than continuing to bump up the
array size, just make it dynamically allocated when the instruction is
created.
Signed-off-by: Rob Clark <[email protected]>
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Group inputs/outputs, in addition to fanin/fanout, as they must also
exist in sequential scalar registers. This lets us simplify RA by
working in terms of neighbor groups.
NOTE: has the slight problem that it can't optimize out mov's for things
like:
MOV OUT[n], IN[m]
To avoid this, instead of trying to figure out what mov's we can
eliminate, we first remove all mov's prior to grouping, and then
re-insert mov's as needed while grouping inputs/outputs/fanins.
Eventually we'd prefer the frontend to not insert extra mov's in the
first place (so we don't have to bother removing them). This is the
plan for an eventual NIR based frontend, so separate out the instr
grouping (which will still be needed for NIR frontend) from the mov
elimination (which won't).
Signed-off-by: Rob Clark <[email protected]>
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For temp arrays, a 32bit mask won't be sufficient.. but otoh we don't
need to support an arbitrary mask. So for this case use a simple size
field rather than a bitmask.
Signed-off-by: Rob Clark <[email protected]>
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Slight bit of refactoring that will be needed for indirect gpr
addressing (TEMP[ADDR[]]).
Signed-off-by: Rob Clark <[email protected]>
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Unnecessary and overly complicated. And gets in the way for temp arrays
(TEMP[ADDR[]]).
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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We probably could be more clever elsewhere and mask out components that
are not used. But either way, legalize should realize that there is
also a write-after-write hazard with texture sample instructions.
Signed-off-by: Rob Clark <[email protected]>
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Old compiler doesn't have ir3_block's.. so we need a special path. This
hack can be dropped when ir3_compiler_old is retired.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Some compile time RA debug
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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trans_kill() only handles the single opcode. Drop the remnant of a time
when both KILL and KILL_IF were handled by the same fxn.
Signed-off-by: Rob Clark <[email protected]>
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Standalone compiler doesn't have screen or context. We need to come up
with a better way to control the target arch (ie. something that we can
control from cmdline w/ standalone compiler) but for now this hack keeps
it from segfault'ing.
Signed-off-by: Rob Clark <[email protected]>
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Plus a new PIPE_CAP_VERTEXID_NOBASE query. The idea is that drivers not
supporting vertex ids with base vertex offset applied (so, only support
d3d10-style vertex ids) will get such a d3d10-style vertex id instead -
with the caveat they'll also need to handle the basevertex system value
too (this follows what core mesa already does).
Additionally, this is also useful for other state trackers (for instance
llvmpipe / draw right now implement the d3d10 behavior on purpose, but
with different semantics it can just do both).
Doesn't do anything yet.
And fix up the docs wrt similar values.
v2: incorporate feedback from Brian and others, better names, better docs.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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A bunch of open-coded 'gpu_id > 300's seems like it will eventually
cause problems with future generations. There were already a few minor
problems with caps for features that still need additional work on a4xx.
Signed-off-by: Rob Clark <[email protected]>
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Rather than duplicating this everywhere. Especially as on a4xx the
layout of layers and levels differs based on texture type.
Signed-off-by: Rob Clark <[email protected]>
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Android builds Mesa from git, so there don't need to be in the tarball.
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