| Commit message (Collapse) | Author | Age | Files | Lines |
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I started seeing a lot of situations on nv30 where fence emission
wouldn't fit into the previous buffer (causing assertions). This ensures
that whenever checking for space, we always leave a bit of extra room
for the fence emission commands. Adjusts the nv30 and nvc0 fence
emission logic to bypass the space checking as well.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Reviewed-by: Samuel Pitoiset <[email protected]>
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It seems like things are either coming in slighly wrong, or perhaps
uploaded incorrectly, but either way passing them through the translate
module seems to fix everything. Eventually we should figure out what's
going wrong and fix it "for real", but this should do for now.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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This puts us in line with what the DDX/DRI2 st are expecting. It also
happens to work... no idea why, but seems better to have it work than to
ask lots of questions.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Required by ARB_sample_shading for drivers that don't want a shader variant
in st/mesa.
Reviewed-by: Ilia Mirkin <[email protected]>
Acked-by: Roland Scheidegger <[email protected]>
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The bo will often come from a slab in which case it doesn't matter. But
for larger allocations this will be in its own bo, and we have to make
sure to wait until it's no longer used in order for it to be freed.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Tested-by: Marcin Ślusarz <[email protected]>
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If there is an unflushed fence on the bo, then the resource may still be
used in commands built up in the local pushbuf. Flushing can cause all
sorts of unwanted effects, so just free the bo when the relevant fence
is hit.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Tested-by: Marcin Ślusarz <[email protected]>
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Deleting a buffer does not flush the command stream. Make sure that we
wait for the copies to finish before deleting the temporary bo.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Tested-by: Marcin Ślusarz <[email protected]>
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This fixes the newly-added arb_texture_buffer_object-bufferstorage
piglit test.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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When updating texture buffers, we might end up replacing the whole
buffer. Check that the tic address matches the resource address, and if
not, update the tic and reupload it.
This fixes:
arb_direct_state_access-texture-buffer
arb_texture_buffer_object-data-sync
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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This is what the hardware supports, there never was any sort of 64K
limit.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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Curiously this has no actual effect. I think it's because the first 8
textures are bound in multiple slots for some reason. However seems
prudent to use these the same way as regular texturing, esp in the case
where there are more than 8 textures bound.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91551
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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This can come up if the target register number is > 63, which is fairly
rare.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91551
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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It is advantageous to use r63 instead of r127 since r63 can fit into the
shorter encoding. However if we've RA'd over 63 registers, we must use
r127 as the replacement instead.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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Unfortunately nv50_ir phi nodes aren't directly connected to the CFG, so
the mapping between source and the actual BB is by inbound edge order.
So when manipulating edges one has to be extremely careful. We were
insufficiently careful when splitting critical edges which resulted in
the phi nodes being confused as to where their sources were coming from.
This primarily manifests itself with the TXL-lowering logic on nv50,
when it is inside of a conditional. I've been unable to trigger the
issue anywhere else so far. This resolves rendering failures
in a number of games like Two Worlds 2, Trine: Enchanted Edition, Trine 2,
XCOM:Enemy Unknown, Stacking. It also improves the situation in
Hearthstone, Sonic Generations, and The Raven: Legacy of a Master Thief.
However more work needs to be done there (splitting a lot more edges
solves it, so it's some other sort of RA-related issue).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90887
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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Something is wrong with the support somewhere. I couldn't get the blob
driver to use it either, although it happily used RGB5_A1.
teximage-colors works, but WoW seems to fail in the menus for drawing
text.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91526
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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CB updates to bound buffers need to go through the CB_DATA endpoints,
otherwise the shader may not notice that the updates happened.
Furthermore, these updates have to go in to the same address as the
bound buffer, otherwise, again, the shader may not notice updates.
So we keep track of all the places where a constbuf is bound, and
iterate over all of them when updating data. If a binding is found that
encompasses the region to be updated, then we use the settings of that
binding for the upload. Otherwise we upload as a regular data update.
This fixes piglit 'arb_uniform_buffer_object-rendering offset' as well
as blurriness in Witcher2.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91890
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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Some modern apps try to use msaa without keeping in mind the
restrictions on videomem of older cards. Resulting in dmesg saying:
[ 1197.850642] nouveau E[soffice.bin[3785]] fail ttm_validate
[ 1197.850648] nouveau E[soffice.bin[3785]] validating bo list
[ 1197.850654] nouveau E[soffice.bin[3785]] validate: -12
Because we are running out of video memory, after which the program
using the msaa visual freezes, and eventually the entire system freezes.
To work around this we do not allow msaa visauls by default and allow
the user to override this via NV30_MAX_MSAA.
Signed-off-by: Hans de Goede <[email protected]>
[imirkin: move env var lookup to screen so that it's only done once]
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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We do not have a generic blitter on nv3x cards, so we must use the
sifm object for color resolving.
This commit divides the sources and dest surfaces in to tiles which
match the constraints of the sifm object, so that color resolving
will work properly on nv3x cards.
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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Otherwise the android build fails with
error : unable to find string literal operator ‘operator"" PRIx64’
There are several resources referring to the problem, which is related
to c++11, in our case used when building mesa for lollipop.
http://comments.gmane.org/gmane.comp.graphics.opensg.user/5883
I've not investigated all the semantics, some people even suggested a
bug in the gcc compiler,
I just saw the building error was solved with one little space for
lollipop and no side effect when c+11 not used.
v2: [Emil Velikov] add an alternative commit message from Mauro.
Cc: 11.0 <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Indications are that if the colormask indicates a single bit set on
fermi, that value will always be read from $r0 instead of a potentially
higher register (if e.g. green is set). Not to upset the counting logic,
always set the header up with a full color mask for each RT. Such a
situation can basically only ever happen with generated blit shaders.
Fixes the following piglit on Fermi (Kepler is unaffected):
fbo-stencil blit GL_DEPTH32F_STENCIL8
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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The sifm object has a limit of 1024x1024 for its input size and 2048x2048
for its output. The code checking this was trying to be clever resulting
in it seeing a surface of e.g 1024x256 being outside of the input size
limit.
This commit fixes this.
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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The hardware only generates vertexid when vertices come from a VBO. This
fixes:
vertexid-drawelements
vertexid-drawarrays
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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The index buffer is fed in inline over a pushbuf. It's not related to
vertices or any caching that might be done on them.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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There is nothing to be done on a dirty idxbuf, but the bo may have
changed, so we have to rebind it to the bufctx.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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The stride was being set to 0, which is illegal (and also non-sensical).
Also we must wait for the buffer to become available for reading as
otherwise a wrong value may be prefetched. Since we must wait for the
buffer anyways, and it's mapped and in GART, we may as well avoid the
annoyance of the indirect pushbuf submit.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Note this is not ideal. Since the sifm can only do source sizes upto
1024x1024 we end up using the blitter on nv4x, which is not that fast.
And on nv3x we end up using the cpu which is really slow.
Cc: "10.6 11.0" <[email protected]>
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Scanout buffers on nv30 must always be non-swizzled and have special
width alignment constraints.
These constrains have been taken from the xf86-video-nouveau
src/nv_accel_common.c: nouveau_allocate_surface() function.
nouveau_allocate_surface() applies these width constraints only when a
tiled attribute is set, which it sets for all surfaces allocated via
dri, and this "tiling" is not the same as swizzling, scanout surfaces
must be linear / have a uniform_pitch or only complete garbage is shown.
This commit fixes dri3 on nv30 showing a garbled display, with dri3 the
scanout buffers are allocated by mesa, rather then by the ddx, and the
wrong stride of these buffers was causing the garbled display.
Cc: "10.6 11.0" <[email protected]>
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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According to NVIDIA, local performance counters (MP) are prefixed
with SM, while global performance counters (PCOUNTER) are called PM.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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This allows creating compute-only and debug contexts.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Christian König <[email protected]>
Acked-by: Alex Deucher <[email protected]>
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This fixes bin/ext_framebuffer_multisample-formats all_samples
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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Same as commit 1af0641db but for nvc0. If an integer texture is
bound to RT0, don't do alpha-to-one or alpha-to-coverage.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Due to a quirk in how the nv50 opt passes run, the algebraic
optimization that looks for these BFE's happens before the constant
folding pass. Rearranging these passes isn't a great idea, but this is
easy enough to fix. Allows a following cvt to eliminate the bfe in
certain situations.
Signed-off-by: Ilia Mirkin <[email protected]>
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[imirkin: handle more type combinations, use macro]
Signed-off-by: Ilia Mirkin <[email protected]>
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This happens with unpackSnorm lowering. There's yet another
bitfield-extract behind it, but there's too much variation to be worth
cutting through.
Signed-off-by: Ilia Mirkin <[email protected]>
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unpackUnorm* lowering doesn't AND the high byte/word as it's
unnecessary. Detect that situation as well.
Signed-off-by: Ilia Mirkin <[email protected]>
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Some Unigine shaders have been observed to unpack bytes out of 32-bit
integers and convert them to floats. I2F/I2I can handle this sort of
thing directly. Detect the handleable situations.
This misses 16-bit word capabilities in nv50, but I haven't seen shaders
that would actually make use of that.
Signed-off-by: Ilia Mirkin <[email protected]>
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Some shaders appear to extract bits using shift/and combos. Detect
(some) of those and convert to EXTBF instead.
Signed-off-by: Ilia Mirkin <[email protected]>
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If build with C++11 standard, use std::unordered_set.
Otherwise if build on old Android version with stlport,
use std::tr1::unordered_set with a wrapper class.
Otherwise use std::tr1::unordered_set.
Signed-off-by: Chih-Wei Huang <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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