| Commit message (Collapse) | Author | Age | Files | Lines |
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TGSI's FBFETCH instruction currently only supports reading from a single
render target, but NIR intrinsics can support multiple render targets.
radeonsi can only support fetching from RT 0, but other drivers may be
able to support fetching from any render target.
To express this, this patch renames PIPE_CAP_TGSI_FS_FBFETCH to simply
PIPE_CAP_FBFETCH, and converts it from a boolean "is FBFETCH supported?"
to an integer number of render targets which can be fetched.
Reviewed-by: Marek Olšák <[email protected]>
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resource type provides"
This reverts commit 865b9ddae4874186182e529b5fd154ab04a61f79.
The buffer always reports format PIPE_FORMAT_R8_UNORM so with this patch only
one component would be supported. The original issue is still relevant, but
the fix should be different.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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type provides
Otherwise we risk to read past the end of the buffer.
In addition, change the loop counters to unsigned to be consistent
with the types.
Fixes: afa8707ba93a7d226a76319acda2a8dd89524db7
softpipe: add SSBO/shader atomics support.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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The _LEVELS assumes that the max is always power of two. For V3D 4.2, we
can support up to 7680 non-power-of-two MSAA textures, which will let X11
support dual 4k displays on newer hardware.
Reviewed-by: Marek Olšák <[email protected]>
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If we don't update this for all primitive-types, we end up rendering
slightly offset points and lines up until the point where the first
triangle gets drawn. This is obviously not correct, and violates
OpenGL's repeatability rule.
Signed-off-by: Erik Faye-Lund <[email protected]>
Fixes: ca9c413647b ("softpipe: Respect gl_rasterization_rules in
primitive setup.")
Reviewed-By: Gert Wollny <[email protected]>
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This will enable calls to the interpolateAt* functions, but also a bunch
of other features.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Now that the LOD is evaluated up front the cube faces can also be
evauate on a per sample basis instead of using the quad.
This fixes a large number of deqp gles 3 and 31 cube texture tests.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This only affects anisotropic interpolation.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This enables the use of explicit gradients.
Also remove an unused parameter when changing the interfaces.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The shadow evaluation compare parameter is stored in different locations,
depending on the texture type. Move the values to a common location free
the lod storage and to be able to reduce the number of parameters.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The value is stored in the lod components and this will be overwritten
when swithcing to the new code path.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This only adds corde that is not yet enabled.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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this is useful when we want to use explicit gradients.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Matt Turner <[email protected]>
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The offset alignment must be set to s16 because the tile cache is
implemented to require this.
This enables ARB_buffer_texture_range and OES_texture_buffer for
softpipe. The according deqp-gles31 tests pass.
Also update the feature table.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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With buffers the addressing is done on a per-byte bases so the code
path for normal textures doesn't work properly. Also add an assert
to make sure that the bit cound for storing the X coordinate is
large enough.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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With buffers the addressing is done on a per byte basis and we with
a maximal block size of 16 byte we have to take into acount four more
bits. For simplicity just remove the TEX_TILE_SIZE_LOG2, which is 5 bit.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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For the gather op no magnifictaion filter is provided, so always use
the filter given for minification (which is the linear filter)
Fixes: 0dff1533f25951adda3c36be6d9efa944741befb
softpipe: Use mag texture filter also for clamped lod == 0
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This enables the ARB_gpu_shader5 vertex streams on softpipe.
v2: only enable when not using llvm.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This hooks up the geometry shader processing to the TGSI
support added in the previous commits.
It doesn't change the llvm interface other than to
keep things building.
v2: fix some regressions caused by primitiveoffsets
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We need indexed queries to retrieve the geom shader info.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds space for the member to the callback, doesn't
change anything else.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Follow the spec when selecting the magnification filter (OpenGL 4.5,
section 8.14):
If λ(x, y) is less than or equal to the constant c (see section 8.15)
the texture is said to be magnified;
While we're here also silence a potential warning about implicit float
to double conversion.
v2: Update commit message to contain a reference to the spec as pointed
out by Eric.
Fixes a number of dEQP GLES2 and GLES3 test out of:
dEQP-GLES2.functional.texture.filtering.*
dEQP-GLES2.functional.texture.vertex.2d.filtering.*
dEQP-GLES3.functional.texture.vertex.*.filtering.*
dEQP-GLES3.functional.texture.filtering.*
dEQP-GLES3.functional.texture.shadow.2d.*
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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to indicate write usage per buffer.
This is just a hint (it will be used by radeonsi).
Reviewed-by: Timothy Arceri <[email protected]>
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This enables the following piglits with PASS:
nv_shader_atomic_float/execution/
shared-atomicadd-float
shared-atomicexchange-float
ssbo-atomicadd-float
ssbo-atomicexchange-float
v2: Minimize the patch by using type punning (Eric Anholt)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This fixes piglit clearbuffer-mixed-format
Reviewed-by: Brian Paul <[email protected]>
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The swizzling was putting float one in not integer 1.
This fixes a lot of arb_texture_view-rendering-formats cases.
Reviewed-by: Brian Paul <[email protected]>
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I noticed we crashed piglit arb_texture_view-rendering-formats
when run on softpipe.
This fixes the clear tiles to use the surface format not the
underlying storage format.
This fixes a bunch of srgb piglits as well.
Fixes: 396ac41fc28 (softpipe: add integer support)
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The glMemoryBarrier() function makes shader memory stores ordered with
respect to things specified by the given bits. Until now, st/mesa has
ignored GL_TEXTURE_UPDATE_BARRIER_BIT and GL_BUFFER_UPDATE_BARRIER_BIT,
saying that drivers should implicitly perform the needed flushing.
This seems like a pretty big assumption to make. Instead, this commit
opts to translate them to new PIPE_BARRIER bits, and adjusts existing
drivers to continue ignoring them (preserving the current behavior).
The i965 driver performs actions on these memory barriers. Shader
memory stores go through a "data cache" which is separate from the
render cache and other read caches (like the texture cache). All
memory barriers need to flush the data cache (to ensure shader memory
stores are visible), and possibly invalidate read caches (to ensure
stale data is no longer visible). The driver implicitly flushes for
most caches, but not for data cache, since ARB_shader_image_load_store
introduced MemoryBarrier() precisely to order these explicitly.
I would like to follow i965's approach in iris, flushing the data cache
on any MemoryBarrier() call, so I need st/mesa to actually call the
pipe->memory_barrier() callback.
Fixes KHR-GL45.shader_image_load_store.advanced-sync-textureUpdate
and Piglit's spec/arb_shader_image_load_store/host-mem-barrier on
the iris driver.
Roland said this looks reasonable to him.
Reviewed-by: Eric Anholt <[email protected]>
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It seems softpipe actually supports this. This change enables the
following piglits as passing without regressions in the gpu test set:
gl-3.1-mixed-int-float-fbo
gl-3.1-mixed-int-float-fbo int_second
fbo-blending-format-quirks
Changes for deqp:
dEQP-GLES2.functional.fbo.completeness.attachment_combinations.rbo_tex_none_none QualityWarning -> Pass
dEQP-GLES2.functional.fbo.completeness.attachment_combinations.rbo_tex_none_rbo QualityWarning -> Pass
dEQP-GLES2.functional.fbo.completeness.attachment_combinations.rbo_tex_none_tex QualityWarning -> Pass
dEQP-GLES2.functional.fbo.completeness.attachment_combinations.rbo_tex_rbo_none QualityWarning -> Pass
dEQP-GLES2.functional.fbo.completeness.attachment_combinations.rbo_tex_tex_none QualityWarning -> Pass
dEQP-GLES2.functional.fbo.completeness.attachment_combinations.tex_rbo_none_none QualityWarning -> Pass
dEQP-GLES2.functional.fbo.completeness.attachment_combinations.tex_rbo_none_rbo QualityWarning -> Pass
dEQP-GLES2.functional.fbo.completeness.attachment_combinations.tex_rbo_none_tex QualityWarning -> Pass
dEQP-GLES2.functional.fbo.completeness.attachment_combinations.tex_rbo_rbo_none QualityWarning -> Pass
dEQP-GLES2.functional.fbo.completeness.attachment_combinations.tex_rbo_tex_none QualityWarning -> Pass
dEQP-GLES3.functional.fbo.completeness.samples.rbo0_rbo0_tex Fail -> Pass
dEQP-GLES3.functional.fbo.completeness.samples.rbo0_tex_none Fail -> Pass
dEQP-GLES3.functional.fbo.completeness.samples.rbo1_rbo1_rbo1 Fail -> Pass
dEQP-GLES3.functional.fragment_out.random.* NotSupported -> Pass
dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.*_fragment Fail -> Pass
dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.*_vertex Fail -> Pass
dEQP-GLES31.functional.shaders.builtin_functions.precision.frexp.*_fragment.* Fail -> Pass
dEQP-GLES31.functional.shaders.builtin_functions.precision.frexp.*_vertex.* Fail -> Pass
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Some NVIDIA hardware can accept 128 fragment shader input components,
but only have up to 124 varying-interpolated input components. We add a
new cap to express this cleanly. For most drivers, this will have the
same value as PIPE_SHADER_CAP_MAX_INPUTS for the fragment shader.
Fixes KHR-GL45.limits.max_fragment_input_components
Signed-off-by: Karol Herbst <[email protected]>
[imirkin: rebased, improved docs/commit message]
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Rob Clark <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: 19.0 <[email protected]>
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this is needed by u_debug
Tested-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Rob Herring <[email protected]>
Signed-off-by: Robert Foss <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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for AMD_depth_clamp_separate.
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One of the pains of implementing a gallium driver is filling in a million
pipe caps you don't know about yet when you're just starting out. One of
the pains of working on gallium is copy-and-pasting your new PIPE_CAP into
each driver. We can fix both of these by having each driver call into the
default helper from their default case, so that both sides can ignore each
other until they need to.
v2: fix i915g build, revert swr change to avoid breaking scons build
(https://travis-ci.org/anholt/mesa/jobs/419739857)
v3: Rebase on 3 new gallium caps.
Reviewed-by: Marek Olšák <[email protected]> (v1)
Cc: Bruce Cherniak <[email protected]>
Cc: George Kyriazis <[email protected]>
Cc: Kenneth Graunke <[email protected]>
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Some hardware can do PIPE_TEX_WRAP_MIRROR_REPEAT but not
PIPE_TEX_WRAP_MIRROR_CLAMP and PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER.
Drivers for such hardware would like to advertise support for
ARB_texture_mirror_clamp_to_edge but not EXT_texture_mirror_clamp.
This commit adds a new PIPE_CAP_TEXTURE_MIRROR_CLAMP_TO_EDGE bit,
changes the extension enable to be based on that, and enables it
in all upstream drivers which supported PIPE_CAP_TEXTURE_MIRROR_CLAMP
(so they continue supporting this mode).
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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v2: none
v3: none
Signed-off-by: Denis Pauk <[email protected]>
CC: Marek Olšák <[email protected]>
CC: Rhys Perry <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Brian Paul <[email protected]> (v2)
Reviewed-by: Marek Olšák <[email protected]> (v2)
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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util_is_power_of_two_or_zero
The new name make the zero-input behavior more obvious. The next
patch adds a new function with different zero-input behavior.
Signed-off-by: Ian Romanick <[email protected]>
Suggested-by: Matt Turner <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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