| Commit message (Collapse) | Author | Age | Files | Lines |
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This was too aggressive and breaks TF (Ilia)
This reverts commit 4ee638cd7826e8a4bed76f51c7b73395a2fcdbbc.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Suggested-by: Jason Ekstrand <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Fixes:
dEQP-GLES3.functional.rasterizer_discard.basic.write_depth_points
dEQP-GLES3.functional.rasterizer_discard.basic.write_stencil_points
dEQP-GLES3.functional.rasterizer_discard.fbo.write_depth_points
dEQP-GLES3.functional.rasterizer_discard.fbo.write_stencil_points
dEQP-GLES3.functional.rasterizer_discard.scissor.write_depth_points
dEQP-GLES3.functional.rasterizer_discard.scissor.write_stencil_points
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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To select the correct layer the z-coordinate must be rounded before it
is multiplied by six.
Fixes a number of tests out of
dEQP-GLES31.functional.texture.filtering.cube_array.formats.*
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This is a relatively minimal change to adjust all the gallium interfaces
to use bool instead of boolean. I tried to avoid making unrelated
changes inside of drivers to flip boolean -> bool to reduce the risk of
regressions (the compiler will much more easily allow "dirty" values
inside a char-based boolean than a C99 _Bool).
This has been build-tested on amd64 with:
Gallium drivers: nouveau r300 r600 radeonsi freedreno swrast etnaviv v3d
vc4 i915 svga virgl swr panfrost iris lima kmsro
Gallium st: mesa xa xvmc xvmc vdpau va
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Acked-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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unorm and snorm require that the border color values are clamped, so when
picking the sampler view copy/clamp the border color from the sampler and
use these adjusted values.
Fixes:
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_compressed_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_snorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_srgb_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.linear_unorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_compressed_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_snorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_srgb_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_unorm_color
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_unorm_depth
dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_unorm_depth_uint_stencil_sample_depth
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The value of -0.5f is not small enough to produce negative coordinates,
so lower the minimum clamp value to -1.0f. This fixes a number of tests
from
dEQP-GLES31.functional.texture.border_clamp.*
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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when mirroring the texture corrdinates the indices must be mirrored as
well and the half pixel shift must be applied in reverse.
Fixes a number of tests from:
dEQP-GLES31.functional.texture.gather.offset.*
dEQP-GLES31.functional.texture.gather.offsets.*
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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At this point all the draw caches are flushed to the old attached textures,
so the read caches of these textures will need to be updated too.
Fixes:
dEQP-GLES3.functional.fbo.color.repeated_clear.sample.tex2d.*
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This is essensially a port of ed53e61bec9 from LLVMpipe to softpipe,
as it makes things a bit simpler and more performant.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-By: Gert Wollny <[email protected]>
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Thanks to Eric Engestrom for pointing out that there was something wrong
with that function.
Fixes: 724a73509e1bc1ce3abf9500e457bb2911b642db
softpipe: Prepare handling explicit gradients
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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PIPE_CAP_SM3 has always been an odd one out of all our caps. While most
other caps are fine-grained and single-purpose, this cap encode several
features in one. And since OpenGL cares more about single features, it'd
be nice to get rid of this one.
As it turns, this is now relatively simple. We only really care about
three features using this cap, and those already got their own caps. So
we can remove it, and make sure all current drivers just give the same
response to all of them.
The only place we *really* care about SM3 is in nine, and there we can
instead just re-construct the information based on the finer-grained
caps. This avoids DX9 semantics from needlessly leaking into all of the
drivers, most of who doesn't care a whole lot about DX9 specifically.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Acked-by: Alyssa Rosenzweig <[email protected]>
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Not all drivers support TGSI_OPCODE_DIV, so we should have a cap to be able
to check this.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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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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