| Commit message (Collapse) | Author | Age | Files | Lines |
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While at it, use that `screen` variable everywhere.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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cleared
In most cases this is not needed because the usual is that when a
separate stencil is written, the parent resource is also written.
This is needed if we have a separate stencil, no depth buffer, and the
source and destination is the same, as in that case the stencil can be
updated, but not the parent source (like if you are blitting only the
stencil buffer). On that situation, the following access to the
stencil buffer would clear the stencil buffer (so overwritting the
previous blitting) cleared because the parent source has
v3d_resource.writes to 0.
As far as I see, that situation only happens with the
GL_DEPTH32F_STENCIL8 format.
Note that one alternative would consider that if the separate_stencil
has been written, the parent should also be considered written (and
update its "writes" field accordingly). But I found this patch more
natural.
Fixes the following piglit tests:
spec/arb_depth_buffer_float/fbo-stencil-gl_depth32f_stencil8-blit
spec/arb_depth_buffer_float/fbo-stencil-gl_depth32f_stencil8-copypixels
the latter regressed when internally glCopyPixels implementation
started to use blitting. So:
Fixes: 131d40cfc91f ("st/mesa: accelerate glCopyPixels(STENCIL)")
Reviewed-by: Eric Anholt <[email protected]>
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Generally, we achieve this by skipping the flush on calls to
v3d_flush_jobs_writing_resource() when we detect that the resource is written
in the current job from a transform feedback write.
The exception to this is the case where the caller is about to map the
resource, in which case we need to flush immediately since we can only emit
'Wait for transform feedback' commands on rendering jobs. We add a parameter
to the function so the caller can identify that scenario.
Reviewed-by: Eric Anholt <[email protected]>
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The hardware provides a feature to sync reads from previous transform feedback
writes in the same job so if we use this mechanism we no longer have to flush
the job.
In order to identify this scenario we need a mechanism to identify resources
that are written by transform feedback.
v2: use _mesa_pointer_set_create (Eric)
Reviewed-by: Eric Anholt <[email protected]>
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v2: use _mesa_set_search() (Eric)
Reviewed-by: Eric Anholt <[email protected]>
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The compiler has its limits under V3D_* (like most V3D stuff), so sync up
with that.
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Fixes
dEQP-GLES31.functional.state_query.integer.max_framebuffer_height_getboolean
when GLES3 is enabled.
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Otherwise we may race to read old contents. This didn't show up in the
CTS and piglit for me, but it did once I started using the TFU to do
linear->UIF blits for X11.
Fixes: 2ebca177dc18 ("v3d: Use the TFU to do generatemipmap.")
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Now that it doesn't need to find the struct v3d_bos, it can just take the
normal v3d_ioctl() path.
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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A few of the upcoming changes would make the V3D_DEBUG=cl output less
readable, so let's make proper CLIF file production be under a separate
V3D_DEBUG=clif flag.
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Now all the printing happens from the same worklist processing.
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The clif dumper is going to need information about all of our BOs if we're
going to dump them for replay purposes.
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These describe what the fields mean in RCL generation. "resolve" is left
over from VC4, and sounds like MSAA resolves (which may or may not be
involved in the store we generate).
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Otherwise, a blit from separate stencil may fail to flush the job that
initialized it, or new drawing could fail to flush a blit reading from
stencil.
Fixes:
dEQP-GLES3.functional.fbo.blit.depth_stencil.depth32f_stencil8_basic
dEQP-GLES3.functional.fbo.blit.depth_stencil.depth32f_stencil8_scale
dEQP-GLES3.functional.fbo.blit.depth_stencil.depth32f_stencil8_stencil_only
dEQP-GLES3.functional.fbo.msaa.2_samples.depth32f_stencil8
dEQP-GLES3.functional.fbo.msaa.4_samples.depth32f_stencil8
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This is the final step of the driver rename.
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