| Commit message (Collapse) | Author | Age | Files | Lines |
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This enables the use of explicit gradients.
Also remove an unused parameter when changing the interfaces.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The shadow evaluation compare parameter is stored in different locations,
depending on the texture type. Move the values to a common location free
the lod storage and to be able to reduce the number of parameters.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The value is stored in the lod components and this will be overwritten
when swithcing to the new code path.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This only adds corde that is not yet enabled.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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this is useful when we want to use explicit gradients.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Some of the opts are not called in the general optimastion loop
in the state trackers glsl -> nir conversion. We need to call
the radeonsi specific optimisation once before scanning over
the nir otherwise we can end up gathering info on code that
is later removed.
Fixes an assert in the piglit test:
./bin/varying-struct-centroid_gles3
Reviewed-by: Marek Olšák <[email protected]>
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We will make use of this in the following commit.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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It's dependent on other state fields
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Re-use existing si_texture_get_offset.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110443
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Newer gens (> 9) will start doing the linear -> sRGB conversion of the
clear color for us, if we use a sRGB surface format. So let's make sure
that doesn't happen and keep the same semantics as before.
Even though the hardware could convert the clear color for us during
fast clear, that converted color is only used for sampling. For resolve,
the original color would be used (without the conversion). So we convert
it ourselves and the same converted color gets used for both sampling
and resolving, simplifying the whole logic.
Reviewed-by: Kenneth Graunke <[email protected]>
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We were disabling fast clears if the view format had a different
colorspace than the resource format (sRGB vs linear or vice-versa). But
we actually support them if we use the view format to decide if we
should encode the clear color into sRGB colorspace.
Also add a missing linear -> sRGB surface format conversion (we don't
want the clear color to be encoded to sRGB again during resolve).
v2: Do not track sRGB colorspace during fast clears (Nanley).
Reviewed-by: Kenneth Graunke <[email protected]>
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These files implement running almost all of deqp-gles2 on Chomebooks of
the rk3399-gru-kevin type in Collabora's LAVA lab.
The approach follows what is currently being used for virglrenderer,
but scheduling the actual test jobs via LAVA.
We start by building a container in Docker that contains a suitable
rootfs and kernel for the DUT, deqp and all dependencies for building
Mesa itself.
The Mesa is built and the rootfs, deqp and Mesa are combined in a cpio
ramdisk. A LAVA job is generated, submitted to LAVA and the results are
processed by simply comparing them to the expectations that are stored
in git. Any code that changes the expectations (hopefully tests are
fixed) needs to also update the expectations file.
The next step is adding support for other devices, possibly in other
LAVA labs.
In order to use this, the repository has to be configured to run the
gitlab-ci.yaml file from the panfrost/ci dir, and a LAVA token needs to
be setup.
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Small cleanup. No need to defer this to emit time.
Signed-off-by: Rob Clark <[email protected]>
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Prep work for fb_read (blend_equation_advanced)
Switch to using 'enum pipe_shader_type' everywhere, and (optional, in
non-cache / slowpath case) pass ctx instead of image/ssbo state. In the
fb_read case we also need to access the framebuffer state, so having
the ctx simplifies things.
Signed-off-by: Rob Clark <[email protected]>
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Because who are we kidding... it is a sysval.
Signed-off-by: Rob Clark <[email protected]>
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One special case, `src/util/xmlpool/.gitignore` is not entirely deleted,
as `xmlpool.pot` still gets generated (eg. by `ninja xmlpool-pot`).
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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The hardware feature is new as of Gen9+. I accidentally enabled it on
Gen8.
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I was setting it based off a pipe_rasterizer_state field that appears
to be entirely dead outside of the draw module respecting it.
I should be setting it when the primitive type reaching the SF is
neither points nor lines. This is, unfortunately, rather dirty,
as we have to look at the rasterizer state, the geometry shader state,
the tessellation evaluation shader state, and the primitive type...
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It's legal for a buffer-object to have a NULL-resource, but let's just
skip over it, as there's nothing to do.
This patch switches the order of the conditionals in swr_update_derived,
so the logic becomes a bit more straight forward:
if (is_user_buffer)
...
else if (resource)
...
else
...
...instead of this:
if (!is_user_buffer)
if (resource)
...
else
...
else
...
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Alok Hota <[email protected]>
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It's legal for a buffer-object to have a NULL-resource, but let's just
skip over it, as there's nothing to do.
Signed-off-by: Erik Faye-Lund <[email protected]>
Acked-by: Karol Herbst <[email protected]>
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It's legal for a buffer-object to have a NULL-resource, but let's just
skip over it, as there's nothing to do.
Signed-off-by: Erik Faye-Lund <[email protected]>
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Issue detected by valgrind.
Fixes: 92d7ca4b1cd ("gallium: add lima driver")
Signed-off-by: Patrick Lerda <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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Treat gl_FragCoord variable as a system value and lower the w component
with a nir pass.
Add the necessary bits for correct codegen.
Signed-off-by: Andreas Baierl <[email protected]>
Reviewed-by: Qiang Yu <[email protected]>
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I have *no* idea what's happening here, but let's not regress an app
that used to work in the mean time while we're figuring it out..
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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In a perfect world, we'd use fp16 varyings for mediump and fp32 for
highp, allowing us to get a performance win without sacrificing
conformance. Unfortunately, we're not there (yet), so it's better we
assume always fp32 than always fp16 to avoid artefacts / breaking a lot
of deqp.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Unbreaks mpv.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Two fixes here, one is that we tried to copyprop non-strictly-SSA values
which was bound to fly in our face. The other was peeling back the imov
workaround.. Turns out we still need that. More research is needed
still, but let's not regress real apps.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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With an outmod, we would need to propagate that through, which is for
future work.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Fixes: commit b53b4573c3f0571253672e44ce7d6310d9f987bf.
Optimization gone wrong. In the future, we should try this again (it's a
net win if implemented right), but at the moment this just regresses.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Some of the dEQP.functional.transform_feedback tests end up doing
the following sequence of operations:
1. BeginTransformFeedback
2. PauseTransformFeedback
3. Draw
4. ResumeTransformFeedback
At step 1, we'd pack 3DSTATE_SO_BUFFER commands saying to zero the
SO_WRITE_OFFSET registers. At step 2, we disable streamout, so step 3
doesn't bother emitting those commands. Then, step 4 re-packs new
3DSTATE_SO_BUFFER commands with offset = 0xFFFFFFFF, saying to continue
appending at the existing offset. This loads the value from the BO as
the offsets - but we never actually zeroed it.
So, just maintain a flag saying "we actually emitted the commands",
and stomp offset back to zero until we emit some.
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I have a platform with vc4 display but V3D 4.x. We can fall back on
kmsro's probing to bring up the v3d gallium driver.
Acked-by: Rob Clark <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This reverts commit ccce9409470c1053c40c822d759b9bd417062bc0, leaving a
note as to why we had to (corruption in chromium, breaking some GLES3.1
tests).
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There are two cases where v3d's sampler view's resource doesn't match the
base's: shadow textures for sampling from raster, and pointing at the
separate depth texture for z32f_s8x24. We only want to update shadow for
the first case.
Fixes
dEQP-GLES31.functional.stencil_texturing.render.depth32f_stencil8_draw
when run after the previous testcase.
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We were emitting a dummy load for when the VS doesn't load any attributes,
but we also need to emit a dummy load for when the render VS loads
attributes but the binner VS doesn't. Fixes simulator assertion failures
and GPU hangs on KHR-GLES31.core.texture_gather.\*
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We are assured that the input segment size field is ignored for
!separate_segs mode, and now the simulator wants an in-range value set
regardless of whether it's functionally ignored or not.
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Reviewed-by: Bruce Cherniak <[email protected]>
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- Emulation of AVX512 built into SIMDLIB
- Remove associated macros
- Remove knobs controlling AVX512 and let emulation handle it
- Refactor variable names for SIMD16
Reviewed-by: Bruce Cherniak <[email protected]>
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