| Commit message (Collapse) | Author | Age | Files | Lines |
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We need to account for SGPR locations in merged shaders.
This case is exercised by KHR-GL45.enhanced_layouts.vertex_attrib_locations
Fixes: 79c2e7388c7f ("radeonsi/gfx9: use SPI_SHADER_USER_DATA_COMMON")
Reviewed-by: Marek Olšák <[email protected]>
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The original spec I had didn't expose integer textures and suggested that
you use unfiltered floats. Now there are proper formats for them.
Fixes 16- and 32-bit texwrap integer tests in piglit, and
dEQP-GLES3.functional.fbo.completeness.renderable.renderbuffer.color0.rgb10_a2ui.
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When we tried to clear color while storing depth, it assertion failed
about basically not having enough information to decide which color RT to
clear. It turns out the STORE_GENERAL picks the buffer according to the
color buffer being stored, or all of them if NONE. If you're doing depth,
it doesn't know which to pick.
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Signed-off-by: Rob Clark <[email protected]>
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The OVERWRITE bit disables destination fetches, which is exactly what
we want when there is no valid color buffer bound.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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This centralizes the calculation in the surface, instead of in each
load/store.
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Fixes dEQP-GLES3.functional.depth_stencil_clear.depth.*
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Fixes piglit masked-clear.
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Fixes part of piglit masked-clear.
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To silence compiler warnings.
Reviewed-by: Marek Olšák <[email protected]>
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Enable h.264 encode for vcn hardware (raven)
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Enable vcn encode by creating radeon_encoder for vcn.
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Add implementation for create_encoder interface for vcn encode.
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Add implementation for get_feedback interface for vcn encode.
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Add implementation for destroy interface for vcn encode.
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Add implementation for end_frame interface for vcn encode.
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Add implementation for encode_bitstream interface for vcn encode.
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Add implementation for begin_frame interface for vcn encode.
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Implement encoding of sps, pps, and silce headers using the newly added h.264
header coding descriptors functions based on h.264 specs.
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Since bitstream headers, e.g. sps, pps, slice, are encoded in driver side, we
need to add corresponding algorithms that required to generate those headers.
According to h.264 specs, signed/unsigned interger Exp-Golomb-coded syntax
element with left bit first (code_se and code_ue) and unsigned integer using
n bits (code_fixed_bits) descriptors function are needed. Therefore, adding
those algorithms and related variables and output algorithms here.
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Implement required ibs and command buffer submission interfaces for vcn encode
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Add a skeleton pipe video interface and encode ib interface for video encode
on vcn hardware. Add function defines and structures for vcn encode. Update
Makefile.sources and meson.build with newly added files.
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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New ring type is needed for vcn encode
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Add a new header file for vcn encode interface
Signed-off-by: Boyuan Zhang <[email protected]>
Acked-by: Christian König <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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BLIT_ZS mode is used for either combined z24/s8 or z32 in which case
BLIT_S mode is used for separate stencil.
Signed-off-by: Rob Clark <[email protected]>
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Code motion to simplify next patch.
Signed-off-by: Rob Clark <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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This also enables GL4.2 for gpus with hw fp64 (cayman, cypress)
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds support for the RESQ opcode with the workaround
required due to hw bugs for buffers and cube arrays.
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Until we can work further on sb, disable it for images for now.
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds support to the shader assembler for load/store/atomic
ops on images which are handled via the RAT operations.
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds the atoms and gallium api implementations,
along with support for compress/decompress paths for
shader images.
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We need the thread id to use the immediate buffer readback
mechanism, so add support for calculating it.
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This isn't 100% perfect (fglrx also fails a bunch of those tests)
but implement the start of a memory barrier for image support.
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In order to image readback we have to execute a MEM_RAT instruction
that needs a buffer to transfer the result into until the shader
can fetch it.
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This implements proper handling for shaders with side effects.
Tested-By: Gert Wollny <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Comment was right, implementation was wrong ;-)
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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v2: copy input primitive
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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We only have a single stencil read mask and write mask. Issue a
warning if different front/back values are used. The Piglit
gl-2.0-two-sided-stencil test hits this.
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Sampler TS is an hardware optimization that can be used when rendering
to textures. After rendering to a resource with TS enabled, the
texture unit can use this to bypass lookups to empty tiles. This also
means a resolve-in-place can be avoided to flush the TS.
This commit is also an optimization when not using sampler TS, as
resolve-in-place will now be skipped if a resource has no (valid) TS.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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