| Commit message (Collapse) | Author | Age | Files | Lines |
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We need the source to be in r0-r3, so make a new register class for it.
It will be up to the surrounding passes to make sure that the r0-r3
allocation of its source won't conflict with anything other class
requirements on that temp.
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Extracted from a patch by jonasarrow on github.
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Extracted and fixed up from a patch by jonasarrow on github. This ended
up not getting used for ddx/ddy, but seems like it might still be useful.
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We need MUL rotates to do ddx/ddy support.
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Caught problems in the upcoming DDX/DDY implementation.
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This will be used in the ddx/ddy support for "Am I the top half?" or "Am I
the left half?" checks.
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It crashes.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97413
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We can take advantage of the fact that multi_fence does the obvious thing
with NULL fences.
This fixes unflushed fences that can get stuck due to empty IBs.
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Cc: 12.0 <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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radeonsi needs to do some operations (DCC decompression) for OpenGL-OpenCL
interop and this is the only way to make it coherent with the current
context. It can optionally be set to NULL.
Reviewed-by: Brian Paul <[email protected]>
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Like Fermi, textures and samplers are aliased between 3D and compute,
especially the TIC_FLUSH/TSC_FLUSH methods and we have to re-validate
these resources when switching between the two pipelines.
This fixes a GPU hang with Elemental (and most likely with other UE4 demos).
Tested on GK107 and GM107.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
CC: <[email protected]>
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Fixes glsl-routing in piglit and hangs in glbenchmark 2.0.2.
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They are harmless, but the interrupts do decrease performance.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97039
Cc: 12.0 <[email protected]>
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Some hardware can't render to color/depth buffers of mixed bitness. When
that happens a fallback has to happen, but this allows the driver to
express that this isn't an optimal scenario. The purpose of this is to
remove such fbconfigs from the GLX/EGL config list.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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In some very specially-crafted cases, we could attempt to visit a node
that has already been visited, and then run out of bb's to visit, while
there were still cross blocks on the list. Make sure that those get
moved over in that case.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96274
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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Before this series, the code generation path was:
GLSL IR -> TGSI -> NIR -> NIR clone -> QIR -> QPU
Now it's (generally)
GLSL IR -> NIR -> NIR clone -> QIR -> QPU
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We end up with this when doing GLSL-to-NIR.
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To support GLSL-to-NIR, we need to be able to support actual
float/vec2/vec3 varyings.
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In the GLSL-to-NIR conversion of VC4, I had a bit of trouble with what I
was calling the "state uniforms" that I was putting into the NIR fighting
with its other lowering passes. Instead of using magic uniform base
numbers in the backend, follow the lead of load_user_clip_plane and just
define system values for them.
v2: Fix unintended change to channel_num, drop unspecified const_index
value on blend_const_color_r_float.
Reviewed-by: Kenneth Graunke <[email protected]>
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We only did depth clamp when the value was written from the fs.
This is very wrong both for d3d10 and GL, and only passed the
corresponding piglit test due to pure luck (it no longer does
with the enhanced test).
Also, interpolation clamped values to 1.0 always, which can legitimately
happen if depth clip is disabled, so fix that as well (untested).
There is one unresolved issue left, d3d10 always does depth clamping,
whereas GL does not (but does [0,1] clamp instead for fs depth outputs)
- this information isn't in any gallium state object, leave it as-is
for now (though it looks like llvmpipe misses the [0,1] clamp as well).
This (with the previous patch) fixes piglit depth-clamp-range test.
Reviewed-by: Jose Fonseca <[email protected]>
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This wasn't handled before (the result was that no matter what value got
clamped, it always ended up as the near value in this case) (if clamping
actually happened).
Fix this by using the util helper for that (the math is otherwise "mostly"
the same, mostly because there could actually be differences due to float
rounding, but I don't even know which one would be more correct).
Reviewed-by: Jose Fonseca <[email protected]>
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We were previously ... not clamping. I guess this meant that everything
got clamped to 1/0, which was enough to pass the existing tests. Or
perhaps the clamping would only happen to the rasterized depth value and
not the frag shader's output depth value.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97231
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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The previous bit disables the whole clipper, including the regular
viewport-related clipping that would go on. The two new bits disable
near and far clipping (separately, as verified with the
depth-clamp-range piglit).
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Avoids another multiplication by 4 of the base in the NIR.
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The scalarizing of FS inputs can be done in a non-driver-dependent manner,
so extract it out of the driver.
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The const_index[] values have always felt magic, and this documents them a
bit better.
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This reduces the diff between GLSL-to-NIR and TGSI-to-NIR, and gives NIR
more optimization to work on.
Reviewed-by: Kenneth Graunke <[email protected]>
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This lets TTN-using drivers handle FRAG_RESULT_DEPTH the same between all
their source paths.
Reviewed-by: Rob Clark <[email protected]>
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In the case of debugging a crash in TTN, this is nice to have.
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Set the flag on when dual instance encoding is supported,
otherwise set it to off.
Signed-off-by: Boyuan Zhang <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
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Add explicit rects for:
- SwrClearRenderTarget
- SwrDiscardRect
- SwrInvalidateTiles
- SwrStoreTiles
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Speeds up high geometry HPC workloads.
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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When viewport transform is disabled (ie. screen space coords are passed
in directly), the W component should be interpreted as RHW.
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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Was 1, which led to pulling denorms for non-zero indices.
Changed to sizeof(float).
Signed-off-by: Tim Rowley <[email protected]>
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Signed-off-by: Tim Rowley <[email protected]>
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The function was always returning false because of this typo.
Retested with piglit. There's some sRGB-related blit failures, but
that seems unrelated.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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st/mesa does this too, so we're safe.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is required by OpenGL. Our hardware supports this.
Example: Bind RGBA32F with offset = 4 bytes.
Acked-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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