| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Code is taken from a combination of radv (for the more basic functions,
to avoid gallivm dependencies) and radeonsi (for the new and improved
derivative calculations).
v2: add 0.5 offset to tex coords only after derivative calculation
v3:
- really only touch the first three coordinates
- rebase on the removal of the 1.5 --> 0.5 offset change
Reviewed-by: Bas Nieuwenhuizen <[email protected]> (v2)
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
| |
Sourcing coords_arg[4] is actually never correct, since bias is handled
differently in tex_fetch_args anyway.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
As remarked by the comment in the original code, the old algorithm fails when
(tc + deriv) points at a different cube face. Instead, simply project the
derivative directly to the plane of the selected cube face.
The new code is based on exactly differentiating (using the chain rule)
the projection onto a plane corresponding to a fixed cube map face (which
is still selected in the usual way based on the texture coordinate itself).
The computations end up fairly involved, but we do save two reciprocal
computations.
Fixes GL45-CTS.texture_cube_map_array.sampling.
v2: add 0.5 offset to tex coords only after derivative calculation
v3: go back to 1.5 offset
Reviewed-by: Bas Nieuwenhuizen <[email protected]> (v2)
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
v2: fix compile error that snuck in during rebase
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
| |
b838f642 "ac/debug: Move sid_tables.h generation to common code." moved
sid_tables.h but forgot the corresponding .gitignore.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The generated file is correctly stored in the builddir as of earlier
commit. Yet the commit forgot to add the respective include flag thus
the compiler would error out failing to find sid_tables.h
Bugzila: https://bugs.freedesktop.org/show_bug.cgi?id=99389
Fixes: d1dc22eb466 "ac: automake: rework sid_tables.h generation"
Signed-off-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
| |
The old setting didn't hurt, but this is cleaner.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is for handling chained command buffers and secondary command
buffers. It doesn't handle the trace id for secondary command buffers
yet, but I don't think that is possible in general with just writes,
as we could call a secondary command buffer multiple times.
I think this is good enough for now, as the most useful case is the
chaining when we grow an IB.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
| |
v2: do it properly
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98238
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
| |
This has no effect because no code uses those members with ranged decls.
Tested-by: Edmondo Tommasina <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
Tested-by: Edmondo Tommasina <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
| |
for L2 prefetch
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
| |
it doesn't interact with compute shaders in any way
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
| |
it's exactly the same as the other ones
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Draw calls no longer flush SDMA IBs. r600_need_dma_space is
responsible for synchronizing execution between both IBs.
Initial buffer clears and fast clears will stay unflushed in the SDMA IB
(up to 64 MB) as long as the GFX IB isn't flushed either.
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
| |
It's redundant with the source modifier.
Reviewed-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This seems to fix the GPU hangs caused by:
commit ed3190b3f3a776fc8c75b1e6130a88079166d115
Author: Marek Olšák <[email protected]>
Date: Sun Nov 13 18:41:43 2016 +0100
radeonsi: don't export ClipVertex and ClipDistance[] if clipping is disabled
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99219
Tested-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
| |
Drivers with good compilers don't need aggressive optimizations before TGSI.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
| |
Useful when debugging with R600_DEBUG=vm,check_vm to match
addr in both outputs.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Hashcat needs MAX_GLOBAL_BUFFERS to be 21 or even 22 for some modes. It'll crash otherwise.
I'm adding an assert to see if programs need it to be even higher.
Signed-off-by: Christian Inci <[email protected]>
[Handle first properly; should be NFC, since clover always uses first == 0.]
Signed-off-by: Nicolai Hähnle <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The clipper hardware doesn't consider points as primitives that can be
clipped. Simply setting the corresponding cull bits works, and should not
have an adverse effect on other primitive types according to the hardware
team.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
|
| |
Should have no effect (other than perhaps on power consumption), but
Vulkan does this.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
v2: use gfxip names for llvm 4.0+
v3: use tonga for llvm <= 3.8, drop gfxip name,
we can just change that we change the other asics.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Junwei Zhang <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Acked-by: Christian König <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
| |
We can hardcode all of the fields for swizzling in the geometry shader.
The advantage is that we use fewer descriptor slots and we no longer have to
update any of the (ring) descriptors when the geometry shader changes.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Note that the memory layout of one vertex stream inside one "item" (= memory
written by one GS wave) on the GSVS ring is:
t0v0c0 ... t15v0c0 t0v1c0 ... t15v1c0 ... t0vLc0 ... t15vLc0
t0v0c1 ... t15v0c1 t0v1c1 ... t15v1c1 ... t0vLc1 ... t15vLc1
...
t0v0cL ... t15v0cL t0v1cL ... t15v1cL ... t0vLcL ... t15vLcL
t16v0c0 ... t31v0c0 t16v1c0 ... t31v1c0 ... t16vLc0 ... t31vLc0
t16v0c1 ... t31v0c1 t16v1c1 ... t31v1c1 ... t16vLc1 ... t31vLc1
...
t16v0cL ... t31v0cL t16v1cL ... t31v1cL ... t16vLcL ... t31vLcL
...
t48v0c0 ... t63v0c0 t48v1c0 ... t63v1c0 ... t48vLc0 ... t63vLc0
t48v0c1 ... t63v0c1 t48v1c1 ... t63v1c1 ... t48vLc1 ... t63vLc1
...
t48v0cL ... t63v0cL t48v1cL ... t63v1cL ... t48vLcL ... t63vLcL
where tNN indicates the thread number, vNN the vertex number (in the order of
EMIT_VERTEX), and cNN the output component (vL and cL are the last vertex and
component, respectively).
The vertex streams are laid out sequentially.
The swizzling by 16 threads is hard-coded in the way the VGT generates the
offset passed into the GS copy shader, and the jump every 16 threads is
calculated from VGT_GSVS_RING_OFFSET_n and VGT_GSVS_RING_ITEMSIZE in a way
that makes it difficult to deviate from this layout (at least that's what
I've experimentally confirmed on VI after first trying to go the simpler
route of just interleaving the vertex streams).
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
SimplifyCFG generates a switch instruction anyway when all four streams
are present, but is simultaneously not smart enough to eliminate some
redundant jumps that it generates.
The generated assembly is still a bit silly, probably because the
control flow annotation doesn't know how to handle a switch with uniform
condition.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
| |
When running the copy shader for vertex streams != 0, the SX does not need
any data from us (there is no rasterization for the higher vertex streams,
only streamout).
Reviewed-by: Marek Olšák <[email protected]>
|