| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
This catches the other cases that enable SWITCH_ON_EOI.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
The VI condition depends on geometry shaders and MAX_PRIMGRP_IN_WAVE.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
hardware does this automatically
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
Draw calls without a vertex shader are skipped.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
This will allow removing the dummy PS.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
v2 (agd): rebase on mesa master, split pci ids to
separate commit
v3 (agd): use carrizo for llvm processor name for
llvm 3.7 and older
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Samuel Li <[email protected]>
Cc: [email protected]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This avoids a serious r600g bug leading to a GPU hang.
The chances this bug will get fixed are pretty low now.
I deeply regret listening to others and not pushing this patch, leaving
other users with a GPU-crashing driver. Yes, it should be fixed
in the compiler and it's ugly, but users couldn't care less about that.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86720
Cc: 11.0 10.6 <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
This solution was recommended by a Catalyst developer.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
The "current" shader pointer is moved from the CSO to the context, so that
the CSO is mostly immutable.
The only drawback is that the "current" pointer isn't saved when unbinding
a shader and it must be looked up when the shader is bound again.
This is also a prerequisite for multithreaded shader compilation.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
I'll let drivers figure out how to do it.
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
All tests pass. We don't need to do much - just set CUBE if the view
target is CUBE or CUBE_ARRAY, otherwise set the resource target.
The reason this can be so simple is that texture instructions
have a greater effect on the target than the sampler view.
Thanks Glenn for the piglit test.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
This is only supported in the compatibility profile (without GS and tess).
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
using the shader key for now.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
The shader specifies the processor type, so use that instead.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
| |
Cc: [email protected]
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
| |
They're disabled for all other shaders except compute, but I forgot
to do this for tess stages.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
| |
Broken by one of the cleanups: 0d46c3bc9d09b376d74f7399e1a2d1b0a923640b
Not applicable to stable.
Reviewed-by: Alex Deucher <[email protected]>
|
|
|
|
| |
Reviewed-by: Alex Deucher <[email protected]>
|
|
|
|
|
|
| |
Now st/mesa won't generate 2 variants for this state.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
| |
This will be a derived state used for changing center->sample and
centroid->sample at runtime.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
| |
Required by ARB_sample_shading for drivers that don't want a shader variant
in st/mesa.
Reviewed-by: Ilia Mirkin <[email protected]>
Acked-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
|
| |
instead of always doing both.
Usually, only depth is needed, so stencil decompression is useless.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
| |
We will only do depth-only or stencil-only decompress blits, whichever is
needed by textures, instead of always doing both.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
| |
Use the priority flags and expand them.
This information will be used for debugging.
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
v2: indentation fix
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
Cc: [email protected]
|
|
|
|
| |
Signed-off-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
Cc: 11.0 <[email protected]>
Acked-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
Cc: 11.0 <[email protected]>
Acked-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
Cc: 11.0 <[email protected]>
Acked-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
Cc: 11.0 <[email protected]>
Acked-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
Cc: 11.0 <[email protected]>
Acked-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
| |
Cc: 11.0 <[email protected]>
Acked-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
|