| Commit message (Collapse) | Author | Age | Files | Lines |
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This is needed to ensure that we don't get blocked waiting for VPM space
with bin/render overlapping.
Cc: "18.2" <[email protected]>
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VC5 isn't a useful name any more, just stick to v3d.
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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This matches what CLIF parsing expects, and makes
TILE_BINNING_MODE_CONFIGURATION_COMMON_CONFIGURATION into a much more
legible TILE_BINNING_MODE_CFG_COMMON.
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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.
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This makes us match up with the V3D HW team's names a bit more.
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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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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.
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This should be some simpler memcpying at draw time, and makes the next
change easier.
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The kernel by default serializes the BCL on previous BCLs submitted on
this FD, but not RCLs. For now this fix is conservative and blocks on
last RCL if any vertex texturing is done, which fails to get bin/render
overlap if there was an intermediate job that doesn't draw to the BCL's
buffer. I've dropped a perf_debug() in here to note that as a potential
future improvement.
Fixes intermittent failures in
KHR-GLES3.copy_tex_image_conversions.required.*
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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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The kernel's scheduler doesn't rely on our emitting them, and in fact we'd
get in trouble if the kernel decided to schedule too many bins in a row
before getting around to scheduling the corresponding render.
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This reflects a change on the HW/closed SW side to drop this unused HW.
With it dropped on their side, the CLIF parser no longer expects to find
VG fields.
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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.
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This seems like a sensible precaution to avoid extra draws. It doesn't
deal with the case of a Z24S8 buffer created by the window system for an
application that happens to never use S.
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First, figure out if we can just sneak the clear into the TLB clear, even
if drawing has already happened (since we have job->load and job->clear to
tell us), taking into account GFXH-1461. For any pieces we can't TLB
clear, fall back to drawing a quad without flushing the scene.
Fixes extra scene flushes in glmark2 due to GFXH-1461.
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I've seen cases where a color buffer is bound, but only Z is written, and
we end up storing color.
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We were computing this at RCL generation time, but that means you can't
unflag the store for an invalidate_resource, or not flag the store if
writmasking is disabled.
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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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Recreating our context's syncobj with ALREADY_SIGNALED meant that if you
created two fences in a row, then waiting on the second would succeed
immediately. Instead, export a sync file in the gallium fence (since we
don't have a syncobj clone ioctl), and just create a new syncobj to wait
on whenever we need to.
Noticed while debugging
dEQP-GLES3.functional.fence_sync.client_wait_sync_finish
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The API wants an absolute time, so we need to go add gallium's argument to
CLOCK_MONOTONIC.
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It tends to return >0 in the success case (I think the value is something
like "how much of the timeout remained"). Fixes
dEQP-GLES3.functional.fence_sync.client_wait_sync_finish
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This is one less way to get the dump stats wrong.
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This was obviously meant to be when we were actually freeing a BO, not
just when there was at least one BO in the list.
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Fixes texturing from EGL images created from cubemap faces, as in
dEQP-EGL.functional.image.create.gles2_cubemap_negative_x_rgba_texture
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You can't use T tiled buffers on V3D 3.x and newer, it's been replaced
with a newer layout shared with other hardware blocks.
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If you load S and clear Z or vice versa, the clear may get lost. Just
fall back to drawing a quad.
Fixes KHR-GLES3.packed_depth_stencil.verify_read_pixels.depth24_stencil8
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For V3D, the HW will interpolate slightly differently along the shared
edge of the trifan. The conformance tests manage to catch this in the
nearest_consistency_* group. To get interpolation to match, we need the
last vertex of the triangle to be shared.
I first tried implementing draw_rectangle to do triangles instead, but
that was quite a bit (147 lines) of code duplication from u_blitter, and
this seems much simpler and less likely to break as u_blitter changes.
Fixes dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_* on V3D.
Reviewed-by: Marek Olšák <[email protected]>
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I had mistakenly used the COHERENT flag, which can only be set when
PERSISTENT is mapped, but isn't always.
Fixes piglit bufferstorage-persistent read
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All of our other texture arrays will be tiled, but 1D is an array of
raster mappings and we had the wrong value plugged in here. Fixes piglit
getteximage-targets 1D_ARRAY
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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.
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Fixes a bunch of piglit interpolation tests, and reduces my concern about
some MSAA blit shaders with noperspective varyings.
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The logic was duplicated in a pretty gross way, when what we really need
is just a helper function for stuffing the values in the packet. This
will make implementing noperspective easier.
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The GLES3 CTS makes a lot more progress on a run now.
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Cleans up the CL of fbo-drawbuffers2-blend a bit. We could do better on
more complicated cases by noticing if multiple RTs have the same blend
state and emitting them in a single packet.
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I had flagged it as enabled on V3D 4.x, but not actually implemented the
per-RT enables. Fixes piglit fbo_drawbuffers2-blend.
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Fixes warning at screen creation. We store our outputs in normal temps
and just emit them to shader I/O at the end, due to our I/O ordering
requirements, so reading "outputs" in NIR is fine.
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This fixes GPU hangs on 7278 in transform feedback tests such as
GTF-GLES3.gtf.GL3Tests.transform_feedback2.transform_feedback2_basic
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Noticed when trying to feed our dumps through the CLIF parser. Since this
is a "minus one" field, we were already filling in the value we wanted (0).
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The render_target_* fields gave us pretty(ish) printing, but meant we were
incompatible with CLIF, and had much more verbose code generating them.
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Reviewed-by: Eric Engestrom <[email protected]>
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Fixes:
dEQP-GLES3.functional.shaders.builtin_variable.depth_range_fragment
dEQP-GLES3.functional.shaders.builtin_variable.depth_range_vertex
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This fixes up their formatting for CLIF files and makes the code more
legible.
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vc4+vc5 is not really effected by the deref chain to deref instr
conversion, so it no longer needs this pass. For others, now that
all the passes mesa/st uses are using deref instructions, push the
lowering to deref chains back into driver.
Signed-off-by: Rob Clark <[email protected]>
Acked-by: Rob Clark <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Dave Airlie <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This inserts a call to nir_lower_deref_instrs at every call site of
glsl_to_nir, spirv_to_nir, and prog_to_nir.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Acked-by: Rob Clark <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Dave Airlie <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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