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* gallium: change comments to remove 'state tracker'Marek Olšák2020-05-131-1/+1
| | | | | | | Acked-by: Eric Anholt <[email protected]> Acked-by: Alyssa Rosenzweig <[email protected]> Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4902>
* v3d: Primitive Counts Feedback needs an extra 32-bit padding.Jose Maria Casanova Crespo2020-04-101-1/+2
| | | | | | | | | | | | | | | | | | Store Primitive Counts operations write 7 counters in 32-bit words but also a padding 32-bit with 0. So we need 8 32-bit words instead of the current 7 allocated. This was causing an corruption in the next buffer when Transform Feedback was enabled that were exposed on tests like: dEQP-GLES3.functional.transform_feedback.*.points.* This patch fixes 196 tests that were failing when they were run isolated but they were passing when run using cts-runner. Fixes: 0f2d1dfe65bf ("v3d: use the GPU to record primitives written to transform feedback") Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2674 Reviewed-by: Alejandro Piñeiro <[email protected]> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4501>
* v3d: fix primitive queries for geometry shadersIago Toral Quiroga2019-12-161-1/+1
| | | | | | | | | | | | | | With geometry shaders the number of emitted primitived is decided at run time, so we cannot precompute it in the CPU and we need to use the PRIMITIVE_COUNTS_FEEDBACK commands to have the GPU provide the number like we do for the number of primitives written to transform feedback. This may have a performance impact though, since it requires a sync wait for the draw to complete, so we only do it when geometry shaders are present. v2: remove '> 0' comparison for ponter type (Alejandro) Reviewed-by: Alejandro Piñeiro <[email protected]>
* v3d: emit geometry shader state commandsIago Toral Quiroga2019-12-161-0/+3
| | | | | | | | | | | | | | | | This is good enough to get basic GS workloads working, later patches will improve this by adding instancing support, proper SIMD configuration, etc. Notice that most of the TESSELLATION_GEOMETRY_SHADER_PARAMS fields are only relevant when tessellation shaders are present. We do not support tessellation yet, but we still need to fill in these tessellation state with default values since our packing functions require some of these to have non-zero values. v2: - Add a comment in the code explaining why we fill in tessellation fields (Alejandro) Reviewed-by: Alejandro Piñeiro <[email protected]>
* util: Move gallium's PIPE_FORMAT utils to /util/format/Eric Anholt2019-11-141-1/+1
| | | | | | | | | | | | | | | To make PIPE_FORMATs usable from non-gallium parts of Mesa, I want to move their helpers out of gallium. Since u_format used util_copy_rect(), I moved that in there, too. I've put it in a separate directory in util/ because it's a big chunk of related code, and it's not clear to me whether we might want it as a separate library from libmesa_util at some point. Closes: #1905 Acked-by: Marek Olšák <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]> Reviewed-by: Alyssa Rosenzweig <[email protected]>
* v3d: flag dirty state when binding compute statesJose Maria Casanova Crespo2019-09-121-0/+3
| | | | | | | | | | | | | | | | As introduced in "v3d: flag dirty state when binding new sampler states" we need to add support for compute states. New flag VC5_DIRTY_COMPTEX and VC5_DIRTY_UNCOMPILED_CS are introduced. Reaching 33 flags at the dirty field forces us to change the type to uint_64. Flags are reordered and empty continuous bits are available for future pipeline stages. v2: Update flag conditions to compile cs shader. (Eric Antholt) Now dirty flags use uint_64t and flags are reordered. Added VC5_DIRTY_UNCOMPILED_CS flag. Reviewed-by: Eric Anholt <[email protected]>
* v3d: use the GPU to record primitives written to transform feedbackIago Toral Quiroga2019-08-081-0/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We can use the PRIMITIVE_COUNTS_FEEDBACK packet to write various primitive counts to a buffer, including the number of primives written to transform feedback buffers, which will handle buffer overflow correctly. There are a couple of caveats with this: Primitive counters are reset when we emit a 'Tile Binning Mode Configuration' packet, which can happen in the middle of a primitives query, so we need to read the buffer when we submit a job and accumulate the counts in the context so we don't lose them. We also need to do the same when we switch primitive type during transform feedback so we can compute the correct number of recorded vertices from the number of primitives. This is necessary so we can provide an accurate vertex count for draw from transform feedback. v2: - When computing the number of vertices for a primitive, pass in the base primitive, since that is what the hardware will count. - No need to update primitive counts when switching primitive types if the base primitives are the same. - Log perf warning when mapping the primitive counts BO for readback (Eric). - Only emit the primitive counts packet once at job end (Eric). - Use u_upload mechanism for the primitive counts buffer (Eric). - Use the XML to generate indices into the primitive counters buffer (Eric). Fixes piglit tests: spec/ext_transform_feedback/overflow-edge-cases spec/ext_transform_feedback/query-primitives_written-bufferrange spec/ext_transform_feedback/query-primitives_written-bufferrange-discard spec/ext_transform_feedback/change-size base-shrink spec/ext_transform_feedback/change-size base-grow spec/ext_transform_feedback/change-size offset-shrink spec/ext_transform_feedback/change-size offset-grow spec/ext_transform_feedback/change-size range-shrink spec/ext_transform_feedback/change-size range-grow spec/ext_transform_feedback/intervening-read prims-written Reviewed-by: Eric Anholt <[email protected]>
* v3d: replace MAYBE_UNUSED with UNUSEDEric Engestrom2019-07-311-1/+1
| | | | | | | | MAYBE_UNUSED is going away, so let's replace legitimate uses of it with UNUSED, which the former aliased to so far anyway. Signed-off-by: Eric Engestrom <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* v3d: subclass pipe_streamout_output_target to record TF vertices writtenIago Toral Quiroga2019-07-261-8/+8
| | | | Reviewed-by: Eric Anholt <[email protected]>
* v3d: flag dirty state when binding new sampler statesIago Toral Quiroga2019-07-161-0/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We emit code to saturate texture coordinates when using clamp wrapping mode so if we don't flag the dirty state here we don't get to recompile the shaders when the wrapping mode changes. v2: - Do the same when setting sampler views (Eric) - Use a switch statement instead of an if ladder. - Swap the shader stage assertion with an unreachable. Fixes: spec/!opengl 1.1/texwrap 1d bordercolor/gl_rgba8, border color only spec/!opengl 1.1/texwrap 1d proj bordercolor/gl_rgba8, projected, border color only spec/!opengl 1.1/texwrap 2d bordercolor/gl_rgba8, border color only spec/!opengl 1.1/texwrap 2d proj bordercolor/gl_rgba8, projected, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_alpha12, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_alpha16, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_alpha4, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_alpha8, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_intensity8, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_luminance4_alpha4, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_luminance6_alpha2, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_luminance8, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_luminance8_alpha8, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_r3_g3_b2, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb10, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb10_a2, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb4, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb5, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb5_a1, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgb8, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgba4, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor-swizzled/gl_rgba8, swizzled, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_alpha12, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_alpha16, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_alpha4, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_alpha8, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_intensity8, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_luminance4_alpha4, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_luminance6_alpha2, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_luminance8, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_luminance8_alpha8, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_r3_g3_b2, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb10, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb10_a2, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb4, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb5, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb5_a1, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_rgb8, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_rgba4, border color only spec/!opengl 1.1/texwrap formats bordercolor/gl_rgba8, border color only spec/!opengl 1.2/texwrap 3d bordercolor/gl_rgba8, border color only spec/!opengl 1.2/texwrap 3d proj bordercolor/gl_rgba8, projected, border color only spec/arb_es2_compatibility/texwrap formats bordercolor-swizzled/gl_rgb565, swizzled, border color only spec/arb_es2_compatibility/texwrap formats bordercolor/gl_rgb565, border color only spec/arb_texture_compression/texwrap formats bordercolor-swizzled/gl_compressed_alpha, swizzled, border color only spec/arb_texture_compression/texwrap formats bordercolor-swizzled/gl_compressed_luminance_alpha, swizzled, border color only spec/arb_texture_compression/texwrap formats bordercolor-swizzled/gl_compressed_rgb, swizzled, border color only spec/arb_texture_compression/texwrap formats bordercolor/gl_compressed_alpha, border color only spec/arb_texture_compression/texwrap formats bordercolor/gl_compressed_luminance_alpha, border color only spec/arb_texture_compression/texwrap formats bordercolor/gl_compressed_rgb, border color only spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_alpha16f_arb, swizzled, border color only spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_intensity16f_arb, swizzled, border color only spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_luminance16f_arb, swizzled, border color only spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_luminance_alpha16f_arb, swizzled, border color only spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_rgb16f, swizzled, border color only spec/arb_texture_float/texwrap formats bordercolor-swizzled/gl_rgba16f, swizzled, border color only spec/arb_texture_float/texwrap formats bordercolor/gl_alpha16f_arb, border color only spec/arb_texture_float/texwrap formats bordercolor/gl_intensity16f_arb, border color only spec/arb_texture_float/texwrap formats bordercolor/gl_luminance16f_arb, border color only spec/arb_texture_float/texwrap formats bordercolor/gl_luminance_alpha16f_arb, border color only spec/arb_texture_float/texwrap formats bordercolor/gl_rgb16f, border color only spec/arb_texture_float/texwrap formats bordercolor/gl_rgba16f, border color only spec/arb_texture_rectangle/texwrap rect bordercolor/gl_rgba8, border color only spec/arb_texture_rectangle/texwrap rect proj bordercolor/gl_rgba8, projected, border color only spec/arb_texture_rg/texwrap formats bordercolor-swizzled/gl_r8, swizzled, border color only spec/arb_texture_rg/texwrap formats bordercolor-swizzled/gl_rg8, swizzled, border color only spec/arb_texture_rg/texwrap formats bordercolor/gl_r8, border color only spec/arb_texture_rg/texwrap formats bordercolor/gl_rg8, border color only spec/arb_texture_rg/texwrap formats-float bordercolor-swizzled/gl_r16f, swizzled, border color only spec/arb_texture_rg/texwrap formats-float bordercolor-swizzled/gl_rg16f, swizzled, border color only spec/arb_texture_rg/texwrap formats-float bordercolor/gl_r16f, border color only spec/arb_texture_rg/texwrap formats-float bordercolor/gl_rg16f, border color only spec/ext_packed_float/texwrap formats bordercolor-swizzled/gl_r11f_g11f_b10f, swizzled, border color only spec/ext_packed_float/texwrap formats bordercolor/gl_r11f_g11f_b10f, border color only spec/ext_texture_shared_exponent/texwrap formats bordercolor-swizzled/gl_rgb9_e5, swizzled, border color only spec/ext_texture_shared_exponent/texwrap formats bordercolor/gl_rgb9_e5, border color only spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_alpha8_snorm, swizzled, border color only spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_intensity8_snorm, swizzled, border color only spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_luminance8_alpha8_snorm, swizzled, border color only spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_luminance8_snorm, swizzled, border color only spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_r8_snorm, swizzled, border color only spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_rg8_snorm, swizzled, border color only spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_rgb8_snorm, swizzled, border color only spec/ext_texture_snorm/texwrap formats bordercolor-swizzled/gl_rgba8_snorm, swizzled, border color only spec/ext_texture_snorm/texwrap formats bordercolor/gl_alpha8_snorm, border color only spec/ext_texture_snorm/texwrap formats bordercolor/gl_intensity8_snorm, border color only spec/ext_texture_snorm/texwrap formats bordercolor/gl_luminance8_alpha8_snorm, border color only spec/ext_texture_snorm/texwrap formats bordercolor/gl_luminance8_snorm, border color only spec/ext_texture_snorm/texwrap formats bordercolor/gl_r8_snorm, border color only spec/ext_texture_snorm/texwrap formats bordercolor/gl_rg8_snorm, border color only spec/ext_texture_snorm/texwrap formats bordercolor/gl_rgb8_snorm, border color only spec/ext_texture_snorm/texwrap formats bordercolor/gl_rgba8_snorm, border color only spec/ext_texture_srgb/texwrap formats bordercolor-swizzled/gl_sluminance8, swizzled, border color only spec/ext_texture_srgb/texwrap formats bordercolor-swizzled/gl_sluminance8_alpha8, swizzled, border color only spec/ext_texture_srgb/texwrap formats bordercolor-swizzled/gl_srgb8, swizzled, border color only spec/ext_texture_srgb/texwrap formats bordercolor-swizzled/gl_srgb8_alpha8, swizzled, border color only spec/ext_texture_srgb/texwrap formats bordercolor/gl_sluminance8, border color only spec/ext_texture_srgb/texwrap formats bordercolor/gl_sluminance8_alpha8, border color only spec/ext_texture_srgb/texwrap formats bordercolor/gl_srgb8, border color only spec/ext_texture_srgb/texwrap formats bordercolor/gl_srgb8_alpha8, border color only Reviewed-by: Eric Anholt <[email protected]>
* v3d: Bump the maximum texture size to 4k for V3D 4.x.Eric Anholt2019-04-041-0/+3
| | | | | | | 4.1 and 4.2 both have the same 16k limit, but it I'm seeing GPU hangs in the CTS at 8k and 16k. 4k at least lets us get one 4k display working. Cc: [email protected]
* gallium: add writable_bitmask parameter into set_shader_buffersMarek Olšák2019-04-041-1/+2
| | | | | | | to indicate write usage per buffer. This is just a hint (it will be used by radeonsi). Reviewed-by: Timothy Arceri <[email protected]>
* v3d: Create separate sampler states for the various blend formats.Eric Anholt2019-01-271-44/+258
| | | | | | | | | | | | The sampler border color is encoded in the TMU's blending format (half floats, 32-bit floats, or integers) and must be clamped to the format's range unorm/snorm/int ranges by the driver. Additionally, the TMU doesn't know about how we're abusing the swizzle to support BGRA, A, and LA, so we have to pre-swizzle the border color for those. We don't really want to spend half a kb on sampler states in most cases, so skip generating the variants when the border color is unused or is 0,0,0,0.
* v3d: Move the sampler state to the long-lived state uploader.Eric Anholt2019-01-271-4/+8
| | | | | Samplers are small (8-24 bytes), so allocating 4k for them is a huge waste.
* v3d: Use the symbolic names for wrap modes from the XML.Eric Anholt2019-01-271-6/+9
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* v3d: Fix stencil sampling from a separate-stencil buffer.Eric Anholt2019-01-271-0/+6
| | | | | | | | When the sampler view is in sample-stencil mode, we need to return uint stencil values. To do that, fill in the format table to return R8I, and have the sampler view point at the separate stencil buffer. Fixes dEQP-GLES31.functional.stencil_texturing.format.depth32f_stencil8_2d
* v3d: Avoid duplicating limits defines between gallium and v3d core.Eric Anholt2019-01-271-2/+3
| | | | | We don't want to pull the compiler into every include in the gallium driver, so just make a new little header to store the limits.
* v3d: Rename gallium-local limits defines from VC5 to V3D.Eric Anholt2019-01-271-5/+5
| | | | | The compiler has its limits under V3D_* (like most V3D stuff), so sync up with that.
* v3d: Add support for shader_image_load_store.Eric Anholt2019-01-141-1/+93
| | | | | | This is only exposed on V3D 4.1+, because we didn't have the TMU write operations for images on 3.3 (To do GLES 3.1 there, you have to lower it to SSBO load/stores, which is a problem to solve later).
* v3d: Add SSBO/atomic counters support.Eric Anholt2019-01-141-0/+49
| | | | | So far I assume that all the buffers get written. If they weren't, you'd probably be using UBOs instead.
* v3d: Don't try to create shadow tiled temporaries for 1D textures.Eric Anholt2018-12-191-1/+2
| | | | | | | They're raster order anyway, so we'd assertion fail along with wasting bandwidth. Fixes: 6ad9e8690d14 ("v3d: Add support for texturing from linear.")
* v3d: Add support for texturing from linear.Eric Anholt2018-12-141-0/+40
| | | | | | | Just like vc4, we have to support linear shared BOs for X11 on arbitrary displays. When we're faced with a request to texture from one of those, make a shadow image that we copy using the TFU at the start of the draw call.
* v3d: Split most of TEXTURE_SHADER_STATE setup out of sampler views.Eric Anholt2018-12-071-58/+69
| | | | For shader image load/store, we want most of this logic to be shared.
* v3d: Avoid confusing auto-indenting in TEXTURE_SHADER_STATE packingEric Anholt2018-12-071-4/+4
| | | | | Having "v3dx_pack() {" under each #if branch would confuse emacs's indenter.
* v3d: Fix handling of texture first_layer offsets for 3D textures.Eric Anholt2018-12-071-5/+5
| | | | | I think this bug predated adding v3d_layer_offset(). Noticed during an unrelated refactor.
* v3d: Make an array for frag/vert texture state in the context.Eric Anholt2018-12-071-20/+2
| | | | | This simplifies a bunch of our texture handling, while introducing the slots necessary for adding new shader stages.
* v3d: Put default vertex attribute values into the state uploader as well.Eric Anholt2018-12-071-6/+8
| | | | | The default attributes are long-lived (the state struct is cached), and only 256 bytes each.
* v3d: Fix double-swapping of R/B on V3D 4.1Eric Anholt2018-11-151-2/+3
| | | | Fixes: 4018eb04e8a5 ("v3d: Use the TLB R/B swapping instead of recompiles when available.")
* v3d: Use the TLB R/B swapping instead of recompiles when available.Eric Anholt2018-11-011-3/+2
| | | | | | The recompile reduction is nice, but this also makes it so that a straight texture copy could get optimized some day to not unpack/repack the f16 values.
* v3d: Rename "configuration" and "config" in the XML to "cfg"Eric Anholt2018-07-301-4/+4
| | | | | | This matches what CLIF parsing expects, and makes TILE_BINNING_MODE_CONFIGURATION_COMMON_CONFIGURATION into a much more legible TILE_BINNING_MODE_CFG_COMMON.
* v3d: s/colour/color in the XML.Eric Anholt2018-07-301-6/+6
| | | | | | The CLIF format expects american english spelling, and the rest of Mesa is too. I was previously adhering to the spec's spelling, which is counterproductive.
* v3d: Add pack header support for f187 values.Eric Anholt2018-07-301-14/+4
| | | | | | V3D only has one of these (the top 16 bits of a float32) left in its CLs, but VC4 had many more. This gets us proper pretty-printing of the values instead of a large uint.
* v3d: Move depth offset packet setup to CSO creation time.Eric Anholt2018-07-301-4/+17
| | | | | This should be some simpler memcpying at draw time, and makes the next change easier.
* v3d: Stop using spaces in the names of our buffers.Eric Anholt2018-07-271-1/+1
| | | | | For CLIF dumping, we need names to not have spaces. Rather than rewriting them after the fact, just change the two cases where I had put a space in.
* v3d: Respect a sampler view's first_layer field.Eric Anholt2018-07-201-1/+3
| | | | | Fixes texturing from EGL images created from cubemap faces, as in dEQP-EGL.functional.image.create.gles2_cubemap_negative_x_rgba_texture
* v3d: Fix MRT blending with independent blending disabled.Eric Anholt2018-07-121-5/+10
| | | | | | | | We were only emitting the RT blend state for RT 0 and only enabling it for RT 0, when the gallium API for !independent_blend is for rt0's state to apply to all of them. Fixes piglit fbo-drawbuffers-blend-add.
* v3d: Fix leak of the default attributes BOs.Eric Anholt2018-07-051-1/+10
| | | | The GLES3 CTS makes a lot more progress on a run now.
* v3d: Add proper support for GL_EXT_draw_buffers2's blending enables.Eric Anholt2018-07-051-11/+17
| | | | | I had flagged it as enabled on V3D 4.x, but not actually implemented the per-RT enables. Fixes piglit fbo_drawbuffers2-blend.
* v3d: Fix min vs mag determination when not doing mip filtering.Eric Anholt2018-06-201-2/+10
| | | | | Fixes all 128 failing tests in dEQP-GLES3.functional.texture.filtering.*.combinations
* v3d: Set the SO offsets correctly if we have to re-emit.Eric Anholt2018-06-181-1/+5
| | | | | | This should fix TF across a glFlush() or TF pause/restart. Fixes dEQP-GLES3.functional.transform_feedback.array.interleaved.lines.highp_float and many, many others.
* v3d: Fix polygon offset for Z16 buffers.Eric Anholt2018-06-141-0/+1
| | | | | | Fixes: dEQP-GLES3.functional.polygon_offset.fixed16_displacement_with_units dEQP-GLES3.functional.polygon_offset.fixed16_render_with_units
* v3d: Use the right size for v3d 4.x TEXTURE_SHADER_STATE BO.Eric Anholt2018-06-141-2/+2
| | | | This doesn't really matter, since they both get rounded up to 4096.
* v3d: Add static asserts for other packed packet sizes.Eric Anholt2018-06-141-0/+6
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* v3d: Add support for glSampleMask / glSampleCoverage.Eric Anholt2018-05-171-1/+1
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* v3d: Rename driver functions from vc5 to v3d.Eric Anholt2018-05-161-158/+158
| | | | This is the final step of the driver rename.
* v3d: Rename the driver files from "vc5" to "v3d".Eric Anholt2018-05-161-0/+951