| Commit message (Collapse) | Author | Age | Files | Lines |
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We need to include the number of LDS bytes allocated by the state tracker.
CC: "10.0" <[email protected]>
(cherry picked from commit 1bdb99330ac68003a9ee6c963f46bddb03b9073d)
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Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
https://bugs.freedesktop.org/show_bug.cgi?id=69321
CC: "10.0" <[email protected]>
(cherry picked from commit 7a30cd7085b6879d3858f5c1a6945fbe30c818a6)
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Global buffers do not have an associate cs_buf handle, so
we can't copy them using r600_copy_buffer()
https://bugs.freedesktop.org/show_bug.cgi?id=64226
Reviewed-by: Marek Ol????k <[email protected]>
CC: "10.0" <[email protected]>
(cherry picked from commit 1b9511d7ce70a9f9cadd0c03bd0c916b88b6dd43)
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v2: make it actually work, improve condition
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68503
Cc: "10.0" <[email protected]>
Signed-off-by: Vadim Girlin <[email protected]>
(cherry picked from commit 4cb04aa0dfaf8c23e312fa49778e637e59410727)
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Prevents a memory leak.
v2: Remove null check
CC: "10.0" <[email protected]>
(cherry picked from commit 2be85e2492b6ad7e04884525904a7ec22cde0ddc)
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radeon_llvm_compile allocates memory for binary.code, binary.config,
or neither depending on what's being done.
We need to make sure to free that memory after it's no longer needed.
v2: Don't bother checking for null before FREE()
CC: "10.0" <[email protected]>
(cherry picked from commit 01f3622c740173d4001eb421b74d4d60a0c7fd12)
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use memset to initialize to 0's... otherwise code_size and config_size
could be uninitialized when read later in this method.
It's also hard to do NULL checks on uninitialized pointers.
Reviewed-by: Tom Stellard <[email protected]>
v2: Fix indentation
CC: "10.0" <[email protected]>
(cherry picked from commit dd73b99420de17651001e0a4d937f1f66fbef14c)
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After we blit/copy to a dest texture image we need to mark it as
being defined. This fixes broken mipmap generation for quite a
few texture formats. Mipgen involves making texture views and
svga_texture_view_surface() skips texture images that are undefined.
Cc: "10.0" <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
(cherry picked from commit 3969330b47c5b7f7843f356db0a10962553339a6)
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The index translation code expects the number of indexes to be
consistent with the primitive type (ex: a multiple of 3 for
PIPE_PRIM_TRIANGLES). If it's not, we can write out of bounds
in the destination buffer.
Fixes failed assertions in the pipebuffer debug code found with
Piglit primitive-restart-draw-mode test.
Cc: "10.0" <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
(cherry picked from commit 79984b9928d4444665ce617a1e4551e53d415bd4)
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v2: Fix indentation
Reviewed-by: Tom Stellard <[email protected]>
CC: "10.0" <[email protected]>
(cherry picked from commit 4c6ac9e61452ffc49f8e360fc879deec8e04bbb5)
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v2: Fix indentation
Reviewed-by: Tom Stellard <[email protected]>
CC: "10.0" <[email protected]>
(cherry picked from commit 35dad4a1e235b2bf7fb3ecdb82aed0214db69a35)
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v2: Fix indentation
Reviewed-by: Tom Stellard <[email protected]>
CC: "10.0" <[email protected]>
(cherry picked from commit d41b10f811a89c76248f195a6b4ade62322b8c3c)
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v2: Fix indentation
Reviewed-by: Tom Stellard <[email protected]>
CC: "10.0" <[email protected]>
(cherry picked from commit a2b93da84bda2b92108cf3b9c253fec114b69dc2)
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Reviewed-by: Tom Stellard <[email protected]>
CC: "10.0" <[email protected]>
(cherry picked from commit df482fe02f6732fb6fe7ae0a509b3c66e655bd5b)
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Adding a vl_mpeg-based helper didn't seem to work, as it produced data
that the card couldn't handle. (And I didn't investigate further.) This
makes the decoding functionality only accessible via XvMC and avoids
crashes when attempting to use VDPAU.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.0" <[email protected]>
(cherry picked from commit 08122e151a511236bccf7ab94efa4278ea3b3b6c)
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It doesn't work, I don't know why, but no point in hanging people's
displays until it gets figured out.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.0" <[email protected]>
(cherry picked from commit e8d5d3409c73329dba8678b52a53acf5735f04b1)
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(cherry picked from commit a859131003fc79094cf99c92cc6a11a0f0c659f7)
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Even if the query returns 8, only 4 really work.
Reviewed-by: José Fonseca <[email protected]>
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This just tells the state tracker to turn on the GL_ARB_shader_texture_lod
extension. This simply allows the GLSL compiler to emit TXL and TXD
instructions for both vertex and fragment shaders. We already support
these opcodes in the svga driver. Though, the shadow2DGrad() Piglit
tests are failing.
Reviewed-by: José Fonseca <[email protected]>
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With this patch, the llvmpipe and draw modules will calculate the depth bias
according to floating point depth buffer semantics described in the
arb_depth_buffer_float specification, when the driver has a z buffer bound
with a format type of UTIL_FORMAT_TYPE_FLOAT.
By default, the driver will use the existing UNORM calculation for depth bias.
A new function, draw_set_zs_format, was added to calculate the Minimum
Resolvable Depth value and floating point depth sense for the draw module.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Tested-by: Christian König <[email protected]>
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This exposes GL_ARB_texture_buffer_object_rgb32.
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GLSL 1.40 is done.
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This doesn't make any difference on Bonaire, but it might help on Hawaii.
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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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Actually link VS out / FS in based on semantic info, keeping in mind
that position/pointsize can also be an input to the FS. This fixes a
few fragment shaders which were using gl_Position.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Fixes use of full-precision in fragment shader (ie. don't clobber r0.x
since that can be used by future bary instructions for varying fetch).
And makes use of full-precision the default in fragment shader (but can
be overriden via FD_MESA_DEBUG=fraghalf).
Seems like half precision is often not enough for texture coordinates.
The blob compiler is clever enough to keep texture coords in full
precision registers while using half precision for everything else. But
we aren't quite that clever yet, so better to default to full precision.
Signed-off-by: Rob Clark <[email protected]>
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Handle some relative addressing constraints: cannot handle const or
relative in cat5 and src2 of cat3.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Fixes a boat load of Piglit tests for me, which crashed like fdo#70913
before.
Thanks to Michel Dänzer for the tip.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=70913
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Without DataLayout, a lot of optimization passes aren't run and the ones
that are don't work as well.
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[olv: use $(srcdir) instead of $(top_srcdir)]
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Use u_primconvert to convert unsupported primitives into supported
primitive plus index buffer.
Signed-off-by: Rob Clark <[email protected]>
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Add 'start' parameter to generator/translator.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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pull in some fixes to draw-initiator/prim-type.
Signed-off-by: Rob Clark <[email protected]>
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The layer coming from GS needs to be clamped (not sure if that's actually
the correct error behavior but we need something) as the number can be higher
than the amount of layers in the fb. However, this code was using the layer
calculation from the scene, and this was actually calculated in
lp_scene_begin_rasterization() hence too late (so setup was using the value
from the _previous_ scene or just zero if it was the first scene).
Since the value is used in both rasterization and setup, move calculation up
to lp_scene_begin_binning() though it's a bit more inconvenient to calculate
there. (Theoretically could move _all_ code which was in
lp_scene_begin_rasterization() to there, because ever since we got rid of
swizzled render/depth buffers our "map" functions preparing the fb data for
render don't actually change the data in there at all, but it feels like
it would be a hack.)
v2: improve comments
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This prevents unnecessary (and wrong) register allocation in the
scheduler for preloaded values in fixed registers.
Fixes interpolation-mixed.shader_test on rv770
(and probably on all other pre-evergreen chips).
Signed-off-by: Vadim Girlin <[email protected]>
Tested-by: Andreas Boll <[email protected]>
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Add alot of missing fields as well.
Signed-off-by: Christian König <[email protected]>
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