| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
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None of the instructions use a pointer argument.
(+ small cosmetic changes)
Reviewed-by: Tom Stellard <[email protected]>
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Needed by ARB_gpu_shader5.
v2: select DMAD for FMA with double precision
v3: add and select DFMA
Reviewed-by: Ilia Mirkin <[email protected]>
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Fix a3xx texture layer-size.
Signed-off-by: Rob Clark <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Now that piglit is no longer falling back to old compiler for any tests,
we can remove it. Hurray \o/
Signed-off-by: Rob Clark <[email protected]>
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Deadlock can occur if we schedule an address register write, yet some
instructions which depend on that address register value also depend on
other unscheduled instructions that depend on a different address
register value. To solve this, before scheduling an address register
write, ensure that all the other dependencies of the instructions which
consume this address register are already scheduled.
Signed-off-by: Rob Clark <[email protected]>
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Add an array_insert() macro to simplify inserting into dynamically sized
arrays, add a comment, and remove unused prototype inherited from the
original freedreno.git/fdre-a3xx test code, etc.
Signed-off-by: Rob Clark <[email protected]>
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For example if width were 65, the first slice would get 96 while the
second would get 32. However the hardware appears to expect the second
pitch to be 64, based on halving the 96 (and aligning up to 32).
This fixes texelFetch piglit tests on a3xx below a certain size. Going
higher they break again, but most likely due to unrelated reasons.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.5" <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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We only program in one layer size per texture, so that means that all
levels must share one size. This makes the piglit test
bin/texelFetch fs sampler2DArray
have the same breakage as its non-array version instead of being
completely off, and makes
bin/ext_texture_array-gen-mipmap
start passing.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.5" <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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The maximum value of a Gallium HUD's panel is automatically adjusted
when the current value is greater than the max. If we set the
pipe_query_driver_info::max_value to UINT64_MAX, the maximum value is
never adjusted and this results in a flat line instead of a pretty curve
which is correctly scaled.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Lets define R600_MAX_VIEWPORTS instead of using 16 here and there
in the code when looping through viewports and scissors. It is
easier to understand what this number represents.
v2: Missed a case where R600_MAX_VIEWPORTS should have been used.
Signed-off-by: Alexandre Demers <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Cc: 10.5 10.4 <[email protected]>
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Cc: 10.5 10.4 <[email protected]>
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Not used anymore.
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Cc: 10.5 10.4 <[email protected]>
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This fixes the GL_COMPRESSED_RED_RGTC1 part of piglit's rgtc-teximage-01
test as well as the precision part of Wine's 3dc format test (fd.o bug
89156).
The Z component seems to contain a lower precision version of the
result, probably a temporary value from the decompression computation.
The Y and W component contain different data that depends on the input
values as well, but I could not make sense of them (Not that I tried
very hard).
GL_COMPRESSED_SIGNED_RED_RGTC1 still seems to have precision problems in
piglit, and both formats are affected by a compiler bug if they're
sampled by the shader with a swizzle other than .xyzw. Wine uses .xxxx,
which returns random garbage.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89156
Signed-off-by: Marek Olšák <[email protected]>
Cc: 10.5 10.4 <[email protected]>
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This adds SGPR count, VGPR count, shader size, LDS size, and scratch
usage to shader dumps.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This fixes ARB_texture_query_levels to actually return the desired
value.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Fixes: 1f3ca56b ("freedreno: use util_copy_framebuffer_state()")
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Now that relative-dst works, we should never fall back to the old
compiler. (Which is almost true, other than a couple edge case sched
fails in piglit).
So replace glsl130 flag to force GLSL 130 and integers on a3xx/a4xx with
a glsl120 flag to force GLSL 120 and !integers.
If this commit breaks any game/app/etc use FD_MESA_DEBUG=glsl120 as a
workaround and please let me know.
Signed-off-by: Rob Clark <[email protected]>
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To simplify RA, assign arrays that are written to first. Since enough
dependency information is in the graph to preserve order of reads and
writes of array, so all SSA names for the array collapse into one, just
assign the entire thing by array-id.
Signed-off-by: Rob Clark <[email protected]>
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We'll need this too for relative dst..
Signed-off-by: Rob Clark <[email protected]>
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The meta-deref instruction doesn't really do what we need for relative
destination. Instead, since each instruction can reference at most a
single address value, track the dependency on the address register via
instr->address. This lets us express the dependency regardless of
whether it is used for dst and/or src.
The foreach_ssa_src{_n} iterator macros now also iterates the address
register so, at least in SSA form, the address register behaves as an
additional virtual src to the instruction. Which is pretty much what
we want, as far as scheduling/etc.
TODO:
For now, the foreach_src{_n} iterators are unchanged. We could wrap
the address in an ir3_register and make the foreach_src_{_n} iterators
behave the same way. But that seems unnecessary at this point, since
we mainly care about the address dependency when in SSA form.
Signed-off-by: Rob Clark <[email protected]>
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I remembered that we are using c99.. which makes some sugary iterator
macros easier. So introduce iterator macros to iterate all src
registers and all SSA src instructions. The _n variants also return
the src #, since there are a handful of places that need this.
Signed-off-by: Rob Clark <[email protected]>
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For cat1 instructions, use reg() as well for relative src, to ensure
proper accounting of register usage. Also, for relative instructions,
use reg->size rather than reg->wrmask to determine the number of
components read/written.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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And a couple other trivial renames, to prepare for relative dst.
Signed-off-by: Rob Clark <[email protected]>
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Turns out there are scenarios where we need to insert mov's in "front"
of an input. Triggered by shaders like:
VERT
DCL IN[0]
DCL IN[1]
DCL OUT[0], POSITION
DCL OUT[1], GENERIC[9]
DCL SAMP[0]
DCL TEMP[0], LOCAL
0: MOV TEMP[0].xy, IN[1].xyyy
1: MOV TEMP[0].w, IN[1].wwww
2: TXF TEMP[0], TEMP[0], SAMP[0], 1D_ARRAY
3: MOV OUT[1], TEMP[0]
4: MOV OUT[0], IN[0]
5: END
Signed-off-by: Rob Clark <[email protected]>
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A previous patch to fix header inclusion within extern "C" neglected
to fix the occurences of this pattern in r300 files.
When the helper to detect this issue was pushed to master, it broke
the build for the r300 driver. This patch fixes the r300 build.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89477
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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A previous patch to fix header inclusion within extern "C" neglected
to fix the occurences of this pattern in nouveau files.
When the helper to detect this issue was pushed to master, it broke
the build for the nouveau driver. This patch fixes the nouveau build.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89477
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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There is no HW support for these and the VBO pusher doesn't know about
them. No need to, either, since the st will be lowering them to 2x32.
Signed-off-by: Ilia Mirkin <[email protected]>
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We did it right until the switch to gen_surface_tiling, which has
GEN8_TILING_W. Generally, GEN8_TILING_W may be valid but not preferred.
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Add a help function for each WA and make PIPE_CONTROL flags match the WA
descriptions. Call gen6_wa_pre_pipe_contro() only before PIPE_CONTROLs.
Fix missing gen6_wa_pre_3dstate_vs_toggle() in the rectlist path.
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It replaces gen[6-8]_3dprimitive().
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It replaces gen[6-8]_pipe_control() and a direct gen6_PIPE_CONTROL() call in
ilo_render_emit_flush().
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Should use the temporary variable in the loop instead of layout->bo_height.
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interleaved_samples is only zero-initialized when layout_want_mcs() is called.
We should not check for it. There is also no need to.
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This enables L3 cache in MOCS almost everywhere.
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Scanouts require a different cache type.
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Add ilo_builder_surface_pointer() to replace ilo_builder_surface_write().
Make Gen8+ take a different path in gen6_SURFACE_STATE().
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Was resulting in gl_PointSize write being optimized out, causing
particle system type shaders to hang if hw binning enabled.
Fixes neverball, OGLES2ParticleSystem, etc.
Signed-off-by: Rob Clark <[email protected]>
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They both check for NULL and intel_bo_ref() returns the referenced bo. They
replace intel_bo_{reference,unreference}().
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Make intel_winsys_alloc_bo() always allocate a linear bo, and add
intel_bo_set_tiling() to set the tiling. Document the purpose of tiling.
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The former is used by the kernel driver to set up fence registers and to pass
tiling info across processes. It lacks INTEL_TILING_W, which made our code
less expressive.
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The main change is non-inline <enum>s are now generated as C enums.
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System headers may contain C++ declarations, which cannot be given C
linkage. For this reason, include statements should never occur
inside extern "C".
This patch moves the C linkage statements to enclose only the
declarations within a single header.
Reviewed-by: Jose Fonseca <[email protected]>
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