| Commit message (Collapse) | Author | Age | Files | Lines |
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We weren't ever filling in the texture state record, so we'd dereference
NULL from the shader.
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I was generating some stub values to bring the driver up, but fill them in
properly now. We now set 1.0 or 1u as appropriate, and thanks to being in
their own BO it fixes piglit failures on the 7268 (where our 4-byte
alignment was insufficient).
Fixes const-packHalf2x16.shader_test
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This should reduce our draw-time overhead, and puts the code where it
should go long term.
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Fixes: 59fb59ad54d3 ("nir: Get rid of nir_shader::stage")
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v2: Default vc5 to off, since it requires the simulator currently. Add
missing dep on the XML generation from libbroadcom_vc5.
Reviewed-by: Dylan Baker <[email protected]> (v1)
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Fixes dEQP-GLES3.functional.fbo.completeness.renderable.texture.color0.rgb5_a1
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Like for vc4, this was just a wasted indirection.
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Like vc4, we have the alpha in the low bit. Fixes a bunch of piglit
texwrap failures.
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Fixes arb_color_buffer_float-clear
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Fixes fbo-mrt-alphatest.
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I cut the line out to move it up to the top, when putting "0" in the
switch made the compiler complain that that wasn't a valid enum.
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The TLB write code is getting ugly and needs a refactoring (that will
hopefully handle TLBU uniform coalescing as well).
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This gets fbo-mrt-alphatest working except for the second RT's clear color.
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We need to divide the TLB in two for the 2nd color buffer, and again if
the 3rd or 4th are present.
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We now emit as many TLB color writes as there are color buffers.
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The bit was missing from the spec, but it's there in the simulator. Fixes
the piglit clipflat test.
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This doesn't yet support PSIZ, but gets us at least some of TF working.
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It's a NIR driver_location, not a slot offset.
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The TF enable state appears to stick around until the next TF enable
packet is sent, so we only want to request TF when the shader is using it.
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I missed the "- 1" when reading the spec.
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We will want something fancier for reusing a TF output within the same
frame, but we at least need this in order for piglit tests to work.
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The interpolation qualifier, if specified, is supposed to take precedence
over glShadeModel().
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The HW will halt when you hit a HALT packet, or when you hit the end
address. Tell CLIF if there's an end address is so that it can stop
correctly. (There was usually a 0 byte after the CL, so it would stop
anyway).
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I had misread the packet description: We always have a 32f depth, and a
separate u8 stencil.
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We can render to and sample from it just fine.
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Fixes glsl-fs-discard-02.
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I had base_vertex hacked into the shader state setup like in vc4, but it's
not correct for big offsets. Using the proper packet is easier and
hopefully means we can re-emit shader state setup less frequently.
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This massively reduces the size of our RCL setup. It also gets us closer
to supporting multicore platforms.
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V3D 3.3 is a continuation of the 3D implementation in VC4 (v2.1 and v2.6).
V3D 3.3 introduces an MMU (no more CMA allocations) and support for
GLES3.1. This driver is not currently conformant, though that will be a
target as soon as possible.
V3D 3.x parts use a new texture tiling layout common across many Broadcom
graphics parts including and the HVS scanout engine. It also massively
changes the QPU instructions, introducing a common physical register file
(no more A/B split) and half-float instructions, while removing the 4x8
unorm instructions in favor of half-float for talking to fixed function
interfaces. Because so much has changed, vc5 is implemented in a separate
gallium driver, using only the XML code-generation support from vc4.
v2: Fix tile layout for 64bpp textures. Fix texture swizzling for 32-bit
returns. Fix up a bit of MRT setup. Sync the simulator to kernel
behavior a bit more. Improve uniform debugging code. Rebase on
QIR->VIR rename. Move texture state mostly to the CSOs. Improve
cache flushing on the simulator. Fix program deletion
use-after-frees.
Acked-by: Dave Airlie <[email protected]> (uabi plan)
Acked-by: Daniel Vetter <[email protected]> (uabi plan)
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