| Commit message (Collapse) | Author | Age | Files | Lines |
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This is no longer actively maintained and is just
accumulating bitrot.
Signed-off-by: Edward O'Callaghan <[email protected]>
Acked-by: Chia-I Wu <[email protected]>
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Replace pipe_format by gen_surface_format in ilo_image. Change how depth
format is specified in ilo_state_zs.
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Since the addition of ilo_vma, it was used only to pad a bo for sampling
engine surfaces. Replace it entirely with these functions
ilo_state_surface_buffer_size()
ilo_state_vertex_buffer_size()
ilo_state_index_buffer_size()
ilo_state_sol_buffer_size()
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This cleans up the code a bit and makes ilo_state_vector_resource_renamed()
simpler and more robust. It also allows a single bo to back mulitple VMAs.
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It replaces ilo_texture_can_enable_hiz().
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Improve docs, rename struct fields, and reorder walk types. No real changes.
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Rename the original ilo_buffer to ilo_buffer_resource to avoid name conflict.
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We want to work with ilo_image instead of ilo_texture in core.
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Move files and s/layout/image/.
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Add a new subdirectory and start moving files that do not depend on
ilo_screen/ilo_context to it.
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Embed an ilo_layout in ilo_texture, and remove now duplicated members.
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We will need it in the following commit.
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s/alloc_bo/rename_bo/ as that is what the functions do. Simplify bo
allocation and move the complexity to bo renaming.
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We want to know the exact sizes of the BOs, and the driver has the knowledge
to do so. Refactoring of the resource allocation code is needed though.
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The only alloc flag is INTEL_ALLOC_FOR_RENDER, which can as well be expressed
by specifying the initial write domain. The change makes it obvious that we
failed to set INTEL_ALLOC_FOR_RENDER in several places.
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It is needed for 3DSTATE_CLEAR_PARAMS, and can also be used to track what
value the slice has been cleared to.
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Improve comments for the flags, and explicitly separate their uses in slice
flags and resolve flags.
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We need to disable HiZ for non-8x4 aligned levels, except for level 0, layer
0. For the very first layer we can adjust Width and Height fields of
3DSTATE_DEPTH_BUFFER to make it aligned.
Specifically, add ILO_TEXTURE_HIZ and set the flag only for properly aligned
levels. ilo_texture_can_enable_hiz() is updated to check for the flag.
In tex_layout_validate(), align the depth bo to 8x4 so that we can adjust
Width/Height of 3DSTATE_DEPTH_BUFFER without introducing out-of-bound access.
Finally in rectlist blitter, add the ability to adjust 3DSTATE_DEPTH_BUFFER.
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Add ilo_texture_can_enable_hiz and replace all checks for tex->hiz.bo by calls
to ilo_texture_can_enable_hiz().
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Call ilo_texture_get_slice() for the last slice so that we can get rid of the
duplicated assert().
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The flags are used to mark who (CPU, BLT, or RENDER) has accessed the resource
and how (READ or WRITE).
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Rename ilo_texture::slice_offsets to ilo_texture::slices and add an accessor,
ilo_texture_get_slice().
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Add tex_create_hiz() to create HiZ bo. It is not really called yet.
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For allocations, we need to support stencil-only and separate stencil
resources. For mapping, we need to support software tiling and
packing/unpacking for separate stencil resources.
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Always return a tile-aligned offset. Also fix for W tiling.
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Use ilo_buffer for buffer resources and ilo_texture for texture resources. A
major cleanup is necessitated by the separation.
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In preparation for the introduction of ilo_buffer.
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Resource mapping is distinct from resource allocation, and is going to get
more and more complex. Move the related functions to a new file to make the
separation clear.
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For separate stencil buffer or formats not supported natively, the real format
of the bo may differ from that requested.
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As we do not advertise MSAA support, this change should not make any
difference yet.
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There is no reason to waste the memory when the HW can support compact array
spacing (ARYSPC_LOD0).
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GEN6 GPE (Graphics Processing Engine) is a low-level interface to emit 3D
commands and states.
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This commit adds some boilerplate code. The header files found under include/
are copied from i965.
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