| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
As pointed out by Boris, what we were calling PAN_LINEAR depth textures
was in fact u-interleaved tiled (!), but we never noticed since we
flipped the flag used for sampling, leading to all sorts of fun bugs
when attempting to directly acess depth textures from the CPU. Which
begs the question -- if what we called LINEAR was tiled, how do we
actually render linear depth textures? It turns out the flags for AFBC
form a mali_block_format 2-bit code just like their render-target
counterparts, so we can render to any of the above.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reported-by: Boris Brezillon <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3393>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3393>
|
|
|
|
|
|
|
| |
Fixes abort in STK's shadow implementation.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
|
|
|
|
|
|
| |
We'll compute the size with the new scratchpad helpers.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
| |
The size of the scratchpad (as well as some tiler details) depend on the
contents of the batch, so we need to wait to defer filling out the FBD
until after all draws are queued.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
| |
Fixes: a24d6fbae60c ("meson: Add -Werror=gnu-empty-initializer to MSVC compat args")
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
To make PIPE_FORMATs usable from non-gallium parts of Mesa, I want to
move their helpers out of gallium. Since u_format used
util_copy_rect(), I moved that in there, too.
I've put it in a separate directory in util/ because it's a big chunk
of related code, and it's not clear to me whether we might want it as
a separate library from libmesa_util at some point.
Closes: #1905
Acked-by: Marek Olšák <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
| |
Right now, the BO API is spread over pan_{allocate,resource,screen}.h.
Let's move all BO related definitions to a separate header file.
Signed-off-by: Boris Brezillon <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
| |
So we can emit such jobs to a batch that's not currently bound to the
context.
Signed-off-by: Boris Brezillon <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
We need that if we want to upload transient buffers to a batch that's
not currently bound to the context, which in turn will be needed if we
want to relax the batch serialization we have right now (only flush
batches when we need to: on a flush request, or when one batch depends
on the result of other batches).
Signed-off-by: Boris Brezillon <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Rename panfrost_is_scanout() into panfrost_batch_is_scanout(), pass it
a batch instead of a context and move the code to pan_job.c.
With this in place, we can now test if a batch is targeting a scanout
FB even if this batch is not bound to the context.
Signed-off-by: Boris Brezillon <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
What we currently call a job is actually a batch containing several jobs
all attached to a rendering operation targeting a specific FBO.
Let's rename structs, functions, variables and fields to reflect this
fact.
Suggested-by: Alyssa Rosenzweig <[email protected]>
Signed-off-by: Boris Brezillon <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
| |
These tags need to match up with what's actually described by the MFBD,
so check this. Once this is checked, since the type and contents of the
FBD are obvious from printing above, there's no need to explicitly mark
off the framebuffer line.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
| |
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Fixes DATA_INVALID_FAULTs with multiple render targets.
We do always allocate space for 4 cbufs just to keep things sane. This
may not be strictly necessary.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
| |
It's a chicken bit, as far as I can tell. Buck buck.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This doesn't quite work yet, but it illustrates how MRT is implemented
in the MFBD: rt_count is set appropriately based on the number of render
targets, while additional render target descriptors are appended on with
an index variable in them (not quite decoded since there's some aspects
we don't understand there, but conceptually this should be right).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
| |
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Fixes a bunch of NULL dereferences, although it does cause GPU faults of
course.
This is caused by color buffers masked out in MRT, which we'll
eventually have to solve the right way... one thing at a time.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
| |
Z32F uses a dediacted float path. Z32F_S8 uses separate stencil planes
in the hardware, lowered via u_transfer_helper.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
| |
We don't know what this is, so let's not pretend we do.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
| |
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
| |
A bunch of these are from asserts not being compiled in 32-bit mode
(once Erik's ASSERTABLE stuff is merged, we'll want to switch).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Only Z24S8 is properly supported right now, so let's be careful. Fixes a
number of issues relating to improper Z/S handling. The most obvious is
depth buffers with incorrect strides, which manifests in truly bizarre
ways and can happen commonly with FBOs.
Fixes WebGL (Aquarium runs, etc).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
| |
$ astyle *.c *.h --style=linux -s8
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
| |
Rather than have random variables flying around and a long if-else
chain, use a switch. They're literally *designed* for this.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
| |
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
We add support for writing out (via a blend shader):
- RGBA4
- RGB10_A2_UNORM
- RGB10_A2_UINT
- RGB5_A1_UNORM
- R11G11B10_FLOAT
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
| |
We see that the render target itself turns out to be typeless
(surprise!)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
| |
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Eventually, this will allow packing clear colours for all formats,
including floating-point framebuffers, pure integer buffers, and special
formats. Currently, a few of these formats are supported, and many more
are handled through a generic Gallium colour packing path (which is not
a perfect fit for the hardware, but works for many formats and is a sane
default for the moment.)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
| |
We see the hardware doesn't actually support float framebuffers in the
native sense -- rather, it just allows higher bpp framebuffers and lets
a blend shader / additional clear_color fields sort out the formats.
This will be.. interesting.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
That's what most (all?) implementation seem to do, and my understanding
is that a BO is just a bunch of memory that can be used for anything GPU
related, not only texture/FB resources.
Let's move those meta data in panfrost_resource so we can use
panfrost_bo for all kind of memory allocation and make BO allocation
more consistent.
Signed-off-by: Boris Brezillon <[email protected]>
|
|
|
|
|
|
| |
Doesn't fully work yet, but better than crashing.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
| |
Fixes rendering to e.g. alpha textures.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
| |
This is similar to the AFBC merge; now all (non-imported) buffers use a
common backing buffer. Reenables checksumming, eliminating a performance
regression.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
| |
It doesn't make sense to try to render to multiple array elements at
once.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
| |
Allows for sharing some code as well as theoretically allowing cubemap
rendering.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Rather than tracking AFBC memory "specially", just use the same codepath
as linear and tiled. Less things to mess up, I figure. This allows us to
use the standard setup_slices() call with AFBC resources, allowing
mipmapped AFBC resources.
Unfortunately, we do have to disable AFBC (and checksumming) in the
meantime to avoid functional regressions, as we don't know _a priori_ if
we'll need to access a resource from software (which is not yet hooked
up with AFBC) and we don't yet have routines to switch the layout of a
BO at runtime.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
| |
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
| |
We already can sample from Mali's linear/tiled encoding (the one from
Utgard -- AFBC is mostly unrelated); let's be able to render to it as
well.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
| |
A mode for rendering tiled/uncompressed was noticed, so we reshuffle the
MFBD render target definitions to explicitly include block type.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
| |
In anticipation of more general mipmapping support, we implemented
support for rendering to linear mipmaps (a very simple case).
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
| |
To do so, we route some basic information through to the FBD creation
routines (currently just a binary toggle of "has draws?"). Eventually,
more refactoring will enable dynamic hierarchy mask selection, but right
now we do the most basic.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
| |
Previously known as the unk3 field.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The mesa/st flips the viewport, so we respect that rather than
trying to flip the framebuffer itself and ignoring the viewport and
using a messy heuristic.
However, this brings an underlying disagreement about the interpretation
of winding order to light. The blob uses a different strategy than Mesa
for handling viewport Y flipping, so the meanings of the winding order
bit are flipped for it. To keep things clean on our end, we rename to
explicitly use Gallium (rather than flipped OpenGL) conventions.
Fixes upside-down Xwayland/egl windows.
v2: Adjust lowering configuration to correctly flip gl_PointCoord.y and
gl_FragCoord.y. v1 was R-b'd by Tomeu, but then retracted due to these
regressions which are not fixed.
Suggested-by: Rob Clark <[email protected]>
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Sort-of-reviewed-by: Tomeu Vizoso <[email protected]>
|
|
|
|
| |
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This patch refactors a substantial amount of code in preparation for
mipmaps. In particular, we know have a correct slice abstraction based
on offsets; cpu/gpu are no longer arbitrary pointers. We additionally
shuffle around other code to accompany these changes and cleanup how
tiled textures are handled, while drawing some attention to the blit
code.
Mipmaps are still disabled at this point, as autogeneration is not yet
implemented; enabling as-is would cause regressions.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Handle buffers whose width is not aligned to 16px by padding the stride
and storing it accordingly.
This does not reject imports for images whose stride is not sufficiently
aligned.
v2: make sure bo->stride is set on imported buffers, and add missing
variable definition. (Tomeu)
Tested-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
|