| Commit message (Collapse) | Author | Age | Files | Lines |
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Instead of trusting the caller to already have created a softfp64
function shader and added all its functions to our shader, we simply
take the softfp64 shader as an argument and do the function inlining
ouselves. This means that there's no more nasty functions lying around
that the caller needs to worry about cleaning up.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Patch fixes iris build on Android.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Additional VERTEX_ELEMENT_STATE are used to store basevertex and
baseinstance and drawid updating the DWordLength of the
3DSTATE_VERTEX_ELEMENTS command.
This passes all piglit tests for spec.*draw_parameters.* tests
and VK-GL-CTS KHR-GL45.shader_draw_parameters_tests.* tests.
Now we only mark a dirty_update when parameters are changed or
when we have an indirect draw.
We enable PIPE_CAP_DRAW_PARAMETERS on Iris.
There is no edge flag support in the Vertex Elements setup.
Reviewed-by: Kenneth Graunke <[email protected]>
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Just a few minor style things.
Reviewed-by: Jordan Justen <[email protected]>
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I was converting them at pipe_surface creation time, but not when
answering queries about whether formats support rendering. This caused
a lot of FBO incomplete errors for formats that ought to be supported.
Fixes "Child of Light", which uses PIPE_FORMAT_R8G8B8X8_UNORM_SRGB.
Also fixes Witcher 1 using wined3d (GL) according to Timur Kristóf.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109738
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GLSL doesn't expose RGB/RGBX image formats, so this isn't needed.
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Ref: f1374805a86 "drm-uapi: use local files, not system libdrm"
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Sagar Ghuge <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This reverts commit cd0ced49e7957182d23e21657445b720184ea425.
It breaks glxgears rendering.
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This is needed for gen_clflush.h intrinsics to work on 32-bit builds.
i965 and anv both set these, and iris needs to as well.
Tested-by: Mark Janes <[email protected]>
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This currently regresses KHR-GL4x.compute_shader.resource-texture,
but that's a pre-existing bug (https://bugs.freedesktop.org/109113)
which should be fixed up once we have fast clear support.
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If we change the aux state for a given resource, we need to re-emit the
binding table pointers for any stage that has such resource bound. Since
we don't track that, flag IRIS_ALL_DIRTY_BINDINGS and emit all of them.
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If iris_resource_get_handle() gets called without a context, we can't
resolve the resource. Hopefully it shouldn't be compressed anyway, so
let's just add an assert to ensure it's correct.
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Otherwise we could leak the aux state map or the aux BO.
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CCS_E can fall back to CCS_D with incompatible format views
CCS_D is pretty useless without fast clears and we may as well use NONE,
but we're surely going to hook those up at some point, so may as well
just go ahead and do it now...
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Also needed to add gen information to KEY_INIT.
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Buffers don't have ISL surfaces, and this can get us into trouble.
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But without fast clears or HiZ per-level tracking just yet.
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Signed-off-by: Jordan Justen <[email protected]>
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We can safely assume that the given resource is depth, depth/stencil,
or stencil already. The stencil-only case is easily detectable with
a single format check, and all other cases are handled identically.
This saves some CPU overhead.
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This just moves the code for dealing with pipe_shader_state /
pipe_compute_state / iris_uncompiled_shader to the end of the file.
Now that those do precompiles, they want to call the actual compile
functions. Putting them at the end eliminates the need for a bunch
of prototypes.
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v2 (Kenneth Graunke): split color/depthstencil cases, fix iris_clear
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