| Commit message (Collapse) | Author | Age | Files | Lines |
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This basically boils down to supporting persistent and coherent buffer
storage.
We chose to use coherent buffer storage for all persistent buffers
even if it's not explicitly specified, since using glMemoryBarrier to
obtain coherency would be particularly expensive in our driver stack,
and require a lot of additional bookkeeping.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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With SWTNL and index translation we're mapping buffers for reading. These
buffers are commonly upload_mgr buffers that might already be referenced
by another submitted or unsubmitted GPU command. A synchronous map will
then trigger a flush and sync, at least on Linux that doesn't distinguish
between read- and write referencing. So map these buffers async. If they
for some obscure reason happen to be dirty (stream-output, buffer-copy),
the resource_buffer code will read-back and sync anyway. For persistent /
coherent buffers a corresponding read-back and sync will happen in the
kernel fault handler.
Testing: Piglit quick. No regressions.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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In the case of SWTNL and index translation we were uploading index buffers
and then reading out from them using the CPU. Furthermore, when translating
indices we often cached the results with an upload_mgr buffer, causing the
cached indexes to be immediately discarded on the next write to that
upload_mgr buffer.
Fix this by only uploading when we know the index buffer is going to be
used by hardware. If translating, only cache translated indices if the
original buffer was not a user buffer. In the latter case when we're not
caching, use an upload_mgr buffer for the hardware indices.
This means we can also remove the SWTNL hand-crafted index buffer upload
mechanism in favour of the upload_mgr.
Finally avoid using util_upload_index_buffer(). It wastes index buffer
space by trying to make sure that the offset of the indices in the
upload_mgr buffer is larger or equal to the position of the indices in
the source buffer. From what I can tell, the SVGA device does not
require that.
Testing done: Piglit quick. No regressions.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Add a flag in the surface cache key and a winsys usage flag to
specify coherent memory.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This maps to a special format that recent generations of adreno have,
for blitting z24s8. Conceptually it is similar to doing Z and/or S
blits by pretending it is r8g8b8a8 (with appropriate writemask). But
it differs when bandwidth compression is used, as z24 is a different
type from r8g8b8.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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This fixes the missing rebind when the can_pre_flush bit
is not set and the vertex buffers are the same as what have been sent.
Cc: [email protected]
Reviewed-by: Neha Bhende <[email protected]>
Signed-off-by: Charmaine Lee <[email protected]>
Signed-off-by: Thomas Hellstrom <[email protected]>
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In case the device reports 15 (or more) buffers.
Reviewed-by: Charmaine Lee <[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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The vmwgfx driver supports emulated coherent surface memory as of version
2.16. Add en environtment variable to enable this functionality for
texture- and buffer maps: SVGA_FORCE_COHERENT.
This environment variable should be used for testing only.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The rendered-to flag indicates that the HW surface content is more recent
than the content of the mob. That's the case after a SurfaceDMA transfer
to the surface.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Instead unconditionally call SVGA3D_InvalidateGBSurface() since it's needed
also for Linux for dirty buffers and operation without SurfaceDMA.
For non-guest-backed operation, remove the surface cache surface invalidation
altogether.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[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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valgrind crashes when we try to initialize host logging. This
env var can be used to disable logging.
v2: rebase onto "svga: move host logging to winsys".
Cc: [email protected]
Reviewed-by: Neha Bhende <[email protected]>
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This patch adds a host_log interface to svga_winsys and
moves the host logging code to the winsys layer.
Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
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Some constant- and texture upload buffer data may bounce in malloced
buffers before being transferred to hardware buffers. In the case of
texture upload buffers this seems to be an oversight. In the case of
constant buffers, code comments indicate that we want to avoid mapping
hardware buffers for reading when copying out of buffers that need
modification before being passed to hardware. In this case we avoid
data bouncing for upload manager buffers but make sure buffers that
we read out from stay in malloced memory.
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes the static assertion error.
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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This function was used in the past to avoid deleting a sampler view
for a context that no longer exists. But the Mesa state tracker
ensures that cannot happen. Use the standard refcounting function
instead.
Also, remove the code which checked for context mis-matches in
svga_sampler_view_destroy(). It's no longer needed since implementing
the zombie sampler view code in the state tracker.
Testing Done: google chrome, variety of GL demos/games
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-By: Jose Fonseca <[email protected]>
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This fixes a rendering issue where UBO updates aren't always picked
up by drawing calls. This issue effected the Webots robotics
simulator. VMware bug 2175527.
Testing Done: Webots replay, piglit, misc Linux games
Reviewed-by: Thomas Hellstrom <[email protected]>
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The draw_vgpu10() function was huge. Move the code for preparing the
vertex buffers and the index buffer into separate functions.
Reviewed-by: Neha Bhende <[email protected]>
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With this patch, the svga shader type will be saved in the shader variant,
and there is no need to pass in the shader type to the define/destroy
variant functions.
Reviewed-by: Brian Paul <[email protected]>
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MinGW release build complains about a possible out-of-bounds
array access. Test i < 4 to silence it.
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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MinGW release builds warns about use of a possbily uninitialized
variable here.
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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The dma.pending field is boolean, so testing for > 0 isn't right.
Reviewed-by: Neha Bhende <[email protected]>
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Remove trailing whitespace, etc.
Trivial.
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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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Fixes a static assertion which broke the build.
Fixes: 3ee240890 "gallium: add SINT formats to have exact counterparts to SNORM formats"
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Neha Bhende<[email protected]>
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This format is needed to support EXT_texture_sRGB_R8. THe patch adds a new
format enum, the format entries in Gallium and and svga, the mapping between
sRGB and linear formats, and tests.
v2: - add mapping to linear format for PIPE_FORMATR_R8_SRGB
v3: - Add texture format to svga format table since otherwise building
mesa will fail when this driver is enabled. It was not tested
whether the extension actually works.
v4: - svga: remove the SVGA specific format definitions and table entries
and only add correct the location of PIPE_FORMAT_R8_SRGB in the
format_conversion_table (Ilia Mirkin)
- Split patch (1/2) to separate Gallium part and mesa/st part.
(Roland Scheidegger)
- Trim the commit message to only contain the relevant parts from the
split.
v5: - svga: correct location of PIPE_FORMAT_SRGB_R8 (Ilia Mirkin)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This was required back when MSVC didn't support C99 and was missing this
header, but since MSVC 2013 (or maybe earlier?) this isn't it does and
this code isn't doing anything anymore.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Michał Janiszewski <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes: a537231b226280bc1e5b7 "meson: build svga driver on linux"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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This reverts commit a5fd54f8bf6713312fa5efd7ef5cd125557a0ffe.
The whole point was to add a way to pass -DVMX86_STATS to the build,
but we can do that with a command line argument when we invoke scons.
Reviewed-by: José Fonseca <[email protected]>
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svga_destroy_shader_variant() itself flushes and retries the command
if there's a failure. So no need for the callers to do it. Other
callers of the function were already ignoring the return value.
This also fixes a corner-case double-free reported by Coverity
(and reported by Dave Airlie).
Tested with various OpenGL apps.
Reviewed-by: Charmaine Lee <[email protected]>
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This patch fixes uninitialized fields in DefineDepthStencilView and
DefineStreamOutput commands that are not relevant in SM4 device.
Reviewed-by: Brian Paul <[email protected]>
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With this patch, svga driver will start advertising OpenGL 3.3
compatibility profile.
Tested with some mesa demos, piglit and glretrace.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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We need to convert unnormalized texcoords to normalized texcoords
when we are sampling from texture. We don't need this conversion
if there is no sampler view.
Tested with piglit, glretrace
Fixes vmware bug 2101970
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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In gallium, the layer index of a texture array to be mapped
is specified in the z component, whereas in svga device, the
index is specified in a separate argument.
Currently in svga_texture_transfer_map(), we explicitly modify
the z value in the base transfer map to 0 so the layer offset will not be
applied twice, but this causes problem when state tracker later
refers to the base transfer map and expects the slice index to be
specified in z (commit 463b0ea1f6762b7e0536cfadc4e384840af3e8e0).
To fix the problem, this patch makes a local copy of the box in
svga_transfer and modifies the z value in this copy instead.
Fixes spec@khr_texture_compression-astc piglit test crashes.
Fixes regression in the dma path with commit 1fdd3dd94a.
Tested with mtt glretrace, piglit on Windows VM and Linux VM.
Reviewed-by: Brian Paul <[email protected]>
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To align the code with VMware's in-house copy.
Signed-off-by: Brian Paul <[email protected]>
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To match the in-house VMware code.
Signed-off-by: Brian Paul <[email protected]>
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This patch extends the format_conversion table to support
different view formats on texture buffer.
For legacy image formats such as INTENSITY, LUMINANCE, LUMINANCE_ALPHA,
special swizzle masks will be used on the red or RG channels.
This fixes piglit test arb_texture_buffer_object-formats fs|vs arb
Reviewed-by: Brian Paul <[email protected]>
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The svga_reemit_gs_bindings function is no longer needed. Remove it.
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes a crash since the variant object isn't allocated until later
in the function. Not sure how this got through.
Reviewed-by: Charmaine Lee <[email protected]>
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This patch makes sure a valid color buffer is bound before
checking its resource. This fixes Unigine Valley running in SM41 device.
Reviewed-by: Brian Paul <[email protected]>
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This fixes some of tests cases in arb_copy_image-formats and also fixes
SurfaceCopy related errors in vmware.log when multi sampled surfaces are
used.
Tested with piglit, glretrace on windows and linux VM.
v2: As per Brian's comment
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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The patch checks DXFMT_ARRAY devcap for texture array support.
Tested with MTT-piglit. No regressions.
Reviewed-by: Brian Paul <[email protected]>
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According to the current SVGA contract, any view format can be
used on the underlying resource that is multisample. So there
is no need to check the MULTISAMPLE devcap for the view format.
Fixes black rendering issue with Tropics running with 4xMSAA.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Explicit set the DXFMT_SHADER_SAMPLE bit for depth stencil formats
for pre-SM41 device only. This bit is now set by the SM41 device.
Reviewed-by: Brian Paul <[email protected]>
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