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Introduced in 8e2d0843c02daf5280184f179ae8ed440ac90d7f.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Now that vc4 automated code documentation can be generated with
doxygen, fix the warnings issued by Doxygen 1.8.11.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Push offset down to drivers when importing dmabuf. This is needed
to more fully support EGL_EXT_image_dma_buf_import when a non-zero
offset is specified.
Tesing has been done for freedreno, and compile tested following
gallium drivers:
nouveau,svga,virgl,r600,r300,radeonsi,swrast,i915,ilo
Signed-off-by: Stanimir Varbanov <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Some hardware supports primitive restart on patch primitives, and other
hardware does not. Modern GL and ES include a query for this feature;
adding a capability bit will allow us to answer it.
As far as I know, AMD hardware does not support this feature, while
NVIDIA and Intel hardware does. However, most Gallium drivers do not
appear to support tessellation shaders yet. So, I've enabled it for
nvc0 and disabled it everywhere else.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We don't really support reading/writing of 3D textures since the hardware
doesn't do 3D, but we do need to make sure that a pipe_transfer for them
has enough space to store the image. This was previously not a problem
because the state tracker only mapped a slice at a time until
fb9fe352ea41c7e3633ba2c483c59b73c529845b. Fixes glean glsl1 tests, which
all have setup of a 3D texture at the start.
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This gets us precompile of vertex shaders at the state tracker level as
well.
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Now we have an immutable nir shader in our shader's CSO that we can clone
and lower/optimize.
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We always clamp fragment colors, since they're always 8-bit unorm, so
there's no need to have us compile separate shaders based on
GL_ARB_color_buffer_float. This gives us precompilation of fragment
programs to the vc4_shader_state_create() level.
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This allows the same pipe_shader_state to be referenced from multiple
contexts. Since our pipe_shader_state is treated as immutable (other than
the variant number) within the driver, this is no problem.
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This will be generated by glsl_to_nir, and it turns out that this is a
more code-efficient path than the floating point math, anyway.
No change on shader-db, but drops an instruction in piglit's
glsl-fs-frontfacing.
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This came from deriving from freedreno.
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This is apparently enabled as an error in Android builds, and the compiler
can't tell that the return value is safe.
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This lets us safely enable or disable the extension as needed
Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This will be used for resetting the uniform stream in the presence of
branching, but may also be useful as an optimization to reduce how many
uniforms we have to copy out per draw call (in exchange for increasing
icache pressure).
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Seeing the expansion of a QPU_GET_FIELD in an assert isn't very
informative, and it's hard find what's going wrong without getting a dump
of the instruction that failed.
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This has caught a couple of bugs during loop development so far, and I
should probably have written it long ago.
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Found by the upcoming QIR validate pass.
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In the process, this made me flatten out the "%s%s%s%s" fprintf arguments.
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Prevents a bug in the later control-flow support series.
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We should have already emitted a NOP due to the last instruction being a
TLB or VPM write. However, if you disable dead code elimination then you
might get dead code at the end, and that dead code might have the signal
bits set to something non-default, at which point you die in assertion
failure.
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Reviewed-by: Eric Anholt <[email protected]>
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This should get us the same decode code generated, but with a lot less
custom code in the driver.
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This means doing Newton-Raphson on the RCP, but it's probably actually a
good thing to be accurate on.
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This makes fewer programs with loops assertion fail, replacing them with
the rendering failure warning.
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In particular it's been hard to find the point where we switch from
dumping pre-optimization QIR and post-optimization QIR.
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It's not doing anything according to shader-db now that we're using NIR.
It would have had to be reworked significantly anyway, to handle control
flow.
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We were generating piles of FRAG_W for interpolation, only to CSE them
away immediately. Since this is the only thing that CSE is doing for us
any more, just avoid making the CSE work necessary.
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This is one of two uses of the current QIR CSE pass according to
shader-db. The NIR pass means that we'll end up doing Newton-Raphson on
our RCP, which we weren't doing before, but that's probably actually a
good thing.
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Now that we're using NIR for our optimization, there's no need for this
tricky code.
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This matches the "foreach x in container" pattern found in many other
programming languages. Generated by the following regular expression:
s/nir_foreach_function(\([^,]*\),\s*\([^,]*\))/nir_foreach_function(\2, \1)/
Reviewed-by: Ian Romanick <[email protected]>
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This matches the "foreach x in container" pattern found in many other
programming languages. Generated by the following regular expression:
s/nir_foreach_instr(\([^,]*\),\s*\([^,]*\))/nir_foreach_instr(\2, \1)/
and similar expressions for nir_foreach_instr_safe etc.
Reviewed-by: Ian Romanick <[email protected]>
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A later patch will add lower_flrp64 option to NIR.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Part of fixing piglit EXT_framebuffer_multisample/sample-coverage inverted
(there is also a bug with RCL tiled blits)
Cc: "11.1 11.2" <[email protected]>
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There's no reason we couldn't do non-MSAA full resolution tile buffer
load/stores, but we would have claimed buffer overflow was being
attempted. Nothing does this currently.
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I noticed this as a problem with ET:QW traces emitting coverage code when
the framebuffer was supposed to be single sampled.
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This was a bug from the MSAA enabling. Tests for surfaces with
nr_samples==1 instead of 0 (generally GL renderbuffers) would incorrectly
fail out.
Fixes the ARB_framebuffer_sRGB piglit tests other than srgb_conformance.
Cc: "11.1 11.2" <[email protected]>
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I had made the previous blit fix non-MSAA only because I was thinking
about how the hardware infers stride from the RENDERING_CONFIG packet.
However, I'm also inferring the stride for both MSAA src and dst in
vc4_render_cl.c from the width argument in the ioctl.
Fixes 15 EXT_framebuffer_multisample piglit tests.
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Even when begin_query succeeds, there can still be failures in query handling.
For example for radeon, additional buffers may have to be allocated when
queries span multiple command buffers.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Use PIPE_SWIZZLE_* everywhere.
Use X/Y/Z/W/0/1 instead of RED, GREEN, BLUE, ALPHA, ZERO, ONE.
The new enum is called pipe_swizzle.
Acked-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Single-sampled texture miplevels > 1 are stored in POT-aligned areas, but
we only get one value to control the stride of the src and dst for single
sampled buffers. A RCL tile blit from level != 1 to level == 0 would
therefore load from the wrong stride.
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This was for TGSI, which we no longer have to deal with.
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We need to fix up the offset to point at the face of the cube. Fixes
piglit fbo-cubemap, copyteximage CUBE, and glean's fbo test.
Cc: "11.1 11.2" <[email protected]>
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Fixes piglit mixed-immediate-and-vbo, and may significantly improve
performance of applications that store a 4-byte IB in the same VBO as
vertex data.
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Catches the cause of failure in
arb_vertex_buffer_object-mixed-immediate-and-vbo, I've had this class of
failure before, and it probably won't be the last time.
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If we're going to sample from or render to them at some particular size,
we'd better make sure that they actually are that size. Causes some tests
under simulation to generate appropriate error messages instead of
failures.
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This code started out like the T case, iterating over utile offsets, but I
had partially switched it to iterating over pixel offsets. I hadn't
caught this before because it's unusual to do piecemeal uploads to small
textures.
Fixes bad text rendering in QT5 apps, which use a 256x16 glyph cache.
Also fixes 6 piglit tests related to glTexSubImage() and
glGetTexSubImage().
Cc: "11.1 11.2" <[email protected]>
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The old version of the pass only worked on globals and locals and always
left inputs, outputs, uniforms, etc. alone.
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes rendering failures in glmark2's refract and
bump:render-mode=high-poly demos, and partially in its terrain demo.
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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