| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is typically used by the closed driver before SURFACE_SYNC.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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It's only required on the compute ring. This matches the closed driver.
The compute flag is removed to prevent confusion and Bas's compute shader
patches remove it in the whole function.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Yes, that flag is really needed.
Reviewed-by: Nicolai Hähnle <[email protected]>
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I'm not sure about this. This will make the engines go idle, but the caches
will be unflushed. This should match app behavior without performance
counters, which can be a good thing.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Without this, we were getting non-deterministic VM faults under high pressure.
Reviewed-by: Marek Olšák <[email protected]>
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Prologs only look at num_input_sgprs.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This fixes GS piglit failures after adding SI_PARAM_SHADER_BUFFERS,
which bumped NUM_USER_SGPRS and uncovered this bug on SI.
If this was fixed in LLVM, these workarounds wouldn't be needed.
LLVM would have to look at the calling convention to know how many SGPR
inputs are declared, and add VCC and the scratch wave offset (which is
enabled even if we spill SGPRs but not VGPRs, oh well).
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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not supported by hw directly, but it's still fully supported by the driver
Reviewed-by: Nicolai Hähnle <[email protected]>
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Otherwise we incorrectly claim ARB_ssbo support even with older LLVM versions.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94917
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This is the last necessary bit for OpenGL 4.2 support. All driver-specific
functionality has already been implemented as part of extensions.
Reviewed-by: Edward O'Callaghan <[email protected]>
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For some reason unknown to me, SI hangs if the event is written after
CONTEXT_CONTROL.
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This was triggered by
dEQP-GLES3.functional.vertex_array_objects.all_attributes
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Move the buffer resource extraction code out into its own function.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This will be re-used for shader buffers.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Guard band clipping speeds up rasterization for primitives that are
partially off-screen. This change in particular results in small
framerate improvements in a wide range of games.
Started by Grigori Goronzy <[email protected]>.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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and clamp it right before emitting. This is a prerequisite for computing
the guard band.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The closed driver does this, but it looks at base_level and last_level
and uses a conditional assignment, which LLVM can't generate on SGPRs.
That led me to invent this solution that abuses the image descriptor.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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copied from the Vulkan driver
Reviewed-by: Nicolai Hähnle <[email protected]>
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Only CMASK and DCC clears can use this, because only textures can be so
large.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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In other words, vport scissors are derived from viewport states.
If the scissor test is enabled, the intersection of both is used.
The guard band will disable clipping, so we have to clip per-pixel.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94835
Reviewed-by: Marek Olšák <[email protected]>
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This is in preparation of raising the number of exposed sampler views to 32
bits, which will raise the total number of sampler views to 33 for the
polygon stipple texture. That texture should never be compressed (and it's
certainly not a depth texture), but this approach seems cleaner to me than
special-casing the last slot in all affected code paths.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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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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Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Lets give the developer a little hand if we are going to assert
on a zero literal at the end of a branch.
Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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For ARB_framebuffer_no_attachment; A is_format_supported() query
with 'PIPE_FORMAT_NONE' passed implies a query of the number of
samples supported from the framebuffer with no attachment.
Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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