| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
Fixes a bunch of piglit interpolation tests, and reduces my concern about
some MSAA blit shaders with noperspective varyings.
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
The GLES3 CTS makes a lot more progress on a run now.
|
| |
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
I had flagged it as enabled on V3D 4.x, but not actually implemented the
per-RT enables. Fixes piglit fbo_drawbuffers2-blend.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
This fixes GPU hangs on 7278 in transform feedback tests such as
GTF-GLES3.gtf.GL3Tests.transform_feedback2.transform_feedback2_basic
|
|
|
|
|
| |
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).
|
|
|
|
|
| |
The render_target_* fields gave us pretty(ish) printing, but meant we were
incompatible with CLIF, and had much more verbose code generating them.
|
|
|
|
| |
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
| |
Fixes:
dEQP-GLES3.functional.shaders.builtin_variable.depth_range_fragment
dEQP-GLES3.functional.shaders.builtin_variable.depth_range_vertex
|
|
|
|
|
| |
This fixes up their formatting for CLIF files and makes the code more
legible.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
| |
|
|
|
|
|
| |
Fixes all 128 failing tests in
dEQP-GLES3.functional.texture.filtering.*.combinations
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
Noticed while debugging a missing flush of rendering in the z32f_s8 case.
|
|
|
|
|
|
|
| |
We needed to convert from a -errno to a boolean success value. Fixes:
GTF-GLES3.gtf.GL3Tests.sync.sync_functionality_clientwaitsync_flush
GTF-GLES3.gtf.GL3Tests.sync.sync_functionality_clientwaitsync_signaled
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
v1 -> v2:
- nv30 is _NOT_ scalar as suggested by Ilia Mirkin.
- Change from a screen cap to a shader cap as suggested
by Eric Anholt.
- radeonsi is scalar as suggested by Marek Olšák.
- Change missing ones to be scalar.
v2 -> v3:
- r600 prefers vec4 as suggested by Marek Olšák.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is the case for the simulator environment, and broke many blitter
tests by trying to texture from linear while the HW can only actually do
UIF/UBLINEAR/LT. Just make a temporary and copy into it with the CPU,
then blit from that.
This is the kind of path that should use the TFU, but I haven't exposed
that hardware yet.
Fixes dEQP-GLES3.functional.fbo.blit.default_framebuffer.*
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
The min/maxes ended up producing a negative clip width/height for
dEQP-GLES3.functional.fragment_ops.scissor.outside_render_line. Just make
sure they stay at 0 (or v3d 3.x's workaround) if that happens.
|
|
|
|
| |
Fixes failing tests in dEQP-GLES3.functional.texture.shadow
|
|
|
|
|
|
|
|
| |
The docs called this field "uses both center W and centroid W", but
actually it's "do you need center W even if varyings don't obviously call
for it?"
Fixes dEQP-GLES3.functional.shaders.builtin_variable.fragcoord_w
|
|
|
|
|
|
| |
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Brian Paul <[email protected]> (v2)
Reviewed-by: Marek Olšák <[email protected]> (v2)
|
|
|
|
|
|
| |
Fixes:
dEQP-GLES3.functional.polygon_offset.fixed16_displacement_with_units
dEQP-GLES3.functional.polygon_offset.fixed16_render_with_units
|
|
|
|
|
|
|
|
|
| |
We need to have the RCL start with EZ enabled, since those undecided draws
had EZ enabled. But we do need to update from UNDECIDED to LT or GT as
necessary still.
Fixes many simulator assertion fails in deqp
fragment_ops/interaction/basic_shader/*
|
|
|
|
| |
This doesn't really matter, since they both get rounded up to 4096.
|
| |
|
|
|
|
| |
Fixes segfaults in dEQP-GLES3.functional.vertex_array_objects.all_attributes.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
This doesn't seem to have done anything to my test results. However,
given that we've still got a class of GPU hangs, following the workarounds
that the closed driver does so that we get the same command sequences
seems like a good idea.
|
|
|
|
|
|
|
| |
You'd need src/broadcom/cle/ in the -I previously, for srcdir != builddir.
nir was fine at that, but automake didn't have it.
Bugzilla: https://github.com/anholt/mesa/issues/104
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
CXXLD gallium_dri.la
../../../../src/broadcom/.libs/libbroadcom.a(clif_dump.o): In function `clif_dump_packet':
src/broadcom/clif/clif_dump.c:87: undefined reference to `v3d33_clif_dump_packet'
src/broadcom/clif/clif_dump.c:85: undefined reference to `v3d41_clif_dump_packet'
../../../../src/broadcom/.libs/libbroadcom.a(clif_dump.o): In function `clif_process_worklist':
src/broadcom/clif/clif_dump.c:140: undefined reference to `v3d41_clif_dump_gl_shader_state_record'
src/broadcom/clif/clif_dump.c:144: undefined reference to `v3d33_clif_dump_gl_shader_state_record'
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
This just renames this as we want to add an shm handle which
isn't really drm related.
Originally by: Marc-André Lureau <[email protected]>
(airlied: I used this sed script instead)
This was generated with:
git grep -l 'DRM_API_' | xargs sed -i 's/DRM_API_/WINSYS_/g'
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fix build error.
CC v3d_blit.lo
In file included from v3d_blit.c:27:0:
v3d_context.h:39:10: fatal error: v3d_drm.h: No such file or directory
#include "v3d_drm.h"
^~~~~~~~~~~
Fixes: 8a793d42f1cc ("v3d: Switch the vc5 driver to using the finalized V3D UABI.")
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
| |
|
|
|
|
| |
Fixes piglit vs-isnan-*.shader_test at the expense of gl-1.0-spot-light.
|
|
|
|
| |
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104626
|
|
|
|
|
| |
Now that we have a stabilized ABI and a fairly conformant driver, turn it
on.
|