| Commit message (Collapse) | Author | Age | Files | Lines |
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We're still doing something wrong for array textures.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Logic shamelessly copied from nv50 lowering pass.
Signed-off-by: Ilia Mirkin <[email protected]>
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Fixes assertion failure while running the Unreal Engine 4 Elemental demo:
.../si_blit.c:322:si_decompress_color_textures: Assertion `tex->cmask.size || tex->fmask.size' failed.
Cc: "10.2 10.3" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This isn't perfect -- the filtering is happening on the srgb values, and
we're decoding afterwards, which is not what you want. I think that's the
cause of some additional texwrap(GL_CLAMP, LINEAR) failures, though many
other texwrap tests on srgb start to pass since unfiltered values come out
correct.
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Since the RA has to be done s.t. each one gets its own (adjacent)
register, it would complicate matters if instructions were allowed to be
repeated. This enables copy-propagation use in situations where
previously that might have happened.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Makes the command stream a bit tighter when there are lots of
immediates.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Above a certain limit use CACHE mode instead of BUFFER mode. This
should solve gpu hangs with large shader programs.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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They're actually as documented in the HW specs and the GL mipmapping enums
order. Fixes fbo-generatemipmap-filtering , and some other tests where we
were off by a few bits due to unexpected linear filtering.
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Fixes glsl-fs-frontfacing.
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This will be used by the shared LIT lowering code.
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Fixes piglit lodbias test.
Signed-off-by: Rob Clark <[email protected]>
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Fix build error introduced with commit
eedbce9c63a3f385908bdc8a69e8be98dd3522ff.
lp_test_format.c: In function ‘test_format_unorm8’:
lp_test_format.c:226:4: error: too few arguments to function ‘gallivm_create’
gallivm = gallivm_create("test_module_unorm8");
^
In file included from ../../../../src/gallium/auxiliary/gallivm/lp_bld_format.h:38:0,
from lp_test_format.c:42:
../../../../src/gallium/auxiliary/gallivm/lp_bld_init.h:58:1: note: declared here
gallivm_create(const char *name, LLVMContextRef context);
^
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=84538
Signed-off-by: Vinson Lee <[email protected]>
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Need to unwrap the indirect resource otherwise bad things will happen.
Fixes random crashes and timeouts with piglit's arb_indirect_draw tests.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Blitter can still have transfers hanging around which it frees in
util_blitter_destroy(). So let it clean up before we yank the
transfer_pool from under it.
Signed-off-by: Rob Clark <[email protected]>
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Indirect registers consume an additional token. Try to clean up the
token calculation math a bit, and fix it at the same time.
Signed-off-by: Rob Clark <[email protected]>
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Otherwise, we'd replace the stencil in our packed depth/stencil with 0s.
Fixes about 50 piglit tests.
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Reuse the LLVMContext already allocated in llvmpipe_context
for draw_llvm if ppossible. This should decrease the memory
footprint of an llvmpipe context.
v2: Fix compile with llvm disabled.
Reviewed-by: Jose Fonseca <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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This is one step to make llvmpipe thread safe as mandated by the OpenGL
standard. Using the global LLVMContext is obviously a problem for
that kind of use pattern. The patch introduces two LLVMContext
instances that are private to an OpenGL context and used for all
compiles. One is put into struct draw_llvm and the other
one into struct llvmpipe_context.
Reviewed-by: Jose Fonseca <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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The screen argument isn't actually used by lp_jit_screen_init() at this
time, but let's move the call so that we pass a valid pointer.
v2: don't leak screen if lp_jit_screen_init() fails.
Reviewed-by: Roland Scheidegger <[email protected]>
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As with the previous patch for llvmpipe.
Reviewed-by: Ilia Mirkin <[email protected]>
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layers (aka array_size) should be 6 for cube textures so we don't need
to special-case it. But add an assertion just to be safe.
Reviewed-by: Ilia Mirkin <[email protected]>
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Otherwise some parts of tiled slices can be missed.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Fixes GPUVM faults when running the piglit test "getteximage-formats
init-by-rendering" with R600_DEBUG=forcedma on SI.
Reviewed-by: Marek Olšák <[email protected]>
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We are currently only dealing with depth-only or stencil-only resources
here, not with resources having both depth and stencil[0]. In both cases,
the tiling mode index is in the tile_mode field, not in the
stencil_tile_mode field.
[0] Add an assertion for that.
Reviewed-by: Marek Olšák <[email protected]>
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The VE format of edge flag pointers was changed in
780ce576bb1781f027797039693b98253ee4813e.
Signed-off-by: Chia-I Wu <[email protected]>
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Add finalize_vertex_elements() to finalize ilo_ve_state. This fixes a
potential issue with URB entry allocation for VS and move the complexity of
gen6_3DSTATE_VERTEX_ELEMENTS() to the new function.
Signed-off-by: Chia-I Wu <[email protected]>
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To replace the hacky zs_align_surface().
Signed-off-by: Chia-I Wu <[email protected]>
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The size is always 24 bytes. We can upload them to the dynamic buffer.
Signed-off-by: Chia-I Wu <[email protected]>
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The code was kind of mixed up what buffers were getting stored in the case
that a resolve bit was unset (which are set based on the GL state at draw
time) and the buffer wasn't actually bound. In particular, depth-only
rendering would store the color buffer contents, which happen to be
pointing at the depth buffer.
Thanks to clearing out the resolve bits for things we really can't
resolve, now I can drop the safety checks for buffer presence around the
actual stores.
Fixes 42 piglit tests.
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We need to keep track if a state change other than frag/vert shader
state will trigger us to need a different shader variant, and if
necessary mark the appropriate shader state as dirty. Otherwise we will
forget to re-emit the shader state.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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This is for hw that needs to emulate some texture wrap modes (like
CLAMP) with some help from the shader.
Signed-off-by: Rob Clark <[email protected]>
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Keep the existing function as a common helper. But this lets us move an
a2xx specific hack out of common code. And the PIPE_TEX_WRAP_CLAMP
emulation will require an a3xx specific hack. So rather than piling on
hacks, split this out.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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