| Commit message (Collapse) | Author | Age | Files | Lines |
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In the case of nr_samples <= 1, that function is (currently) a no-op anyway.
Reviewed-by: Marek Olšák <[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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v2: - squashed the patches
- use INT_MAX
- clamp max_const_buffer_size
- check the DRM version in radeon
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Vedran Miletić <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96782
Fixes: 54c4d525da7c7fc1e103d7a3e6db015abb132d5d ("r600g: Enable FMA on chips that support it")
Signed-off-by: Jan Vesely <[email protected]>
Tested-by: James Harvey <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Nicolai Hähnle <[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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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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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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D3D9 has a different behaviour for depth bias.
For OGL/D3D1X, the depth bias unit is the
minimal resolvable value for the depth buffer,
which depends on the format (and has different
behaviour for float depth buffers).
For D3D9, the depth bias unit is 1.0f.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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radeonsi will set more fields
Reviewed-by: Nicolai Hähnle <[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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v2: Merge with PIPE_SHADER_CAP_DOUBLES
Add CHIP_HEMLOCK
v3: only set the instruction on EG and CM
Signed-off-by: Jan Vesely <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This says how many window rectangles are supported by the
implementation, although it may not exceed PIPE_MAX_WINDOW_RECTANGLES.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fix warnings like these due to HAVE_LIBDRM being inconsistently defined:
external/libdrm/include/drm/drm.h:839:30: warning: redefinition of typedef 'drm_clip_rect_t' is a C11 feature [-Wtypedef-redefinition]
typedef struct drm_clip_rect drm_clip_rect_t;
HAVE_LIBDRM needs to be set project wide to fix this. This change also
harmlessly links libdrm with everything, but simplifies the makefiles a
bit.
Signed-off-by: Rob Herring <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This improves MSAA resolve performance.
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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The main impact is that {upload, draw, upload, draw, ..} doesn't flush
framebuffer caches before every upload.
Reviewed-by: Alex Deucher <[email protected]>
Tested-by: Grazvydas Ignotas <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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The main impact is that fast color clear doesn't flush TC, CONST, DB.
Reviewed-by: Alex Deucher <[email protected]>
Tested-by: Grazvydas Ignotas <[email protected]>
Tested-by: Dieter Nützel <[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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v3: use PFP_SYNC_ME on EG-CM only when supported by the kernel,
otherwise use MEM_WRITE + WAIT_REG_MEM to emulate that
Reviewed-by: Alex Deucher <[email protected]>
Tested-by: Grazvydas Ignotas <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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This will allow removing useless cache & IB flushes.
Reviewed-by: Alex Deucher <[email protected]>
Tested-by: Grazvydas Ignotas <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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This has been wrong all along. Fixing this will allow removing useless
cache flushes.
Cc: 11.1 11.2 12.0 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Tested-by: Grazvydas Ignotas <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Just move the alignment parameter from u_suballocator_create
to u_suballocator_alloc.
Reviewed-by: Alex Deucher <[email protected]>
Tested-by: Grazvydas Ignotas <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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We will chain multiple chunks together and will keep pointers to the older
chunks to support IB dumping.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The GL spec has been clarified and the new rule says we should just
copy 1 sample. u_blitter does the right thing.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Some hardware supports primitive restart on patch primitives, and other
hardware does not. Modern GL and ES include a query for this feature;
adding a capability bit will allow us to answer it.
As far as I know, AMD hardware does not support this feature, while
NVIDIA and Intel hardware does. However, most Gallium drivers do not
appear to support tessellation shaders yet. So, I've enabled it for
nvc0 and disabled it everywhere else.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[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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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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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Mostly generated using a sed-script, with manual fix-up for multi-line
statements.
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
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This lets us safely enable or disable the extension as needed
Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Use ARRAY_SIZE instead.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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So that it gets compiled and emitted only once, saving space is the final
binary.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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So that it gets compiled and emitted only once, saving space is the final
binary.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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So that it gets compiled and emitted only once, saving space is the final
binary.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This prevents IB rejections due to insane memory usage from
many concecutive texture uploads.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: - adjustments for exercising all important SDMA code paths
- decrease the probability of getting huge sizes (faster testing)
- increase the probability of getting power-of-two dimensions
- change the memory cap to 128MB (faster testing)
- better detect which engine has been used
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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this is more robust and probably fixes some bugs already
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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