| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Need to adjust coordinates since the shader receives the array index as
depth in z, but the TEX instruction expects it to be the second
coordinate for a 1D array texture. This fixes fbo-generatemipmap-array.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ben Skeggs <[email protected]>
Cc: "10.2" <[email protected]>
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Fixes the new logic of the conditional rendering piglit test.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ben Skeggs <[email protected]>
Cc: "10.2" <[email protected]>
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Different textures may be bound to each slot for each stage. So we need
to be able to upload ms parameters for each one without stages
overwriting each other.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ben Skeggs <[email protected]>
Cc: "10.1 10.2" <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ben Skeggs <[email protected]>
Cc: "10.2 10.1" <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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The sample position is one of them.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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It's the same as setting the 3 regs separately, but shorter, and it also
seems to be required on GFX7.2 and later. This doesn't fix Hawaii.
Reviewed-by: Michel Dänzer <[email protected]>
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Take the upper bound. The number doesn't have to absolutely correct, only safe.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
CC: "10.1 10.2" <[email protected]>
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I'm somewhat impressed that current gccs will let you do this, but
sufficiently old ones (including 4.4.7 in RHEL6) won't.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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When the limit was changed to be defined in terms of LP_MAX_SHADER_VARIANTS
(75f1fea14f524ef05e980d825fda3ae226ae2ffe) when it was increased, this
inadvertently lowered the limit in some branches (that have a lower
LP_MAX_SHADER_VARIANTS number) when merged. So, make sure the limit is always
at least the number it once was.
Reviewed-by: Jose Fonseca <[email protected]>
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Should fix comparison opcodes like SGE/SLT/etc which expected a float to
be returned. These were previously getting integer 0/-1 values.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ben Skeggs <[email protected]>
Cc: 10.2 <[email protected]>
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The old condition disallowed load propagation any time flags were
defined, even with e.g. set and a constbuf reference. The new condition
disallows it only with immediate propagation. (There are no opcodes that
set the condition flag and have an immediate argument.)
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Remove default switch case so we're warned of missing cases at compile
time.
Reviewed-by: José Fonseca <[email protected]>
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No LLVM changes needed.
Reviewed-by: Michel Dänzer <[email protected]>
v2: updated GL3.txt and relnotes
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S8_UINT will become useful when ARB_texture_stencil8 becomes supported by
mesa. The other stencil formats are needed for ARB_stencil_texturing.
Signed-off-by: Ilia Mirkin <[email protected]>
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v2: name defaults to kabini for older llvm
v3: fix llvm version check
Signed-off-by: Samuel Li <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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This fixes textureGather(2DRect) piglit tests, and does not appear to
have any adverse effects.
Signed-off-by: Ilia Mirkin <[email protected]>
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Igor Gnatenko:
v2: in define RADEON_INFO_MAX_SCLK use 0x1a instead of 0x19 (upstream changes)
Bruno Jiménez:
v3: Convert the frequency to MHz from kHz after getting it in
'do_winsys_init'
Signed-off-by: Igor Gnatenko <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Fixes textureGatherOffset when used with a shadow sampler. Also verified
against blob compiler with textureLodOffset manually (no piglit tests
for texture[Lod]Offset + shadow samplers).
Signed-off-by: Ilia Mirkin <[email protected]>
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This allows us to have non-constant offsets for textureGatherOffset and
textureGatherOffsets.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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This adds support for:
IBFE, UBFE, BFI, LSB, IMSB, UMSB, BREV, POPC
Which are all required for ARB_gs5 support.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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GL (3.0) allows you to clear individual color buffers in a fb. In fact
for fbs containing both int and float/normalized color buffers this is
required (because the clearing values are otherwise undefined if applied
to all buffers). The gallium interface was changed a while ago, but llvmpipe
ignored it (hence doing such individual clears always resulted in clearing
all buffers, plus some assorted asserts due to the mixed fbs).
So change the clear command to indicate the buffer to be cleared. Also, because
indicating the buffer to be cleared would have made lp_rast_arg_cmd larger
which is unacceptable (we're trying to shrink it some day) allocate the clear
value in the scene and just pass a pointer.
There's several advantages and disadvantages here:
+ clearing individual buffers works (we could also actually bin such clears now
if they'd come through clear_render_target() if the surface is in the current
fb, though we didn't do this before for the single rb case and still don't try).
+ since there's one clear per rb, we do the format conversion in setup rather
than per bin. Aside from the (drop in the ocean...) performance advantage this
means that clearing to very small values (that is, denormal when converted to
the format) should work for small float (fp16 etc.) formats, as the util code
couldn't handle it correctly before (because cpu denorms are disabled when
executing the bin commands, screwing up the magic conversion and flushing
the values to 0, though this was not verified).
- there's some overhead for traditional old-style clear-all MRT cases, since
there's one rast clear command per rb instead of one for all rbs.
This fixes https://bugs.freedesktop.org/show_bug.cgi?id=76976.
v2: get rid of the ugly manual memcpy stuff and just use union util_color.
This is 32 bytes instead of 16 but as the allocation is per scene we can live
with those additional 16 bytes (and the additional 128 bytes in the setup
context), which makes the code much more obvious. Suggested by Brian.
Reviewed-by: Brian Paul <[email protected]>
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util_color often merely represents a collection of bytes, however it is
inconvenient if those bytes can only be accessed as floats/doubles for int
formats exceeding 32bits.
(Note that since rgba8 formats use one uint, not 4 bytes, hence the byte and
short member were left as is.)
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Currently it's the same value.
Reviewed-by: Brian Paul <[email protected]>
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Changing SX_MISC hangs RV740. When we're at it, let's use DX_RASTERIZATION_KILL
on all R700 and later chipsets.
Cc: 10.0 10.1 [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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Cc: 10.0 10.1 [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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This fixes broken rendering in DOTA 2.
Cc: 10.0 10.1 [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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