| Commit message (Collapse) | Author | Age | Files | Lines |
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Nothing generated them.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Nothing in the tree generates it.
Reviewed-by: Jose Fonseca <[email protected]>
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Nothing in the tree generated it.
v2: Only drop ARA, not ARR as well.
Reviewed-by: Jose Fonseca <[email protected]> (v2)
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Nothing in the tree generated it.
Reviewed-by: Jose Fonseca <[email protected]>
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They weren't generated in tree, and as far as I know all hardware had to
lower it to a DP, RSQ, MUL.
Reviewed-by: Jose Fonseca <[email protected]>
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These are obviously the gaps already, due to the bare numbers with
unsupported implementations.
This makes inserting new gaps less irritating.
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This moves all the CUBE section above the gradients section,
so that the gradient emission happens on one block which
is what sb/hardware expect.
v2: avoid changes to bytecode by using spare temps
v2.1: shame gcc, oh the shame. (uninit var warnings)
Cc: "10.4 10.3" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The piglit tests were failing, and it appeared to be SB
optimising out things, but Glenn pointed out the gradients
are meant to be clause local, so we should emit the texture
instructions in the same clause. This moves things around
to always copy to a temp and then emit the texture clauses
for H/V.
v2: Glenn pointed out we could get another ALU fetch in
the wrong place, so load the src gpr earlier as well.
Fixes at least:
./bin/tex-miplevel-selection textureGrad 2D
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.4 10.3" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For 1D and 2D arrays we don't want the other coordinates being
offset and affecting where we sample. I wrote this patch 6 months
ago but lost it.
Fixes:
./bin/tex-miplevel-selection textureLodOffset 1DArray
./bin/tex-miplevel-selection textureLodOffset 2DArray
./bin/tex-miplevel-selection textureOffset 1DArray
./bin/tex-miplevel-selection textureOffset 1DArrayShadow
./bin/tex-miplevel-selection textureOffset 2DArray
./bin/tex-miplevel-selection textureOffset(bias) 1DArray
./bin/tex-miplevel-selection textureOffset(bias) 2DArray
v2: rewrite to handle more cases and be consistent with code
above.
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Otherwise we seem to lose the split_gs_inputs and try and
pull from an uninitialised register.
fixes 9 texelFetch geom shader tests.
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Some of the geom shader tests produce an empty vertex shader,
on cayman we'd crash in the finaliser because last_cf was NULL.
cayman doesn't need the NOP workaround, so if the code arrives
here with no last_cf, just emit an END.
fixes crashes in a bunch of piglit geom shader tests.
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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It appears on cayman the TG4 outputs were reordered.
This fixes a lot of piglit tests.
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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There is no need to assign dst here, just use the chan from j
Pointed out by glennk.
Signed-off-by: Dave Airlie <[email protected]>
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This fixes tests/spec/glsl-1.10/execution/fs-op-assign-mult-ivec2-ivec2-overwrite.shader_test.
hopeful fix for fd.o bug 85376
Reported-by: ghallberg
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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v2:
- Drop dependency on LLVM >= 3.5.1
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Fixes piglit/polygon-mode-offset.
Cc: 10.2 10.3 [email protected]
Reviewed-by: Michel Dänzer <[email protected]>
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Caveat: Shaders using UBO/sampler indexing will
not be optimized by SB, due to SB not currently
supporting the necessary CF_INDEX_[01] index
registers.
Signed-off-by: Glenn Kennard <[email protected]>
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Requires evergreen/cayman
Signed-off-by: Glenn Kennard <[email protected]>
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In preparation of ARB_clip_control. Let the driver decide if
it supports pipe_rasterizer_state::clip_halfz being set to true.
v3:
Initially enable on ilo.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]
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This reverts commit 01e637114914453451becc0dc8afe60faff48d84.
Since then many Hyper-Z issues have been fixed or worked around.
Enable Hyper-Z by default so that we get enough feedback for the upcoming
mesa 10.4 release.
If you have issues with Hyper-Z try to disable Hyper-Z using the enviroment
variable R600_DEBUG=nohyperz and please report the issue on the bugtracker.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75011
See also: https://bugs.freedesktop.org/show_bug.cgi?id=75112
Signed-off-by: Andreas Boll <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Fixes use-after-free when the currently bound blend state is destroyed.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85267
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=84140
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Cc: [email protected]
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With 5 shader stages and various combinations of enabled and disabled shaders,
the maximum number of outputs in one shader doesn't have to be equal to
the maximum number of inputs in the following shader.
v2: return 32 for softpipe and llvmpipe
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Originally the variables were set only once via the ?= operator but
that causes issues when doing incremental builds. They appear to be
undefined and missing from the dependency list despite their addition
to LIBADD.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=84807
Signed-off-by: Emil Velikov <[email protected]>
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Also fixes two sided lighting which was broken at least
on pre-evergreen by commit b1eb00.
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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v2: Do not demote items that are already in the pool
Signed-off-by: Niels Ole Salscheider <[email protected]>
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Rather than duplicating the libdeps, extra define... all over the
targets, define them only once and use when applicable.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Christian König <[email protected]>
Acked-by: Matt Turner <[email protected]>
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This allows a sampler view to have a different texture target than the
underlying resource. This will be used to implement the type casting
between 2d arrays and cube maps as specified in ARB_texture_view.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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- include all headers in Makefile.sources
- sort the list(s)
- bundle the android buildscript & custom include
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
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In commit 32f2fd1c5d6088692551c80352b7d6fa35b0cd09, several calls to
_mesa_calloc(x) were replaced with calls to calloc(1, x). This is strictly
equivalent to what the code was doing previously.
But for cases where "x" involves multiplication, now that we are explicitly
using the two-argument calloc, we can do one step better and replace:
calloc(1, A * B);
with:
calloc(A, B);
The advantage of the latter is that calloc will detect any overflow that would
have resulted from the multiplication and will fail the allocation, (whereas
the former would return a small allocation). So this fix can change
potentially exploitable buffer overruns into segmentation faults.
Reviewed-by: Matt Turner <[email protected]>
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*_update_db_shader_control depends on the alpha test state. The problem was
it was in a block which is only entered if the pixel shader is changed.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74863
Cc: [email protected]
Tested-by: Benjamin Bellec <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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This should be as fast as no HTILE for stencil. I think we can still get full
performance with depth-only rendering even if stencil is present in the buffer
but not used, but I'm not 100% sure. This may be revisited when HiS and fast
stencil clear are implemented.
This fixes a hang in Brutal Legend.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64471
Reviewed-by: Michel Dänzer <[email protected]>
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This is a golden setting on RV740, but there is a hw bug which recommends
setting it on all R7xx chipsets.
Acked-by: Michel Dänzer <[email protected]>
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already implemented
Acked-by: Michel Dänzer <[email protected]>
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Cc: [email protected]
Acked-by: Michel Dänzer <[email protected]>
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Acked-by: Michel Dänzer <[email protected]>
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I have a piglit test that hits this.
Acked-by: Michel Dänzer <[email protected]>
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It's almost the same.
This enables tiling for HTILE. It also enables Hyper-Z for other texture
targets (1D, 1D_ARRAY, 2D_ARRAY, CUBE, CUBE_ARRAY, 3D, RECT).
2D array depth textures are tested by Unigine Sanctuary and my new piglit
test.
Acked-by: Michel Dänzer <[email protected]>
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This fixes rendering to non-zero layer/face/slice with HTILE.
v2: added the assertion
Reviewed-by: Michel Dänzer <[email protected]>
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Requires Evergreen or later hardware.
Signed-off-by: Glenn Kennard <[email protected]>
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v3: Fix multi-line comment format
v2: Change to C-style comments and fix indentation
Signed-off-by: Aaron Watry <[email protected]>
Reviewed-by: Bruno Jiménez <[email protected]>
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Fixes build failure since commit a131263a2f19507ca0d2f6093672d930a7c054d1
('gallium/radeon: cleanup header inclusion'):
../../../../../src/gallium/drivers/r600/evergreen_compute.c:50:30: fatal error: radeon_llvm_util.h: No such file or directory
#include "radeon_llvm_util.h"
^
compilation terminated.
Trivial.
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- Add top_srcdir/src/gallium/winsys to GALLIUM_DRIVER_C{XXFLAGS}.
- Remove top_srcdir/src/gallium/drivers/radeon from the includes.
As a result:
- Common radeon headers are prefixed with 'radeon/'
- Winsys header inclusion is prefixed 'radeon/drm'
Cc: Marek Olšák <[email protected]>
Cc: Michel Dänzer <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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If only the flat/smooth shade state changed between
two render calls the prior code would miss updating the
hardware state.
Also add check for sprite coord, potentially same type
of issue otherwise for it.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81967
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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cs_vertex_buffer_state.enabled_mask and
cs_vertex_buffer_state.dirty_mask are both updated when
r600_set_constant_buffer() is called, so we don't need to manually
update these values.
This fixes a crash with OpenCL programs that have a kernel with no
arguments.
https://bugs.freedesktop.org/show_bug.cgi?id=82671
CC: "10.2" <[email protected]>
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