| Commit message (Collapse) | Author | Age | Files | Lines |
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The old disassembler was modified from i965's. It is as much work as doing a
new one to keep it up-to-date, which also requires copying more headers over.
The outputs of this new disassembler should match i965's as closely as
possible.
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Add some new registers and some tweaks. The changes that affect ilo are
GEN6_REG_HS_INVOCATION_COUNT -> GEN7_REG_HS_INVOCATION_COUNT
GEN6_REG_DS_INVOCATION_COUNT -> GEN7_REG_DS_INVOCATION_COUNT
GEN6_COND_NORMAL -> GEN6_COND_NONE
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No functional change intended.
Reviewed-by: Marek Olšák <[email protected]>
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This doesn't quite make depth-tex-compare work, presumably because we're
not hitting equality with itof(sample) * 1.0/0xffffff in the 0xffffff
case. arb_fragment_program_shadow tests pass, though, as well as a bunch
of other shadow-related stuff.
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Fixes depth-tex-modes.
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I'm going to be putting some bitfields into the struct as well.
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We potentially need to be careful that use of a value stored in r4 isn't
copy-propagated (or something) across another r4 write. That doesn't
appear to happen currently, and this makes the dataflow more obvious. It
also opens up not unpacking the r4 value, which will be useful for depth
textures.
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SF doesn't have a src[1].
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It's part of the key so that you can tell which r4 value is being read.
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This lets the kernel know that such BOs can be pinned outside of the CPU
accessible part of VRAM.
Reviewed-by: Marek Olšák <[email protected]>
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Since software primitive-restart emulation is going to be removed (and
anyways, mostly seemed to be crash prone in combination with
u_primconvert and oddball scenarios (like PIPE_PRIM_POLYGON with only a
single vertex), might as well do it in hardware (which fortunately
didn't turn out to be too hard to figure out).
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Triggered by shaders like:
FRAG
PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1
DCL OUT[0], COLOR
DCL CONST[0]
DCL TEMP[0..2], LOCAL
0: IF CONST[0].xxxx :0
1: MOV TEMP[0], TEMP[1]
2: ELSE :0
3: MOV TEMP[0], TEMP[2]
4: ENDIF
5: MOV OUT[0], TEMP[0]
6: END
not really a sane shader, although driver segfaulting is probably
not the appropriate response.
Signed-off-by: Rob Clark <[email protected]>
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We currently aren't too clever about dealing with running out of
cmdstream buffer space. Since we use a single buffer for both drawing
and tiling commands, we need to ensure there is enough space at the tail
of the cmdstream buffer to fit the tiling commands.
Until we get more clever, the easy solution is a threshold to trigger
flushing rendering even if the application does not trigger flush (swap,
changing render target, etc). This way we at least don't crash for apps
that do several thousand draw calls (like some piglit tests do).
Signed-off-by: Rob Clark <[email protected]>
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Most of the things the new compiler still has trouble with basically
amount to cp stage removing too many copies. But without the cp stage,
the shaders the new compiler produces are still better (perf and
correctness) than the old compiler. So a simple thing to do until I
have more time to work on it is first trying falling back to new
compiler without cp, before finally falling back to old compiler.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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The rest of stencil handling isn't done yet, but it documents an extra
cl_u8(0) and helps make it obvious why we don't need to format clear_depth
the same way the depth/stencil buffer is formatted.
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After implementing depth stores, it looks like this is the way things
actually are, according to hiz-depth-read-fbo-d24-s0's probes.
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For now it still requires the color buffer to be present -- we're relying
on the store of color buffer contents to end the frame, and we have to do
something with color buffers in the rendering config packet.
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These only get used for full buffer dumps, which we don't support yet
anyway.
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It was useful on i965, but it's even more useful for debugging tiled
renderers.
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So far, apparently there's been some NULL laying at the address just after
the options anyway, but the next commit changed that.
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Remove
ilo_cp_begin()
ilo_cp_steal()
ilo_cp_write()
ilo_cp_write_multi()
ilo_cp_write_bo()
ilo_cp_end()
ilo_cp_steal_ptr()
ilo_cp_assert_no_implicit_flush()
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Similar to the changes to GEN7 command functions, but to GEN6 this time.
As every GPE function has been converted, remove
ilo_cp_assert_no_implicit_flush() calls.
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Make these changes
ilo_cp_begin() -> ilo_builder_batch_pointer()
ilo_cp_write() -> direct memory set
ilo_cp_write_bo() -> ilo_builder_batch_reloc()
and use this chance to drop the "_emit_" infix.
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Make these changes
ilo_cp_steal_ptr() and memcpy() -> ilo_builder_state_write()
ilo_cp_steal_ptr() -> ilo_builder_state_pointer()
and use this chance to drop the "_emit_" infix.
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Make these changes
ilo_cp_steal_ptr() and memcpy() -> ilo_builder_surface_write()
ilo_cp_steal() and ilo_cp_write() -> ilo_builder_surface_write()
ilo_cp_write_bo() -> ilo_builder_surface_reloc()
and use this chance to drop the "_emit_" infix.
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Make these changes
ilo_cp_begin() -> ilo_builder_batch_pointer()
ilo_cp_write() -> direct memory set
ilo_cp_write_bo() -> ilo_builder_batch_reloc()
and make sure there is no implicit flush. Use this chance to drop the
"_emit_" infix.
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Remove instruction buffer management from ilo_3d and adapt ilo_shader_cache to
upload kernels to ilo_builder. To be able to do that, we also let ilo_builder
manage STATE_BASE_ADDRESS.
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This makes ilo_cp use the builder to manage batch buffers, and use
ilo_builder_decode() to replace ilo_3d_pipeline_dump().
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Comparing to how we manage batch and instruction buffers, the new builder
- does not flush
- manages both types of buffers
- manages STATE_BASE_ADDRESS
- uploads kernels using unsynchronized mapping
- has its own decoder for the buffers
- provides more helpers
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Do not require a toy_compiler so that it can be used in other places, such as
state dumping. Add a bool to control whether the raw instruction words are
shown.
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Reported by Coverity
Signed-off-by: Ilia Mirkin <[email protected]>
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Reported by Coverity
Signed-off-by: Ilia Mirkin <[email protected]>
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Reported by Coverity
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.2 10.3" <[email protected]>
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Reported by Coverity
Signed-off-by: Ilia Mirkin <[email protected]>
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Reported by Coverity.
Signed-off-by: Ilia Mirkin <[email protected]>
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Reported by Coverity.
Signed-off-by: Ilia Mirkin <[email protected]>
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Reported by Coverity
Signed-off-by: Ilia Mirkin <[email protected]>
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Reported by Coverity.
Signed-off-by: Ilia Mirkin <[email protected]>
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This is a simple shader for reproducing the case mentioned:
FRAG
DCL IN[0], GENERIC[0], PERSPECTIVE
DCL OUT[0], COLOR
DCL SAMP[0]
DCL CONST[0]
DCL TEMP[0..1], LOCAL
IMM[0] FLT32 { 0.0000, -1.0000, 1.0000, 0.0000}
0: MOV TEMP[0].x, CONST[0].wwww
1: MOV TEMP[1].x, CONST[0].wwww
2: BGNLOOP
3: IF TEMP[0].xxxx
4: BRK
5: ENDIF
6: ADD TEMP[0].x, TEMP[0], IMM[0].zzzz
7: IF CONST[0].xxxx
8: TEX TEMP[1].x, CONST[0], SAMP[0], 2D
9: ENDIF
10: IF CONST[0].zzzz
11: MOV TEMP[1].x, CONST[0].zzzz
12: ENDIF
13: ENDLOOP
14: MOV OUT[0], TEMP[1].xxxx
15: END
Cc: "10.2 10.3" <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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BitSet::allocate() is being used with the expectation that it would
leave the bitfield untouched if its size hasn't changed, however,
the function always zeroed the last word, which led to obscure bugs
with live set computation.
This also fixes BitSet::resize(), which was broken, but luckily not
being used.
Cc: "10.2 10.3" <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Fixes build.
Signed-off-by: Ilia Mirkin <[email protected]>
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This hasn't been enabled in a long time and is completely stale and
unnecessary. Remove, esp since it doesn't build.
Signed-off-by: Ilia Mirkin <[email protected]>
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- include all headers in Makefile.sources
Cc: Eric Anholt <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Matt Turner <[email protected]>
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- include all headers in Makefile.sources
- bundle the scons buildscript, README and trace.xsl
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
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- include all headers in Makefile.sources
- sort the list(s)
- bundle the android & scons buildscript
- include the headers' README & svga_dump.py
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
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