| Commit message (Collapse) | Author | Age | Files | Lines |
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Step one to merging radv would be to move some files around.
This only adds the include path to r600/radeonsi, because later
we want to avoid having to add it to the generic target paths.
Acked-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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It's part of the viewport state now.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Calculate depth ranges from viewport states and
pipe_rasterizer_state::clip_halfz.
The evergreend.h change is required to silence a warning.
This fixes this recently updated piglit: arb_depth_clamp/depth-clamp-range
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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ported from Vulkan
Acked-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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for less noise in the HUD
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Limit it to geometry shaders and Hawaii.
Acked-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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DCC is limited in how texture formats can be reinterpreted using texture
views. If we get a view format that is incompatible with the initial
texture format with respect to DCC, disable DCC.
There is a new piglit which tests all format combinations.
What works and what doesn't was deduced by looking at the piglit failures.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The closed compiler does the same thing.
This fixes: GL45-CTS.texture_gather.*-int-* (18 tests)
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Sometimes it was f32, other times it was i32. Now it's always i32.
This fixes:
GL45-CTS.texture_cube_map_array.image_texture_size.texture_size_compute_sh
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes:
GL45-CTS.tessellation_shader.tessellation_control_to_tessellation_evaluation
.gl_PatchVerticesIn
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes: GL43-CTS.texture_view.view_sampling
v2: fix a typo, merge both if statements
Cc: [email protected]
Reviewed-by: Dave Airlie <[email protected]> (v1)
Reviewed-by: Bas Nieuwenhuizen <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Invalidated buffers don't have to go through it.
Split r600_init_resource into r600_init_resource_fields and
r600_alloc_resource.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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A few weeks ago, Jose Fonseca suggested [0] we use .editorconfig files
to try and enforce the formatting of the code, to which Michel Dänzer
suggested [1] we start by importing the existing .dir-locals.el
settings. The first draft was discussed in the RFC [2].
These .editorconfig are a first step, one that has the advantage of
requiring little to no intervention from the devs once the settings
files are in place, but the settings are very limited. This does have
the advantage of applying while the code is being written.
This doesn't replace the need for more comprehensive formatting tools
such as clang-format & clang-tidy, but those reformat the code after
the fact.
[0] https://lists.freedesktop.org/archives/mesa-dev/2016-June/121545.html
[1] https://lists.freedesktop.org/archives/mesa-dev/2016-June/121639.html
[2] https://lists.freedesktop.org/archives/mesa-dev/2016-July/123431.html
Acked-by: Nicolai Hähnle <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This should be all that is required for cull distances to work
on radeonsi.
v1.1: whitespace cleanup, add docs fix clipdist_mask usage.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We were allocating global variables for the maximum LDS size
which made the compiler think we were using all of LDS, which
isn't the case.
Reviewed-By: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v1 → v2:
- Fixed indentation (noted by Brian Paul)
- Removed second assert from nouveau's switch statements (suggested by
Brian Paul)
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This was missed while rewriting the PIPE_DUMP flags.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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SDMA is much faster for tiled->linear blits from VRAM to GTT.
I have Bonaire in my second PCIe slot.
$ glxinfo | grep OpenGL.renderer
OpenGL renderer string: Gallium 0.4 on AMD TONGA ...
$ DRI_PRIME=1 glxinfo | grep OpenGL.renderer
OpenGL renderer string: Gallium 0.4 on AMD BONAIRE ...
Without SDMA:
$ DRI_PRIME=1 glxgears
8796 frames in 5.0 seconds = 1759.074 FPS
8899 frames in 5.0 seconds = 1779.672 FPS
With SDMA:
$ DRI_PRIME=1 glxgears
12765 frames in 5.0 seconds = 2552.788 FPS
12888 frames in 5.0 seconds = 2577.495 FPS
The 1st GPU is irrelevant. The improvement should be much lower at 60 fps,
but definitely measurable.
SI will get this once we add SDMA blit support for it.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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It passes R600_DEBUG=testdma on Bonaire/radeon.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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there's no reason to separate these
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We can take advantage of the fact that multi_fence does the obvious thing
with NULL fences.
This fixes unflushed fences that can get stuck due to empty IBs.
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Cc: 12.0 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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They are harmless, but the interrupts do decrease performance.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97039
Cc: 12.0 <[email protected]>
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Some hardware can't render to color/depth buffers of mixed bitness. When
that happens a fallback has to happen, but this allows the driver to
express that this isn't an optimal scenario. The purpose of this is to
remove such fbconfigs from the GLX/EGL config list.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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st/mesa does this too, so we're safe.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is required by OpenGL. Our hardware supports this.
Example: Bind RGBA32F with offset = 4 bytes.
Acked-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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This is required by OpenGL. Our hardware supports this.
Example: Bind RGBA32F with offset = 4 bytes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97305
Acked-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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just FYI, the kernel receives priority/4
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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and rename the enum
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is just a workaround. The problem is described in the code.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96541
v2: say that it's only between the current context and aux_context
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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we can now rely on CB_COLORn_INFO to disable empty slots.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Vulkan doesn't do this. The reason may be that CB_COLOR1_INFO.SOURCE_FORMAT
from NI was moved to SPI_SHADER_COL_FORMAT for SI.
I asked CB guys about this 2 days ago and they still haven't replied.
Reviewed-by: Nicolai Hähnle <[email protected]>
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All VP DX9 ports benefit from this.
Reviewed-by: Nicolai Hähnle <[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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Also, prepare for using tgsi_array_info.
This also opens the door for properly handling allocation failures, but I'm
leaving that for a separate change.
Reviewed-by: Marek Olšák <[email protected]>
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just do what the register spec says
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This can help enable some blend optimizations (see the register spec).
Vulkan always sets this.
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This is the proper fix for Overlord and Witcher 2 hangs.
The hang condition is that 1 app must write to MRT0 and MRT1 from a pixel
shader while MRT1 is disabled in CB_TARGET_MASK (does this generate
unflushable pixel quads? I don't know), and another app (e.g. Glamor)
must enable dual source blending in both MRT0 and MRT1. The hw gets
confused, which leads to corruption and hangs.
Cc: 12.0 11.2 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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