| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Currently works on a220. Others in the a2xx family look pretty similar
and should be pretty straightforward to support with the same driver.
The a3xx has a new shader ISA, and while many registers appear similar,
the register addresses have been completely shuffled around. I am not
sure yet whether it is best to support with the same driver, but
different compiler, or whether it should be split into a different
driver.
v1: original
v2: build file updates from review comments, and remove GPL licensed
header files from msm kernel
v3: smarter temp/pred register assignment, fix clear and depth/stencil
format issues, resource_transfer fixes, scissor fixes
Signed-off-by: Rob Clark <[email protected]>
|
|
|
|
|
|
| |
Unused, depends on d3d1x.
Reviewed-by: Christoph Bumiller <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is needed for handling the dx10-style sample opcodes.
This also simplifies the logic by getting rid of sampler variants
completely (sampler_views though OTOH have sort of variants because
some of their state is different depending on the shader stage they
are bound to).
No significant performance difference (openarena run:
840 frames in 459.8 seconds vs. 840 frames in 460.5 seconds).
v2: fix reference counting bug spotted by Jose.
Reviewed-by: Jose Fonseca <[email protected]>
|
| |
|
|
|
|
| |
This will be invaluable for debugging and bug reports.
|
|
|
|
|
|
| |
This avoids the kernel CS checker errors with MSAA textures.
Reviewed-by: Jerome Glisse <[email protected]>
|
|
|
|
| |
Reviewed-by: Jerome Glisse <[email protected]>
|
|
|
|
| |
Reviewed-by: Jerome Glisse <[email protected]>
|
|
|
|
|
|
| |
It's nice to see so much code that did pretty much nothing go away.
Reviewed-by: Jerome Glisse <[email protected]>
|
|
|
|
| |
Reviewed-by: Jerome Glisse <[email protected]>
|
|
|
|
| |
Reviewed-by: Jerome Glisse <[email protected]>
|
|
|
|
|
|
| |
also change names of other functions, so that they make sense
Reviewed-by: Jerome Glisse <[email protected]>
|
| |
|
|
|
|
| |
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Only the disassembler is used to dump shaders. Here's a few examples
how to use R600_DEBUG.
Log compute info:
R600_DEBUG=compute
Dump all shaders:
R600_DEBUG=fs,vs,gs,ps,cs
Dump pixel shaders only:
R600_DEBUG=ps
Disable Hyper-Z:
R600_DEBUG=nohyperz
Disable the LLVM backend:
R600_DEBUG=nollvm
Or use any combination of the above, or print all options:
R600_DEBUG=help
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
| |
Reviewed-by: Tom Stellard <[email protected]>
|
| |
|
|
|
|
|
| |
This helps with jittering, instead of throttling at every command
buffer we only throttle once a frame.
|
| |
|
|
|
|
|
|
|
| |
It fails on 32-bit systems (I only tested on 64-bit). Power of two
size isn't required, so just remove the assertion.
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
| |
We need at least that revision to work correctly now.
Signed-off-by: Christian König <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
LICM stands for Loop Invariant Code Motion. Instructions that
does not depend of loop index are moved outside of loop body.
DCE is DeadCodeElimination.
v2: updated commit msg, thx to Vincent.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Vincent Lejeune <vljn at ovi.com>
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
|
|
| |
So LLVM can better eliminate dead code.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
|
|
| |
v2: remove unrelated changes
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
|
|
| |
v2: remove unrelated changes
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
|
| |
To match recent LLVM changes.
Signed-off-by: Christian König <[email protected]>
|
|
|
|
|
|
| |
Use 0 instead.
Reviewed-by: Roland Scheidegger <[email protected]>
|
| |
|
|
|
|
|
|
| |
Note: This is a candidate for the stable branches.
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We advertise a max texture/surfaces size of 8K x 8K but the old values
for these limits didn't actually allow us to handle that surface size.
For 8K x 8K we'll have 16384 bins. Each bin needs at least one cmd_block
object which was 2192 bytes in size. Since 16384 * 2192 exceeded
LP_SCENE_MAX_SIZE we'd silently fail in lp_scene_new_data_block() and not
draw the complete scene.
By reducing CMD_BLOCK_MAX to 29 we get nice 512-byte cmd_blocks. And
by increasing LP_SCENE_MAX_SIZE to 9 MB we can allocate enough command
blocks for 8K x 8K, plus a few regular data blocks.
Fixes the (improved) piglit fbo-maxsize test.
Note: This is a candidate for the stable branches.
Reviewed-by: José Fonseca <[email protected]>
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
|
|
|
|
|
| |
Fixes a llvm uncovered (rare) bug where consecutive exports were
merged even if they have incompatible mask.
|
|
|
|
|
| |
Tested-by: Vincent Lejeune <vljn at ovi.com>
Reviewed-by: Vincent Lejeune <vljn at ovi.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Something I never got around to implement, but this is the tgsi execution
side for implementing texel offsets (for ordinary texturing) and explicit
derivatives for sampling (though I guess the ordering of the components
for the derivs parameters is debatable).
There is certainly a runtime cost associated with this.
Unless there are different interfaces used depending on the "complexity"
of the texture instructions, this is impossible to avoid.
Offsets are always active (I think checking if they are active or not is
probably not worth it since it should mostly be an add), whereas the
sampler_control is extended for explicit derivatives.
For now softpipe (the only user of this) just drops all those new values
on the floor (which is the part I never implemented...).
Additionally this also fixes (discovered by accident) inconsistent
projective divide for the comparison coord - the code did do the
projection for shadow2d targets, but not shadow1d ones. This also
drops checking for projection modifier on array targets, since they
aren't possible in any extension I know of (hence we don't actually
know if the array layer should also be divided or not).
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Since c8eb2d0e829d0d2aea6a982620da0d3cfb5982e2 llvmpipe checks if it's
actually legal to create a surface. The opengl state tracker doesn't quite
obey this so for now just warn instead of assert.
Also warn instead of disabled assert when creating sampler views
(same reasoning).
Addresses https://bugs.freedesktop.org/show_bug.cgi?id=61647.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
texel offsets should have been the last missing feature for 130, and in
fact 140 as well (last there were texture buffers). In any case we still
don't do OpenGL 3.0 (missing MSAA which will be difficult,
plus EXT_packed_float, ARB_depth_buffer_float and EXT_framebuffer_sRGB).
v2: bump to 140 instead - we have everything except we crash when not writing
to gl_Position (but softpipe crashes as well) so let's just say this is a bug
instead. Also (by Dave Airlie's suggestion) update llvm-todo.txt.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
| |
Tested across several 6xx parts, no piglit regressions.
Signed-off-by: Alex Deucher <[email protected]>
|
|
|
|
|
|
| |
which is a leftover from the days when we used streamout to copy buffers
Tested-by: Andreas Boll <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Any driver can implement this simple and efficient optimization.
Team Fortress 2 hits it always. The DISCARD_RANGE codepath is not even used
with TF2 anymore, so we avoid a ton of useless buffer copies.
Tested-by: Andreas Boll <[email protected]>
NOTE: This is a candidate for the 9.1 branch.
|
|
|
|
|
|
| |
These registers are either already emitted elsewhere or moved to start_cs.
Tested-by: Andreas Boll <[email protected]>
|
|
|
|
|
|
|
| |
The states were split because we thought it caused a hardlock. Now we know
the hardlock was caused by something else and has since been fixed.
Tested-by: Andreas Boll <[email protected]>
|
|
|
|
|
|
| |
Tested-by: Andreas Boll <[email protected]>
NOTE: This is a candidate for the 9.1 branch.
|
|
|
|
|
|
|
|
|
|
|
|
| |
This doesn't fix any issue we know of, but there indeed is a week spot
in draw_vbo where streamout can fail. After streamout is enabled,
the need_cs_space call can flush the context, which causes the streamout
to be disabled right after it was enabled and bad things happen.
One way to fix it is to atomize the beginning part, so that no context flush
can happen between streamout enabling and the first drawing.
Tested-by: Andreas Boll <[email protected]>
|
|
|
|
|
|
|
|
| |
probably a typo
Tested-by: Andreas Boll <[email protected]>
NOTE: This is a candidate for the 9.1 branch.
|
|
|
|
|
|
| |
Tested-by: Andreas Boll <[email protected]>
NOTE: This is a candidate for the 9.1 branch.
|
|
|
|
|
|
|
|
|
|
|
| |
This work around disable hyperz if write to zbuffer is disabled. Somehow
using hyperz when not writting to the zbuffer trigger GPU lockup. See :
https://bugs.freedesktop.org/show_bug.cgi?id=60848
Candidate for 9.1
Signed-off-by: Jerome Glisse <[email protected]>
|