| Commit message (Collapse) | Author | Age | Files | Lines |
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We could get undefined sources in real programs from the wild, so we'll
need to turn off this debug eventually. But for now, using undefined
sources is typically me just mistyping something.
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v2: Fix how it was using the X channel for the real work of the opcode,
instead of Y. Fixes glean's LIT test.
v3: Rebase on the helpers.
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v2: Rebase on helpers.
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I wanted an easy way to set up new uniforms every time, so I could handle
texture-sampler-related uniforms.
v2: Rebase on helpers change.
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v2: Rebase on helpers, cutting out most of the code in this change.
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We put in a bunch of extra MOVs for program outputs, and this can clean
those up. We should do uniforms, too, though.
v2: Fix missing flagging of progress when we actually optimize. Caught by
Aaron Watry.
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This cleans up a bunch of noise in the compiled coordinate shaders (since
we don't need the varying outputs), and also from writemasked instructions
with negated src operands.
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There was a lot of extra noise in my piglit shader dumps because of silly
CMPs.
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This took a couple of tries, and this is the squash of those attempts.
v2: Fix register file conflicts on the args in the
destination-is-accumulator case.
v3: Rebase on helper change and qir_inst4 change.
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This should also be used as a way to pair QIR instructions into QPU
instructions later.
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It doesn't do all the interpolation yet, but more tests can run now.
v2: Rebase on helpers.
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Reserving a whole accumulator for temps is awful in the first place, but
I'll fix that later.
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v2: Rebase on qir helpers.
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We will want to occasionally disable this again when we do clear support.
v2: Squash with the previous commit (I accidentally committed at two
stages of writing the change)
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This was a problem for the simulator since we don't free memory back to
it, and it would soon just run out.
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v2: Fix an accidental deletion of some characters from the copyright
message (caught by Ilia Mirkin)
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This is hardcoded to read it as RGBA32F so far, but starts to get more
tests working.
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We do rely on a real BO getting allocated, so make sure we ask for a non-zero size.
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This introduces an IR (QIR, for QPU IR) to do optimization on. It's a
scalar, SSA IR in general. It looks like optimization is pretty easy this
way, though I haven't figured out if it's going to be good for our weird
register allocation or not (or if I want to reduce to basically QPU
instructions first), and I've got some problems with it having some
multi-QPU-instruction opcodes (SEQ and CMP, for example) which I probably
want to break down.
Of course, this commit mostly doesn't work, since many other things are
still hardwired, like the VBO data.
v2: Rewrite to use a bunch of helpers (qir_OPCODE) for emitting QIR
instructions into temporary values, and make qir_inst4 take the 4 args
separately instead of an array (all later callers wanted individual
args).
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Note: This is the cutoff point where I switched from developing primarily
on the Pi to developing o the simulator. As a result, from this point on
the code is untested on the Pi (the kernel code I have currently wasn't
rendering anything at this commit, though the simulator renders
successfully, suggesting kernel bugs).
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This mostly just takes every draw call and turns it into a sequence of
commands that clear the FBO and draw a single shaded triangle to it,
regardless of the actual input vertices or shaders. I copied the initial
driver skeleton mostly from freedreno, and I've preserved Rob Clark's
copyright for those. I also based my initial hardcoded shaders and
command lists on Scott Mansell (phire)'s "hackdriver" project, though the
bit patterns of the shaders emitted end up being different.
v2: Rebase on gallium megadrivers changes.
v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change.
v4: Rely on simpenrose actually being installed when building for
simulation.
v5: Add more header duplicate-include guards.
v6: Apply Emil's review (protection against vc4 sim and ilo at the same
time, and dropping the dricommon drm bits) and fix a copyright header
(thanks, Roland)
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The PRMs no longer have a single table for format capabilities. Multiple
tables take up less space, and are easier to maintain.
Encode typed write information while at it.
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Or the build will fail due to unresolved symbols.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This just covers the resource side of things, not the actual sampling.
Here things are trivial as cube map arrays are identical to 2d arrays in
all respects.
Reviewed-by: Brian Paul <[email protected]>
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With this patch, the SVGA_3D_CMD_BIND_GB_SHADER functionality will reserve
two relocations, one for the shader ID and the second for the MOB ID.
Verified with the WDDM winsys path that the number of relocations and patch
locations required is two.
Fixes Bug 1277406
Reviewed-by: Charmaine Lee <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This gathers macros that have been included across components into util so
that the include chain can be more vertical. In particular, this makes
util stand on its own without any dependence whatsoever on the rest of
mesa.
Signed-off-by: "Jason Ekstrand" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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For a long time, we've wanted a place to put utility code which isn't
directly tied to Mesa or Gallium internals. This patch creates a new
src/util directory for exactly that purpose, and builds the contents as
libmesautil.la.
ralloc seemed like a good first candidate. These days, it's directly
used by mesa/main, i965, i915, and r300g, so keeping it in src/glsl
didn't make much sense.
Signed-off-by: Kenneth Graunke <[email protected]>
v2 (Jason Ekstrand): More realloc uses and some scons fixes
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This could be recalculated, though it turns out the only use of it after
resource allocation is for calculating whole resource size (for scene size
accounting though that isn't quite ideal neither). Thus, instead just store
the whole resource size and drop it (saving a couple bytes of storage per
resource). It makes things simpler too. Note that for the accounting winsys
resources always come back with size 0 but this is unchanged (we don't actually
know the size in any case).
Also reformat llvmpipe_texture_layout (drop unneded indentation).
v2: adapt to previous changes.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Seems pointless to just duplicate some of the calculations (the calculation
of actual memory used compared to what was predicted in llvmpipe_texture_layout
actually could have differed slightly in some cases due to different alignment
rules used though this should have been of no consequence).
v2: keep the previous mip alignment of MAX2(64, cacheline). This was added for
ARB_map_buffer_alignment - I'm not convinced it's needed for textures, but
it was supposed to be cleanup without functional change. Also replace div
with 64bit mul / comparison.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Only used for non display target resources.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Adds 0-3 textureGather component selection and non-constant offsets
Caveat: 0 and 1 texture swizzles only work if textureGather component
select is 3 or a component that does not exist in the sampler texture
format. This is a hardware limitation, any other value returns
128/255=0.501961 for both 0 and 1.
Passes all textureGather piglit tests on radeon 6670, except for those
using 0/1 texture swizzles due to aforementioned reason.
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Map TGSI_SEMANTIC_SAMPLEMASK to register/component.
Enable face register when sample mask is needed by shader.
Requires Evergreen/Cayman
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Fixes fs-imulExtended, fs-imulExtended-only-msb, fs-umulExtended,
fs-umulExtended-only-msb piglit tests.
Reviewed-by: Alex Deucher <[email protected]>
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Requires Evergreen or later
v2 (Andreas): Update relnotes/10.3
Reviewed-by: Alex Deucher <[email protected]> (v1)
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The kms-dri swrast driver cannot share buffers using the GEM,
so it must tell the loader to disable extensions relying on
that, without disabling the image DRI extension altogether
(which would prevent the loader from working at all).
This requires a new gallium capability (which is queried on
the pipe_screen and for swrast drivers it's forwarded to the
winsys), and requires a new version of the DRI image extension.
[Emil Velikov]
- Rebased on top of gallium-dri megadrivers.
- Drop PIPE_CAP_BUFFER_SHARE and sw_winsys::get_param hook.
The can_share_buffer cap is set at InitScreen. We use a different
InitScreen (and thus value for the cap) function for kms_dri, due to
deeper differences originating from dri megadrivers.
Signed-off-by: Emil Velikov <[email protected]>
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We can create 3D texture views. Avoids an assertion in piglit
fbo-generatemipmap-3d test and allows it to pass.
Reviewed-by: Charmaine Lee <[email protected]>
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Based on the toplevel one but adapted to the driver/winsys coding styles.
Reviewed-by: Marek Olšák <[email protected]>
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It was set to aligned width. It appears to be fine on GEN7+, but causes
random hangs on GEN6.
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This fixes 3D texture support in all these cases, because array_size is 1
with 3D textures and depth0 actually contains the "array size".
util_max_layer is universal and returns the last layer index for any texture
target.
A lot of the cases below can't actually be hit with 3D textures, but let's
be consistent.
This fixes a failure in:
piglit layered-rendering/clear-color-all-types 3d single_level
for r600g and radeonsi, which was caused by an incorrect CMASK size
calculation.
Cc: [email protected]
Reviewed-by: Michel Dänzer <[email protected]>
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This was just a guess - and it worked!
Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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This fixes piglit spec/!OpenGL 3.1/minmax.
Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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I actually couldn't reproduce this one, but internal docs recommend this
workaround. Better safe than sorry.
Also, the number of dwords for the sync packets is increased by 4 instead
of 2, because it wasn't bumped last time when a new packet was added there.
Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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