| Commit message (Collapse) | Author | Age | Files | Lines |
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This is a relatively minimal change to adjust all the gallium interfaces
to use bool instead of boolean. I tried to avoid making unrelated
changes inside of drivers to flip boolean -> bool to reduce the risk of
regressions (the compiler will much more easily allow "dirty" values
inside a char-based boolean than a C99 _Bool).
This has been build-tested on amd64 with:
Gallium drivers: nouveau r300 r600 radeonsi freedreno swrast etnaviv v3d
vc4 i915 svga virgl swr panfrost iris lima kmsro
Gallium st: mesa xa xvmc xvmc vdpau va
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Acked-by: Alyssa Rosenzweig <[email protected]>
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If no view is bound we still should reset the override to 0
and array mode.
This should fix misrendering in firefox WebRender since
the pbo sampler was removed.
Fixes: 1250383e36 (st/mesa: remove sampler associated with buffer texture in pbo logic)
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for AMD_depth_clamp_separate.
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Tested-by: Dieter Nützel <[email protected]>
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Just a nice hint for both peoples and compilers.
Signed-off-by: Konstantin Kharlamov <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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For a later simplification.
Reviewed-by: Samuel Pitoiset <[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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If you have an indirect access to a constant buffer on r600/eg
use a vertex fetch in the shader. However apps have expected
behaviour on those out of bounds accessess (even if illegal).
If the constants were being uploaded as part of a larger
upload buffer, we'd set the range of allowed access to a lot
larger than required so apps would get values back from
other parts of the upload buffer instead of the expected out
of bounds access.
This fixes rendering bugs in Trine and Witcher 1, thanks
to iive for nagging me effectively until I figured it out :-)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91808
Cc: <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The r600 code (not the eg one) forgot to copy the ps_color_export_mask
in commit 5b14e06d8b42e2b08ebc52b6c314ef8647d87a1f when updating the
pixel state, leading to misrenderings (probably with MRT).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105262
Tested-by: LoneVVolf <[email protected]>
Tested-by: Pavel Vinogradov <[email protected]>
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Fixes: 2d5b5d267e (r600: work out target mask at framebuffer bind.)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104989
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If we only get 1,2,3,6 framebuffers we want a sparse target mask.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Since enhanced layouts allows setting specific MRT outputs, we
can get sparse outputs, so we have to calculate the shader
mask earlier.
v1.1: update checks for state update (Roland)
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Ideally we'd support 16 (d3d11 requires 15, and mesa subtracts one for non-ubo
constants), but that's kind of impossible (it would be only doable if either
we'd somehow merge the mesa non-ubo constants with the driver constants, or
only use the driver constants with vtx fetch instead of through the kcache
mechanism - the latter probably wouldn't be too bad).
For now just do as the comment already said, place the gs ring (not really
a const buffer in any case) which is only ever referred to through vc fetch
clauses at index 16. Throw in a couple asserts for good measure to make sure
the hw limit isn't exceeded.
Tested-by: Konstantin Kharlamov <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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It looks like this reloc belongs to setting the constant reg, which is skipped
for gs ring.
Reviewed-by: Dave Airlie <[email protected]>
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The next commit will reduce the size even more.
v2: typecast to uint64_t manually
v3: add more typecasts, add asserts
Reviewed-by: Nicolai Hähnle <[email protected]>
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Float rts were always set as unorm instead of float.
Not sure of the consequences, but at least it looks like the blend clamp
would have been enabled, which is against the rules (only eg really bothered
to even attempt to specify this correctly, r600 always used clamp anyway).
Albeit r600 (not r700) setup still looks bugged to me due to never setting
BLEND_FLOAT32 which must be set according to docs...
Not sure if the hw really cares, no piglit change (on eg/juniper).
Reviewed-by: Dave Airlie <[email protected]>
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The docs are not very concise in what this really does, however both
Alex Deucher and Nicolai Hähnle suggested this only really affects instructions
using the CLAMP output modifier, and I've confirmed that with the newly
changed piglit isinf_and_isnan test.
So, with this bit set, if an instruction has the CLAMP modifier bit (which
clamps to [0,1]) set, then NaNs will be converted to zero, otherwise the result
will be NaN.
D3D10 would require this, glsl doesn't have modifiers (with mesa
clamp(x,0,1) would get converted to such a modifier) coupled with a
whatever-floats-your-boat specified NaN behavior, but the clamp behavior
should probably always be used (this also matches what a decomposition into
min(1.0, max(x, 0.0)) would do, if min/max also adhere to the ieee spec of
picking the non-nan result).
Some apps may in fact rely on this, as this prevents misrenderings in
This War of Mine since using ieee muls
(ce7a045feeef8cad155f1c9aa07f166e146e3d00), without having to use clamped
rcp opcode, which would also fix this bug there.
radeonsi also seems to set this bit nowadays if I see that righ (albeit the
llvm amdgpu code comment now says "Make clamp modifier on NaN input returns 0"
instead of "Do not clamp NAN to 0" since it was changed, which also looks
a bit misleading).
v2: set it in all shader stages.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103544
Reviewed-by: Dave Airlie <[email protected]>
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Radeonsi also sets this flag. Seems to avoid pulling up the desintation
RT value when the dst blend factor is zero if it's not otherwise being
loaded. Among other things, it allows blending to overwrite infinity/NaN
values in the destination RT.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Ported from radeonsi. Testing with Kane&Lynch2 shows ≈1k skipped updates per
frame on average.
No piglit changes with tests/gpu.py, gbm mode.
Signed-off-by: Constantine Kharlamov <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Taken from radeonsi, required to remove dummy pixel shader in the next patch
Signed-off-by: Constantine Kharlamov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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In order to make ARB_shader_image_load_store, we have to share
the CB space with RATs, so we should only steal the dual src
space if we have dual src enabled.
Signed-off-by: Dave Airlie <[email protected]>
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Call r600_dma_emit_wait_idle only when there is a possibility of
a read-after-write hazard. Buffers not yet used by the SDMA IB don't
have to wait.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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fmask implies that cmask is present too.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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not used in any useful way
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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It's part of the viewport state now.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Calculate depth ranges from viewport states and
pipe_rasterizer_state::clip_halfz.
The evergreend.h change is required to silence a warning.
This fixes this recently updated piglit: arb_depth_clamp/depth-clamp-range
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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there's no reason to separate these
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This is required by OpenGL. Our hardware supports this.
Example: Bind RGBA32F with offset = 4 bytes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97305
Acked-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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and rename the enum
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is a left-over of when I considered generalizing the separate stencil
support. I do prefer the new name since it emphasizes what flushing vs.
non-flushing means from a functional point-of-view, namely special handling
of the texture format.
v2: adjust r600_init_color_surface as well
Reviewed-by: Marek Olšák <[email protected]>
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v2: adjust r600_init_color_surface as well
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Vedran Miletić <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Empirical tests show that the polygon offset
behaviour is entirely determined by the content of
the PA_SU_POLY_OFFSET states, and not by the depth buffer
format bound.
PA_SU_POLY_OFFSET seems to directly set the parameters of
the polygon offset formula, and setting 0 for
PA_SU_POLY_OFFSET_DB_FMT_CNTL (ie setting the unorm depth
bias behaviour with a scale of 2^0 = 1.0f) gives the unscaled
behaviour.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Emit PA_SU_POLY_OFFSET_DB_FMT_CNTL with the other poly_offset states.
This will be useful to implement
PIPE_CAP_POLYGON_OFFSET_UNITS_UNSCALED.
v2: Increase the num_dw field for the poly offset atom
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Nothing in the GL spec says that we should expand points to triangles.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Tested-by: Grazvydas Ignotas <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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d3d 9 needs COLOR0 to be 1.0 on all channels when
undefined. 0.0 for the others is fine.
GL behaviour is undefined.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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