| Commit message (Collapse) | Author | Age | Files | Lines |
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Already called earlier.
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llvmpipe disables denorms on purpose (on x86/sse only), because denorms are
generally neither required nor desired for graphic apis (and in case of d3d10,
they are forbidden).
However, this caused some arithmetic tests using denorms to fail on some
systems, because the reference did not generate the same results anymore.
(It did not fail on all systems - behavior of these math functions is sort
of undefined when called with non-standard floating point mode, hence the
result differing depending on implementation and in particular the sse
capabilities.)
So, for the reference, simply flush all (input/output) denorms manually
to zero in this case.
This fixes https://bugs.freedesktop.org/show_bug.cgi?id=67672.
Reviewed-by: Jose Fonseca <[email protected]>
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I missed these while git grepping for users of the dead opcodes. Sigh,
macros.
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Nothing in the tree generates it.
Reviewed-by: Jose Fonseca <[email protected]>
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Never generated, and implemented in only nvfx vertprog.
Reviewed-by: Jose Fonseca <[email protected]>
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Nothing generated them.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Nothing in the tree generates it.
Reviewed-by: Jose Fonseca <[email protected]>
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Nothing in the tree generated it.
v2: Only drop ARA, not ARR as well.
Reviewed-by: Jose Fonseca <[email protected]> (v2)
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Nothing in the tree generated it.
Reviewed-by: Jose Fonseca <[email protected]>
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They weren't generated in tree, and as far as I know all hardware had to
lower it to a DP, RSQ, MUL.
Reviewed-by: Jose Fonseca <[email protected]>
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The nice thing about the good way of initializing arrays like this is that
you don't need to initialize everything in order, or even everything at
all. Taking advantage of that only needs a tiny fixup to deal with the
default NULL value of the pointers.
I haven't dropped the initialization of opcodes that exist and are unsupported.
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This switch statement's code structure isn't dependent on the numbers of
the opcodes at all.
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These are obviously the gaps already, due to the bare numbers with
unsupported implementations.
This makes inserting new gaps less irritating.
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I thought I'd tested this.
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Right now in my environment I've only got a small CMA area, so this
constraint ends up holding.
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This moves all the CUBE section above the gradients section,
so that the gradient emission happens on one block which
is what sb/hardware expect.
v2: avoid changes to bytecode by using spare temps
v2.1: shame gcc, oh the shame. (uninit var warnings)
Cc: "10.4 10.3" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The piglit tests were failing, and it appeared to be SB
optimising out things, but Glenn pointed out the gradients
are meant to be clause local, so we should emit the texture
instructions in the same clause. This moves things around
to always copy to a temp and then emit the texture clauses
for H/V.
v2: Glenn pointed out we could get another ALU fetch in
the wrong place, so load the src gpr earlier as well.
Fixes at least:
./bin/tex-miplevel-selection textureGrad 2D
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.4 10.3" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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res->bind is not an indicator of how the resource is currently bound.
buffers can be rebound across different binding points without changing
underlying storage.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.3" <[email protected]>
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The number of vertex buffers has nothing to do with the number of bound
constbufs.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.3" <[email protected]>
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Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=86618
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.3" <[email protected]>
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These don't work out of the box, need more work, maybe with a proxy
format?
Signed-off-by: Stéphane Marchesin <[email protected]>
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Now that we have the transfers working, we can re-add those formats.
Signed-off-by: Stéphane Marchesin <[email protected]>
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Now that we have NPOT support for u_blitter, there is no reason to
limit this any longer.
Signed-off-by: Stéphane Marchesin <[email protected]>
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This creates a usable layout for all NPOT textures. Of course these
still have lots of limitations, but at least we can render to a
level.
Signed-off-by: Stéphane Marchesin <[email protected]>
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Signed-off-by: Stéphane Marchesin <[email protected]>
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Signed-off-by: Stéphane Marchesin <[email protected]>
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For NPOT texture layouts, we want to be able to access texture levels
other than 0 directly. Since the hw doesn't support that, We do it by
adding the offset directly.
Signed-off-by: Stéphane Marchesin <[email protected]>
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This happens with glsl-convolution-1, where we have 64 constants. This
doesn't make the test pass (we don't have 64 constants anyway, only
32) but this prevents it from crashing.
Signed-off-by: Stéphane Marchesin <[email protected]>
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This is an array of temp registers, so use I915_MAX_TEMPORARY for the size.
Signed-off-by: Stéphane Marchesin <[email protected]>
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So far it has been compiled into pretty ugly code (8 instructions or so
for either opcode).
Reviewed-by: Tom Stellard <[email protected]>
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Our submits now return immediately and you have to manually wait for
things to complete if you want to (like a normal driver).
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No changes required in the driver itself, all handled by draw.
piglit results in a quick run:
skip->pass 7
skip->fail 2
(The new failures in the ARB_fragment_layer_viewport group are expected,
we fail the same if gs doesn't write these outputs regardless of the vs.)
Reviewed-by: Jose Fonseca <[email protected]>
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For 1D and 2D arrays we don't want the other coordinates being
offset and affecting where we sample. I wrote this patch 6 months
ago but lost it.
Fixes:
./bin/tex-miplevel-selection textureLodOffset 1DArray
./bin/tex-miplevel-selection textureLodOffset 2DArray
./bin/tex-miplevel-selection textureOffset 1DArray
./bin/tex-miplevel-selection textureOffset 1DArrayShadow
./bin/tex-miplevel-selection textureOffset 2DArray
./bin/tex-miplevel-selection textureOffset(bias) 1DArray
./bin/tex-miplevel-selection textureOffset(bias) 2DArray
v2: rewrite to handle more cases and be consistent with code
above.
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Otherwise we seem to lose the split_gs_inputs and try and
pull from an uninitialised register.
fixes 9 texelFetch geom shader tests.
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Previously, the kernel would dispatch thread 0, wait, then dispatch thread
1. By insisting that the thread contents use semaphores in the right
place, the kernel can sleep for longer by dispatching both threads at
once.
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Drops 1kb of code from this inner loop, in exchange for 2.5k of data.
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We cannot guarantee that vertex buffers have the necessary alignment for
fetching all AoS members at once (for instance 4x32bit XYZW data). We can
however guarantee that for textures. This did not cause errors for older
llvm versions but it now matters and will cause segfaults if the data
happens to not be aligned. Thus we need to set alignment manually.
(Note that we can't actually really guarantee data to be even element aligned
due to offsets in vertex buffers being bytes and OpenGL allowing this, but
it does not matter for x86 as alignment is only required for sse vectors -
not sure what happens on other archs, however.)
This fixes https://bugs.freedesktop.org/show_bug.cgi?id=85467.
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No known benefit for OpenGL, but it doesn't hurt.
Reviewed-by: Michel Dänzer <[email protected]>
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Cc: 10.4 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Some of the geom shader tests produce an empty vertex shader,
on cayman we'd crash in the finaliser because last_cf was NULL.
cayman doesn't need the NOP workaround, so if the code arrives
here with no last_cf, just emit an END.
fixes crashes in a bunch of piglit geom shader tests.
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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It appears on cayman the TG4 outputs were reordered.
This fixes a lot of piglit tests.
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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There is no need to assign dst here, just use the chan from j
Pointed out by glennk.
Signed-off-by: Dave Airlie <[email protected]>
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This fixes tests/spec/glsl-1.10/execution/fs-op-assign-mult-ivec2-ivec2-overwrite.shader_test.
hopeful fix for fd.o bug 85376
Reported-by: ghallberg
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Using the asynchronous DMA engine for multi-dimensional operations seems
to cause random GPU lockups for various people. While the root cause for
this might need to be fixed in the kernel, let's disable it for now.
Before re-enabling this, please make sure you can hit all newly enabled
paths in your testing, preferably with both piglit and real world apps,
and get in touch with people on the bug reports below for stability
testing.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85647
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83500
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
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... or autotools will fail to pick them up for the distribution tarball.
Signed-off-by: Emil Velikov <[email protected]>
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Almost all drivers ignore them.
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Required by Nine.
Reviewed-by: Michel Dänzer <[email protected]>
Tested-by: Nick Sarnie <[email protected]>
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