| Commit message (Collapse) | Author | Age | Files | Lines |
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Matt Turner noticed that the hardware has always had a MIN
instruction, but the driver always used MAX+MOV for no
apparent reason.
This should cut an instruction, and a temporary, allowing
more programs to run in hardware.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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v2: add alignment restrictions to docs, fix indentation in headers
Reviewed-by: Christian König <[email protected]>
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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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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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Android builds Mesa from git, so there don't need to be in the tarball.
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See commits 5067506e and b6109de3 for the Coccinelle script.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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These don't work out of the box, need more work, maybe with a proxy
format?
Signed-off-by: Stéphane Marchesin <[email protected]>
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Now that we have the transfers working, we can re-add those formats.
Signed-off-by: Stéphane Marchesin <[email protected]>
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Now that we have NPOT support for u_blitter, there is no reason to
limit this any longer.
Signed-off-by: Stéphane Marchesin <[email protected]>
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This creates a usable layout for all NPOT textures. Of course these
still have lots of limitations, but at least we can render to a
level.
Signed-off-by: Stéphane Marchesin <[email protected]>
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Signed-off-by: Stéphane Marchesin <[email protected]>
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Signed-off-by: Stéphane Marchesin <[email protected]>
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For NPOT texture layouts, we want to be able to access texture levels
other than 0 directly. Since the hw doesn't support that, We do it by
adding the offset directly.
Signed-off-by: Stéphane Marchesin <[email protected]>
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This happens with glsl-convolution-1, where we have 64 constants. This
doesn't make the test pass (we don't have 64 constants anyway, only
32) but this prevents it from crashing.
Signed-off-by: Stéphane Marchesin <[email protected]>
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This is an array of temp registers, so use I915_MAX_TEMPORARY for the size.
Signed-off-by: Stéphane Marchesin <[email protected]>
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See 546d6c8d for the corresponding fix in freedreno.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Stephane Marchesin <[email protected]>
Cc: "10.3" <[email protected]>
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In preparation of ARB_clip_control. Let the driver decide if
it supports pipe_rasterizer_state::clip_halfz being set to true.
v3:
Initially enable on ilo.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]
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With 5 shader stages and various combinations of enabled and disabled shaders,
the maximum number of outputs in one shader doesn't have to be equal to
the maximum number of inputs in the following shader.
v2: return 32 for softpipe and llvmpipe
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Rather than duplicating the libdeps, extra define... all over the
targets, define them only once and use when applicable.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
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This allows a sampler view to have a different texture target than the
underlying resource. This will be used to implement the type casting
between 2d arrays and cube maps as specified in ARB_texture_view.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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- include all headers in Makefile.sources
- sort the list(s)
- bundle the android buildscript & TODO
Cc: Stephane Marchesin <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Tobias Klausmann <[email protected]>
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Implementation based on the classic driver with the following
changes:
- Use auxiliarry function os_get_total_physical_memory to get the
total amount of memory.
- Move the libdrm_intel specific get_aperture_size to the winsys.
Cc: Chia-I Wu <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Implementation based on the classic driver with the following
changes:
- Use auxiliarry function os_get_total_physical_memory to get the
total amount of memory.
- Move the libdrm_intel specific get_aperture_size to the winsys.
Cc: Stephane Marchesin <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]> (v1)
Reviewed-by: Roland Scheidegger <[email protected]> (v1)
v2: Reuse opcode gaps as suggested by Marek
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This limit is fixed in Mesa core and cannot be changed.
It only affects ARB_vertex_program and ARB_fragment_program.
The minimum value for ARB_vertex_program is 1 according to the spec.
The maximum value for ARB_vertex_program is limited to 1 by Mesa core.
The value should be zero for ARB_fragment_program, because it doesn't
support ARL.
Finally, drivers shouldn't mess with these values arbitrarily.
Reviewed-by: Ilia Mirkin <[email protected]>
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This new name isn't so confusing.
I also changed the gallivm limit, because it looked wrong.
Reviewed-by: Brian Paul <[email protected]>
v2: use sizeof(float[4])
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Now that this cap is used to determine the availability of both, adjust
its name to reflect the new reality.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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v2:
Added comments to util_draw_indirect, clarified and fixed map size.
Removed unlikely().
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Leftover from commit c21fca8bf24.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jakob Bornecrantz <[email protected]>
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They don't seem to work 100%, I need to investigate but in the
meantime let's remove them.
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Marek v2: add a cap
Signed-off-by: Marek Olšák <[email protected]>
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This fixes a few issues with it, also cleans up the code.
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This broke when I separated declarations/shader.
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i915g's npot support is incomplete, so let's not use it for copies.
This fixes a bunch of piglit tests.
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We can handle depth, luminance,... copies by simply replacing the
format with a known format of the same bpp.
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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util_color often merely represents a collection of bytes, however it is
inconvenient if those bytes can only be accessed as floats/doubles for int
formats exceeding 32bits.
(Note that since rgba8 formats use one uint, not 4 bytes, hence the byte and
short member were left as is.)
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Defaults to providing the same offsets as MIN/MAX_TEXEL_OFFSET. For
nvc0, the offset can be -32/31.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This opcode provide support for GL_ARB_texture_query_lod,
Signed-off-by: Dave Airlie <[email protected]>
[imirkin: rebase, docs update]
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This adds a gallium cap that allows us to fake GL3.0 by
not exposing MSAA on sw rendering.
It also forces the extra extensions needed for GL3.2.
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
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This adds support to gallium for a TG4 instruction,
and two CAPs. The first CAP is required for GL_ARB_texture_gather.
The second CAP is required to expose GL_ARB_gpu_shader5.
However so far we haven't found any hardware that natively
exposes the textureGatherOffsets feature from GL, so just
lower it for now. If hardware appears for this we can add
another CAP to allow TG4 to take 4 offsets.
v2: add component selection src and a cap to say
hw can do it. (st can use to help control
GL_ARB_gpu_shader5/GLSL 4.00). Add docs.
v3: rename to SM5, add docs.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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