| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
Instead of crashing.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=79155#c5
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Roland Scheidegger <[email protected]>
v2: fix svga too
|
|
|
|
|
|
|
| |
It only needs the constant buffer with clip planes and read-write resources
for the GS->VS ring and streamout. That's 2 pointers.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
I hope this is correct.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
We only support 16 vertex attribs, not 32.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This is a wrong place to flush caches to say the least.
I don't think we need to flush the instruction caches if we don't patch
shaders with DMA.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
|
| |
st/mesa has the same flag in its shader key, we don't need to do it
in the driver anymore.
Instead, use TGSI_INTERPOLATE_LOC_SAMPLE, which is what st/mesa sets.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
| |
The first compiled shader is sometimes useless, because the key doesn't match
the key for the draw call where it's used.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Use an array of properties indexed by TGSI_PROPERTY_* definitions.
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
| |
|
|
|
|
|
|
|
|
|
| |
Fixes assertion failure while running the Unreal Engine 4 Elemental demo:
.../si_blit.c:322:si_decompress_color_textures: Assertion `tex->cmask.size || tex->fmask.size' failed.
Cc: "10.2 10.3" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
Otherwise some parts of tiled slices can be missed.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
Fixes GPUVM faults when running the piglit test "getteximage-formats
init-by-rendering" with R600_DEBUG=forcedma on SI.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
We are currently only dealing with depth-only or stencil-only resources
here, not with resources having both depth and stencil[0]. In both cases,
the tiling mode index is in the tile_mode field, not in the
stencil_tile_mode field.
[0] Add an assertion for that.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
| |
Cc: 10.2 10.3 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
| |
Cc: 10.2 10.3 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
This should prevent accessing context state there.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Instead, pass the layout of GS inputs in memory to the ES using the shader
key. Only 64 bits are needed to represent the layout in the key.
Mixing and matching different VS and GS shaders should now always work.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
| |
This was the original naming convention in r600g and it somehow crept
into radeonsi.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
One is part of the other anyway.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
This fixes piglit: arb_sample_shading-builtin-gl-sample-mask 0
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
|
| |
I will need this for fixing sample shading with 1 sample.
The good news is that all shader pm4 states no longer use the current context
state, so we can generate the pm4 states outside of draw_vbo if needed.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
Also set the field on SI too. It's not just specific to CIK.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
It's called db_misc_state in r600g.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
|
| |
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]>
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
| |
No functional change intended.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
| |
- include all headers in Makefile.sources
- bundle the android buildscript
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
|
|
|
|
|
|
| |
It's never used under normal circumstances.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
So that I can add fast depth clear.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
| |
We always left them enabled, which turned off HiZ in some cases.
This should improve performace with Hyper-Z.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|