| Commit message (Collapse) | Author | Age | Files | Lines |
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Use 1/256 for R6xx/7xx, 1/4096 for evergreen, instead of default 1/16.
Helps to pass some piglit tests (fbo, multisample).
Signed-off-by: Vadim Girlin <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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It's causing crashes.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Looks like we have an alignment issue with NPOT textures
and mipmaps. So disable NPOT textures until we figure out
what is going wrong here.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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It's not supported yet, so at least don't try to crash the box.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Immediate operands were previously handled in the CodeEmitter, but that
code was buggy and very confusing. This commit adds a pass that simplifies
the handling of immediate operands by spliting the loading of the
immediate into a sperate insruction that is bundled with the original.
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This predicate incorrectly included SI GPUs, so some Evergreen
instructions were being emmitted on SI.
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The relevant POINT_SIZE registers are being set using the
pipe_rasterizer_state, so we just need to tell the shader compiler which
export type to use.
This fixes several of the glean glsl tests.
Reviewed-by: Alex Deucher <[email protected]>
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There doesn't seem to be anything wrong with it.
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Everything works except for blitting MSAA colorbuffers, which isn't
so trivial on Cayman. It's a rarely-used feature anyway.
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DRM 2.22.0 is required though. Also require the new DRM for r700, as
there are some important fixes for that generation too.
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The blend state is different and the resolve single-sample buffer must have
FMASK and CMASK enabled. I decided to have one CMASK and one FMASK
per context instead of per resource.
There are new FMASK and CMASK allocation helpers and a new buffer_create
helper for that.
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The color resolve on r6xx needs PT_RECTLIST. Using conventional primitive
types (triangles and quads) produces an ugly line between two diagonally
opposite corners. I guess a rectangular point sprite would work too.
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Reviewed-by: Jerome Glisse <[email protected]>
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This one actually makes more sense and gives the expected value
for MSAA resolve.
Reviewed-by: Jerome Glisse <[email protected]>
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07838603b9a69c05911edbcd351bfce5ad9b5a2c
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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The Common Subexpression Elimination pass will not operate on
instructions with physical register defs, so we end up with
several redundant copies to M0 when using interpolation.
Adding a register class that only contains the M0 register allows
use to use a virtual register to represent M0, and makes it possible
for the Common Subexpression Elimination pass to remove the extra
copies.
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This flag makes these instructions candidates for the dead code
elimination and common subexpression elimination.
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This signals to the Dead Code Elimination pass that it is safe to
remove these instructions when they are dead.
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Fixes piglit fp-kil and glBitmap() with radeonsi.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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It should be initialized by the kernel as necessary.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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They should be treated like RV670.
Tested-by: Michel Dänzer <[email protected]>
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But cap the size in bytes, to avoid depleting the whole system memory,
with humongus textures.
Tested with max-texture-size piglit test.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This fixes some integer division tests.
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Fixes piglit fbo-blending-formats.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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In preparation for extending this code, which would make it rather unwieldy in
its current place.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Mostly inspired by r600g commit 4acf71f01ea1edb253cd38cc059d4af1a2a40bf4
('r600g: cache shader variants instead of rebuilding v3').
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Could cause build failures if trying to use the macros in certain constructs.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This adds the FMASK and CMASK buffers. They share the same resource
with color data.
COMPRESSION and FAST_CLEAR are always enabled if both FMASK and CMASK are
allocated. We initialize the CMASK to a "compressed" state (not "fast cleared"),
so that we can keep FAST_CLEAR enabled all the time.
Both FMASK and CMASK must be present at the moment. If either one is missing,
the other one is not used.
v2: add cayman regs in the list
Reviewed-by: Jerome Glisse <[email protected]>
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for consistency with the upcoming color decompression naming
Reviewed-by: Jerome Glisse <[email protected]>
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The original samples positions took samples outside of the pixel boundary,
leading to dark pixels on the edge of the colorbuffer, among other things.
Reviewed-by: Jerome Glisse <[email protected]>
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independent_blend_enable must be true, so that the colormask isn't replicated
in all colorbuffers.
Reviewed-by: Jerome Glisse <[email protected]>
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Just use the functionality provided by the surface manager instead.
This fixes just another bunch of piglit tests.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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This code was accidently dropped during the MCCodeEmitter conversion.
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This should fix an assertion failure that was happening in some compute
shaders.
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