| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Michel Dänzer <[email protected]>
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Consistently reference the flushed depth texture in the sampler view, not the
original one.
Signed-off-by: Michel Dänzer <[email protected]>
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Signed-off-by: Jerome Glisse <[email protected]>
[ Cherry-picked from r600g commit b4f0ab0b22625ac1bb3cf16342039557c086ebae ]
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This also adds some code to handle per-quad lods for more than 4-wide fetches,
because otherwise I'd have to integrate the texelFetch function into
the splitting stuff... (but it is not used yet outside texelFetch).
passes piglit fs-texelFetch-2D, fails fs-texelFetchOffset-2D due to I believe
a test error (results are undefined for out-of-bounds fetches, we return
whatever is at offset 0, whereas the test expects [0,0,0,1]).
Texel offsets are only handled by texelFetch for now, though the interface
can handle it for everything.
Reviewed-by: José Fonseca <[email protected]>
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This fixes graphics corruption in the case where the DISCARD_RANGE flag
is used to map a buffer.
NOTE: This is a candidate for the stable branches.
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If an instruction reads from a constant register that contains
immediates using an invalid swizzle, we can avoid generating MOV
instructions to fix up the swizzle by loading the immediates into a
different constant register that can be read using a valid swizzle.
This only affects r300 and r400 cards.
For example:
CONST[1] = { -3.5000 3.5000 2.5000 1.5000 }
MAD temp[4].xy, const[0].xy__, const[1].xz__, input[0].xy__;
========== Before this change would be lowered to: =========
CONST[1] = { -3.5000 3.5000 2.5000 1.5000 }
MOV temp[0].x, const[1].x___;
MOV temp[0].y, const[1]._z__;
MAD temp[4].xy, const[0].xy__, temp[0].xy__, input[0].xy__;
========== After this change is lowered to: ===============
CONST[1] = { -3.5000 3.5000 2.5000 1.5000 }
CONST[2] = { 0.0000 -3.5000 2.5000 0.0000 }
MAD temp[4].xy, const[0].xy__, const[2].yz__, input[0].xy__;
============================================================
This change reduces one of the Lightsmark shaders from 133 to 91
instructions.
v2:
- Fix crash caused by swizzles with only inline constants.
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Signed-off-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Use per asic golden values.
Programming this register doesn't seem to be strictly
necessary on SI, but programming it wrong leads to
rendering issues or reduced performance so just
go ahead and program the golden values explicitly
to avoid any potential problems down the road.
Signed-off-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Fixes piglit regressions.
Signed-off-by: Alex Deucher <[email protected]>
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Clean up a few magic numbers and rework the code a bit.
Signed-off-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Assert the the CB format is valid and default to
the INVALID hw format rather than ~0U when the format
doesn't match for non-debug builds.
v2: use INVALID hw format rather than ~0U
Signed-off-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Assert that the DB format is valid and default to
the INVALID hw format rather than ~0U when the format
doesn't match for non-debug builds.
v2: use INVALID hw format rather than ~0U
Signed-off-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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This is necessary for backwards compatibility with pre-SI for stencil.
Fixes a number of stencil related piglit tests, and real apps using stencil.
Signed-off-by: Michel Dänzer <[email protected]>
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Fixes assertion failure with Mesa demo glsl/samplers.
Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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It's been a no-op anyway.
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though I guess the DDX allocates them as LINEAR_GENERAL
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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This might have a slight overhead but handling mip offsets more like
the width (and image) strides should make some things easier (mip level
being just part of the offset calculation) later.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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This is preparation work for using mip level offsets + base_ptr for texture
sampling instead of per-mip pointers.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
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Fixes discarded pixels incorrectly updating the depth buffer.
Signed-off-by: Michel Dänzer <[email protected]>
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Brian reported seeing:
r600_texture.c: In function ‘r600_texture_create_object’:
r600_texture.c:468:12: warning: format ‘%llu’ expects type ‘long long unsigned int’, but argument 3 has type ‘uint64_t’
r600_texture.c:468:12: warning: format ‘%llu’ expects type ‘long long unsigned int’, but argument 4 has type ‘uint64_t’
r600_texture.c:485:12: warning: format ‘%llu’ expects type ‘long long unsigned int’, but argument 3 has type ‘uint64_t’
r600_texture.c:485:12: warning: format ‘%llu’ expects type ‘long long unsigned int’, but argument 4 has type ‘uint64_t’
this should wrap over them fine.
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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This contains the evergreen support.
Support is possible on rv670 upwards and the code in here
should work, but it doesn't and I haven't debugged it to
figure out why.
Beyond just adding support for the cube map array sampling,
r600 resinfo isn't conformant with the GL specification,
which states the number of layers should be returned for
the textureSize, so we have to track in an external
constant buffer the layers for each sampler if we need
them in the shader.
v2: only update the sampler constants if the sampler views have changed,
as suggested by Marek.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We must multiply the factor against the destination, not the source.
NOTE: Candidate for the stable branches.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Not fully tested.
Based on diagrams from
http://msdn.microsoft.com/en-us/library/windows/desktop/bb205124.aspx#Primitive_Adjacency
v2: Fix based on Brian's feedback.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Fixes resource leak defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This adds support to the softpipe texture sampler and tgsi exec.
In order to handle the extra input to the texture sampling,
I've had to expand the interfaces to take a c1 value for storing
the texture compare value for the TEX2 case.
v1.1: add comments (Brian)
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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While developing cube map array support I found that we didn't
support this properly, also piglit didn't test for it at all.
I've submitted a test to piglit to check for this, and this
fixes explicit lod and lod bias with cube maps.
NOTE: This is a candidate for the 9.0 branch.
Signed-off-by: Dave Airlie <[email protected]>
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For cube map arrays I'll need another driver private constant
buffer, and looking forward to UBOs. So clean up with some
defines, that can be modified when adding cube map array and ubos
later.
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Alex Deucher <alexander.deucher at amd.com>
Reviewed-by: Tom Stellard <thomas.stellard at amd.com>
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Signed-off-by: Alex Deucher <[email protected]>
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Fixes a uninitialized pointer read defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The decompression is done in-place and only the compressed tiles are
decompressed. Note: R6xx-R7xx can do that only with Z16 and Z32F.
The texture unit is programmed to use non-displayable tiling and depth
ordering of samples, so that it can fetch the texture in the native DB format.
The latest version of the libdrm surface allocator is required for stencil
texturing to work. The old one didn't create the mipmap tree correctly.
We need a separate mipmap tree for stencil, because the stencil mipmap
offsets are not really depth offsets/4.
There are still some known bugs, but this should save some memory and it also
improves performance a little bit in Lightsmark (especially with low
resolutions; tested with Radeon HD 5000).
The DB->CB copy is still used for transfers.
Reviewed-by: Jerome Glisse <[email protected]>
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State tracker now passes NULL buffer array to unbind buffers.
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State tracker now passes NULL buffer array to unbind buffers.
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All HW buffers (also suballocated ones) are already aligned.
Just make sure that also the initial sysram buffers have proper
alignment.
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Reviewed-by: Tom Stellard <thomas.stellard at amd.com>
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Signed-off-by: Michel Dänzer <[email protected]>
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It seems to work for me now. Even the graphics corruption is gone.
This also boosts performance in Reaction Quake.
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