| Commit message (Collapse) | Author | Age | Files | Lines |
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... to manage the LIBDRM*_CFLAGS. The former is the recommended approach
by the Android build system developers while the latter has been
depreciated for quite some time.
Cc: "10.4 10.5" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 86919352e3da1c80409fdcb67c36f29a9687b7a9)
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Accidentally added with commit 64d0f0e3b24(radeonsi: Cache
LLVMTargetMachineRef in context instead of in screen)
Reported-by: Michel Dänzer <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Fixes a crash in genymotion with several threads compiling shaders
concurrently.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89746
Cc: 10.5 <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
(cherry picked from commit d64adc3a79e419062432cfa8d1cbc437676a3fbd)
Conflicts:
src/gallium/drivers/radeonsi/si_shader.c
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radeon_llvm_emit_prepare_cube_coords uses coords[4] in some cases (TXB2 etc.)
Discovered by Coverity. Reported by Ilia Mirkin.
Cc: 10.5 10.4 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
(cherry picked from commit a984abdad39df2d8ceb4c46e11f4ce1344c36c86)
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Broken by a27b74819ad375e8c0bc88e13f42c951d2b5cd6a.
This fix is critical and should be ported to stable ASAP.
Cc: 10.5 10.4 <[email protected]>
(cherry picked from commit 7820a11e3dea2aca8e2b9b4ed9faf94ff5696990)
Squashed with commit
radeonsi: fix a warning caused by previous commit
Cc: 10.5 10.4 <[email protected]>
(cherry picked from commit 050bf75c8bbaa7cad537aabaf8612129edfee3a4)
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This reverts 73c2b0d18c51459697d8ec194ecfc4438c98c139.
It doesn't seem to be reliable. It's probably missing a wait packet or
something, because it's just a register write and doesn't wait for anything.
SURFACE_SYNC at least seems to wait until the flush is done. Just guessing.
Let's not complicate things and revert this.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88561
Cc: 10.5 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
(cherry picked from commit 7692704b144b2aa9a57767a43212ceb5aad6638a)
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+ minor indentation fixes
Discovered by Axel Davy.
This can't be reproduced with any app, because all state trackers set a DSA
state first.
Cc: 10.5 10.4 10.3 <[email protected]>
Reviewed-by: Axel Davy <[email protected]>
(cherry picked from commit 2ead74888a70481aa40b5b6ede42279e1917e66c)
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Cc: 10.5 10.4 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
(cherry picked from commit a27b74819ad375e8c0bc88e13f42c951d2b5cd6a)
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Resolving a multisampled depth texture into
a single sampled texture is supported on >= SM4.1
hw. It is possible some previous hw support it.
The ability was tested on radeonsi and nvc0.
Apparently is is also supported for radeon >= r700.
This patch adds the MULTISAMPLE_Z_RESOLVE cap and
add it to the drivers. It is advertised for drivers
for which it is sure the ability is supported.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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I will need this for polygon stippling.
Reviewed-by: Michel Dänzer <[email protected]>
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We need a slot for the stipple texture and the pixel shader already uses
32 textures (16 API slots + 16 FMASK slots).
Reviewed-by: Michel Dänzer <[email protected]>
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The hardware obeys swizzles even if the resource is NULL.
This will be used by set_polygon_stipple.
Reviewed-by: Michel Dänzer <[email protected]>
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This used to hang.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This will allow supporting NULL textures.
Reviewed-by: Michel Dänzer <[email protected]>
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Also remove unused "tokens".
Reviewed-by: Michel Dänzer <[email protected]>
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Fixes piglit ARB_base_instance/arb_base_instance-drawarrays.
Cc: 10.3 10.4 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This limits the style changes to modes inherited from prog-mode. The
main reason to do this is to avoid setting fill-column for people
using Emacs to edit commit messages because 78 characters is too many
to make it wrap properly in git log. Note that makefile-mode also
inherits from prog-mode so the fill column should continue to apply
there.
v2: Apply to all the .dir-locals.el files, not just the one in the
root directory.
Acked-by: Michel Dänzer <[email protected]>
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v2:
- Only emit write SPI_TMPRING_SIZE once per packet.
- Use context global scratch buffer.
v3:
- Patch shaders using WRITE_DATA packet instead of map/unmap.
- Emit ICACHE_FLUSH, CS_PARTIAL_FLUSH, PS_PARTIAL_FLUSH, and
VS_PARTIAL_FLUSH when patching shaders.
v4:
- Code cleanups.
- Remove unnecessary multiplies.
v5:
- Patch shaders in system memory and re-upload to vram.
Reviewed-by: Michel Dänzer <[email protected]>
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This moves scratch buffer allocation from si_launch_grid() to
si_create_compute_state(). This helps to reduce the overhead of
launching a kernel and also fixes a bug in the code that would cause
the scratch buffer to be too small if a kernel with smaller scratch size
was launched before a kernel with a larger scratch size.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Instead of passing a pointer to the scratch buffer via user sgprs, we
now patch the shader with the buffer address using reloc information
from the LLVM generated ELF.
v2:
- Make sure not to break older LLVM.
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v2:
- Use strdup for copying reloc names.
- Free reloc memory.
v3:
- Add free_relocs parameter to radeon_shader_binary_free_members()
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This reverts commit 0543630d0b0d9d9f6eefbc14fbd3385d4de37ba0.
It caused flickering artifacts in Steam games such as Team Fortress 2 or
Left 4 Dead 2.
We could probably only enable this optimization by also making sure the
shader code only uses either SI_PARAM_LINEAR_CENTROID or
SI_PARAM_LINEAR_CENTER, not both. This would probably require a shader
variant.
Sorry I didn't remember this when reviewing the reverted change.
Reviewed-by: Marek Olšák <[email protected]>
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This reverts commit 9141d8855555e45a057970e78969e1518ad3617d.
It broke OpenCL.
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We were invalidating si_screen:tm by calling
r600_destroy_common_screen() which frees the si_screen object. This
caused the driver to crash in LLVMDisposeTargetMachine() since we
were passing it an invalid pointer.
https://bugs.freedesktop.org/show_bug.cgi?id=88170
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v2: complete rewrite
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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This fixes a case where a transform feedback buffer is fed back as an index
buffer, because SURFACE_SYNC must be after VS_PARTIAL_FLUSH.
Reviewed-by: Michel Dänzer <[email protected]>
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This is easier to read and will work better with shader image stores.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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- we don't usually need to flush TC L2
- we should flush KCACHE
(not really an issue now since we always flush KCACHE when updating
descriptors, but it could be a problem if we used CE, which doesn't
require flushing KCACHE)
- add an explicit VS_PARTIAL_FLUSH flag
Reviewed-by: Michel Dänzer <[email protected]>
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So that TC L2 doesn't need to be flushed.
The only problem is with index buffers, which don't use TC.
A simple solution is added that flushes TC L2 before a draw call (TC_L2_dirty).
Reviewed-by: Michel Dänzer <[email protected]>
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This allows not flushing TC L2 on CIK later.
Reviewed-by: Michel Dänzer <[email protected]>
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It's causing problems, because we mix uncached CP DMA with cached WRITE_DATA
when updating the same memory.
The solution for SI is to use uncached access here, because CP DMA doesn't
support cached access.
CIK will be handled in the next patch.
Reviewed-by: Michel Dänzer <[email protected]>
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That's either framebuffer caches or caches for shader resources.
The motivation is that framebuffer caches need to be flushed very rarely
here.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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I will rename them for radeonsi.
Reviewed-by: Michel Dänzer <[email protected]>
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SPI_PS_IN_CONTROL is moved into the SPI mapping state.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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It doesn't do anything useful. And colors are floating-point, so we can use
fs.interp, remove "flatshade" from the shader key, and rely on the FLAT_SHADE
state only (in the next patch).
Reviewed-by: Michel Dänzer <[email protected]>
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Only done for completeness. Not used by anything yet.
Tested by advertising PIPE_CAP_VERTEXID_NOBASE.
Reviewed-by: Michel Dänzer <[email protected]>
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