| Commit message (Collapse) | Author | Age | Files | Lines |
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If changed && append, we shouldn't be resetting the internal offset back
to zero. This fixes issues w/ sequences like:
glBeginTransformFeedback()
glDraw()
glPauseTransformFeedback()
glDraw()
glResumeTransformFeedback()
glDraw()
glEndTransformFeedback()
Fixes dEQP-GLES3.functional.transform_feedback.array.separate.points.lowp_vec3
and related tests.
Signed-off-by: Rob Clark <[email protected]>
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This should only count when TF is not paused.
Signed-off-by: Rob Clark <[email protected]>
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dEQP noticed that we were advertising completely bogus values. The
actual maximum is 127.0f.
*But* we have to use an artifically low maximum to work around a bug
in the dEQP test, which gets confused when the max line width is too
large and lines start going off-screen.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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There are still some edge cases which result in a neighbor-loop. Which
needs to be fixed, but this hack at least makes deqp tests finish.
Signed-off-by: Rob Clark <[email protected]>
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Fixes a bunch of flat-varying fail on a4xx (where we need to use ldlv to
read the un-interpolated varying).
Signed-off-by: Rob Clark <[email protected]>
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Since we cannot mov into a predicate register, the frontend uses a
'cmps.s p0.x, cond, 0' as a stand-in for mov to p0.x. It does this
since it has no way to know that the source cond instruction (ie.
for a kill, br, etc) will only be used to write the predicate reg.
Detect this, and re-write the instruction writing p0.x to skip the
original cmps.[sfu]. (It is done like this, rather than re-writing
the dest of the first cmps.[sfu] in case the first cmps.[sfu]
actually has other users.)
Signed-off-by: Rob Clark <[email protected]>
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trivial
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Otherwise we incorrectly claim ARB_ssbo support even with older LLVM versions.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94917
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Leverage nearbyintif function, which should be available on all C99
implementations.
Trivial.
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This fixes a compile error while building Nouveau with C++11 enabled (and
glibc >= 2.23). This happens if SWR is enabled, as it forces C++11.
Signed-off-by: Pierre Moreau <[email protected]>
Signed-off-by: Jose Fonseca <[email protected]>
https://bugs.freedesktop.org/show_bug.cgi?id=94907
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Courtesy of address sanitizer.
[airlied: free buffers as well]
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes rendering failures in glmark2's refract and
bump:render-mode=high-poly demos, and partially in its terrain demo.
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Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: George Kyriazis <[email protected]>
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Reviewed-by: George Kyriazis <[email protected]>
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This is the last necessary bit for OpenGL 4.2 support. All driver-specific
functionality has already been implemented as part of extensions.
Reviewed-by: Edward O'Callaghan <[email protected]>
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For some reason unknown to me, SI hangs if the event is written after
CONTEXT_CONTROL.
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This was triggered by
dEQP-GLES3.functional.vertex_array_objects.all_attributes
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Move the buffer resource extraction code out into its own function.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This will be re-used for shader buffers.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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allocator
- Check for unused blocks every few frames or every 64K draws
- Delete data unused since the last check if total unused data is > 20MB
Doesn't seem to cause a perf degridation
Acked-by: Brian Paul <[email protected]>
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No need for 256 pointers per DC.
Acked-by: Brian Paul <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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non-consecutive NUMA topology.
Acked-by: Brian Paul <[email protected]>
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/ OSALIGNLINE
Future proofing
Acked-by: Brian Paul <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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depth test/write.
Fixes z-fighting issues.
Acked-by: Brian Paul <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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Acked-by: Brian Paul <[email protected]>
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No perf loss detected
Acked-by: Brian Paul <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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It's the same as radeonsi. This adds guard band support to r600g.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Guard band clipping speeds up rasterization for primitives that are
partially off-screen. This change in particular results in small
framerate improvements in a wide range of games.
Started by Grigori Goronzy <[email protected]>.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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