| Commit message (Collapse) | Author | Age | Files | Lines |
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This implements GLSL disk shader caching for the R300-R500 series of AMD GPUs.
Signed-off-by: Rui Salvaterra <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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v1: Fix skipped slab allocators and the buffer cache.
v2: Use only 1 domain for texture allocation
v3: Added flag for the create_fence call too
Based on Marek v1 and v2 proposed fixes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=1107812.patch
Cc: 19.1 <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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TGSI's FBFETCH instruction currently only supports reading from a single
render target, but NIR intrinsics can support multiple render targets.
radeonsi can only support fetching from RT 0, but other drivers may be
able to support fetching from any render target.
To express this, this patch renames PIPE_CAP_TGSI_FS_FBFETCH to simply
PIPE_CAP_FBFETCH, and converts it from a boolean "is FBFETCH supported?"
to an integer number of render targets which can be fetched.
Reviewed-by: Marek Olšák <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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The _LEVELS assumes that the max is always power of two. For V3D 4.2, we
can support up to 7680 non-power-of-two MSAA textures, which will let X11
support dual 4k displays on newer hardware.
Reviewed-by: Marek Olšák <[email protected]>
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One special case, `src/util/xmlpool/.gitignore` is not entirely deleted,
as `xmlpool.pot` still gets generated (eg. by `ninja xmlpool-pot`).
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Matt Turner <[email protected]>
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Some NVIDIA hardware can accept 128 fragment shader input components,
but only have up to 124 varying-interpolated input components. We add a
new cap to express this cleanly. For most drivers, this will have the
same value as PIPE_SHADER_CAP_MAX_INPUTS for the fragment shader.
Fixes KHR-GL45.limits.max_fragment_input_components
Signed-off-by: Karol Herbst <[email protected]>
[imirkin: rebased, improved docs/commit message]
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: 19.0 <[email protected]>
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Acked-by: Christian König <[email protected]>
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Meson test has a concepts of suites, which allow tests to be grouped
together. This allows for a subtest of tests to be run only (say only
the tests for nir). A test can be added to more than one suite, but for
the most part I've only added a test to a single suite, though I've
added a compiler group that includes nir, glsl, and glcpp tests.
To use this you'll need to invoke meson test directly, instead of ninja
test (which always runs all targets). it can be invoked as:
`meson test -C builddir --suite $suitename` (meson test has addition
options that are pretty useful).
Tested-By: Gert Wollny <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Mathias Fröhlich <[email protected]>
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One of the pains of implementing a gallium driver is filling in a million
pipe caps you don't know about yet when you're just starting out. One of
the pains of working on gallium is copy-and-pasting your new PIPE_CAP into
each driver. We can fix both of these by having each driver call into the
default helper from their default case, so that both sides can ignore each
other until they need to.
v2: fix i915g build, revert swr change to avoid breaking scons build
(https://travis-ci.org/anholt/mesa/jobs/419739857)
v3: Rebase on 3 new gallium caps.
Reviewed-by: Marek Olšák <[email protected]> (v1)
Cc: Bruce Cherniak <[email protected]>
Cc: George Kyriazis <[email protected]>
Cc: Kenneth Graunke <[email protected]>
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Some hardware can do PIPE_TEX_WRAP_MIRROR_REPEAT but not
PIPE_TEX_WRAP_MIRROR_CLAMP and PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER.
Drivers for such hardware would like to advertise support for
ARB_texture_mirror_clamp_to_edge but not EXT_texture_mirror_clamp.
This commit adds a new PIPE_CAP_TEXTURE_MIRROR_CLAMP_TO_EDGE bit,
changes the extension enable to be based on that, and enables it
in all upstream drivers which supported PIPE_CAP_TEXTURE_MIRROR_CLAMP
(so they continue supporting this mode).
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
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Acked-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Brian Paul <[email protected]> (v2)
Reviewed-by: Marek Olšák <[email protected]> (v2)
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Discovered by Roland Scheidegger.
The resource_create code uses GPU memory for PIPE_BIND_CUSTOM, but
malloc'd memory otherwise. Vertex and index buffers should use malloc'd
memory.
Cc: 18.0 18.1 <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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util_is_power_of_two_or_zero
The new name make the zero-input behavior more obvious. The next
patch adds a new function with different zero-input behavior.
Signed-off-by: Ian Romanick <[email protected]>
Suggested-by: Matt Turner <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Required by radeonsi for optimal behavior.
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Nobody queries these and nobody sets them to anything useful,
the docs say TODO.
Drop them until a use appears.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Protects semaphore signaling functionality required by GL_EXT_semaphore.
v2: s/semaphore/fence
Signed-off-by: Andres Rodriguez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This adds the meson.build, meson_options.txt, and a few scripts that are
used exclusively by the meson build.
v2: - Remove accidentally included changes needed to test make dist with
LLVM > 3.9
Signed-off-by: Dylan Baker <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Trivial. Found by Coccinelle.
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This simplifies the build by removing the need to link targets against
libsensors.
Suggested-by: Emil Velikov <[email protected]>
Signed-off-by: Dylan Baker <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
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Don't use intermediate variables, use consistent whitespace.
Acked-by: Eric Engestrom <[email protected]>
Signed-off-by: Dylan Baker <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Andres Rodriguez <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This allow us to encapsulate the compiler and linkage requirements of
each driver in a reusable way. The result will be that each target that
needs a specific driver can simply add `driver_<name>` to its
dependencies line and the necessary libraries and compiler args will be
added. This will allow for a lot of code de-duplication between gallium
targets.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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v2: - Make -Dlmsensors=false work
- Simplify auto and true cases
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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and handle PIPE_FLUSH_HINT_FINISH in r300.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is build tested only
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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To silence compiler warnings.
Reviewed-by: Marek Olšák <[email protected]>
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This looks like an evergreen specific feature, but with atomic
counters AMD have hw specific counters they use instead of operating
on buffers directly. These are separate to the buffer atomics,
so require different limits and code paths.
I've left the CAP for atomic type extensible in case someone
else has a variant on this sort of thing (freedreno maybe?)
and needs to change it.
This adds all the CAPs required to add support for those atomic
counters, along with a related CAP for limiting the number of
output resources.
I'd like to land this and the st patch then I can start to
upstream the evergreen support for these and other GL4.x features.
v2: drop the ATOMIC_COUNTER_MODE cap, just use the return
from the HW counters. If 0 we use the current mode.
v3: fix some rebase errors (Gert Wollny)
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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