| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The pipelined hang detection mode will not want to dump everything.
(and it's also time consuming) It will only dump shaders after a draw call
and then dump the status registers separately if a hang is detected.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Vedran Miletić <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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to reduce the call indirections with u_resource_vtbl.
The worst call tree you could get was:
- u_transfer_inline_write_vtbl
- u_default_transfer_inline_write
- u_transfer_map_vtbl
- driver_transfer_map
- u_transfer_unmap_vtbl
- driver_transfer_unmap
That's 6 indirect calls. Some drivers only had 5. The goal is to have
1 indirect call for drivers that care. The resource type can be determined
statically at most call sites.
The new interface is:
pipe_context::buffer_subdata(ctx, resource, usage, offset, size, data)
pipe_context::texture_subdata(ctx, resource, level, usage, box, data,
stride, layer_stride)
v2: fix whitespace, correct ilo's behavior
Reviewed-by: Nicolai Hähnle <[email protected]>
Acked-by: Roland Scheidegger <[email protected]>
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There are 2 uses:
- Asynchronous flushing for multithreaded drivers.
- Return a fence without flushing (mid-command-buffer fence). The driver
can defer flushing until fence_finish is called.
This is required to make Bioshock Infinite faster, which creates
1000 fences (flushes) per frame.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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This allows Gallium drivers to advertise the subpixel precision
for floating point viewports bounds.
v2:
- Set ViewportSubpixelBits in st_init_limits.
Signed-off-by: Józef Kucia <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Add entrypoint to distinguish H.264 decode and encode. For example, in patch
5/11 when is calling "VaCreateContext", "pps" and "sps" shouldn't be allocated
for H.264 encoding. So we need to use the entry_point to determine this is
H.264 decode or H.264 encode. We can use config to determine the entrypoint
since config_id is passed to us for VaCreateContext call. However, for
VaDestoyContext call, only context_id is passed to us. So we need to know the
entrypoint in order to not free the pps/sps for encoding case.
Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Allow to specify more parameters in the encoding interface
which previously just hardcoded in the encoder
Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This reverts commit d8d6091a846ac2a40a011d512d6d57f6c8442e6a.
Heap allocations may be only 8-byte aligned on 32-bit system, and so having
members with 16-byte alignment (such as in the case where pipe_blend_color is
embedded in radeonsi's si_context) is undefined behavior which indeed causes
crashes when compiled with gcc -O3.
Cc: <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96835
Signed-off-by: Tim Rowley <[email protected]>
Acked-by: Chuck Atkins <[email protected]>
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v2: fix typo db -> cb
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Want to re-use this struct, so un-inline it.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Some games are sloppy.. perhaps because it is defined behavior for DX or
perhaps because nv blob driver defaults things to zero.
So add driconf param to force uninitialized variables to default to zero.
This issue was observed with rust, from steam store. But has surfaced
elsewhere in the past.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In order to implement get_work_dim() the driver may need to know the
clEnqueueNDRangeKernel() work_dim parameter, so pass it to the driver.
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Add a new WORK_DIM SV type, this is will return the grid dimensions
(1-4) for compute (opencl) kernels.
This is necessary to implement the opencl get_work_dim() function.
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This aligns the 4-element color float array to 16 byte boundaries. This
should allow compiler vectorizers to generate better optimizations.
Also fixes broken vectorization generated by Intel compiler.
v2: Fixed indentation and added a lengthy comment explaining the
reason for the alignment.
Cc: <[email protected]>
Reported-by: Tim Rowley <[email protected]>
Tested-by: Tim Rowley <[email protected]>
Signed-off-by: Chuck Atkins <[email protected]>
Acked-by: Roland Scheidegger <[email protected]>
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D3D9 has a different behaviour for depth bias.
For OGL/D3D1X, the depth bias unit is the
minimal resolvable value for the depth buffer,
which depends on the format (and has different
behaviour for float depth buffers).
For D3D9, the depth bias unit is 1.0f.
Signed-off-by: Axel Davy <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Clean up misrepetitions ('if if', 'the the' etc) found throughout the
comments. This has been done manually, after grepping
case-insensitively for duplicate if, is, the, then, do, for, an,
plus a few other typos corrected in fly-by
v2:
* proper commit message and non-joke title;
* replace two 'as is' followed by 'is' to 'as-is'.
v3:
* 'a integer' => 'an integer' and similar (originally spotted by
Jason Ekstrand, I fixed a few other similar ones while at it)
Signed-off-by: Giuseppe Bilotta <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Be consistent with the rest of the "set_xyz" state interfaces.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This says how many window rectangles are supported by the
implementation, although it may not exceed PIPE_MAX_WINDOW_RECTANGLES.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Window rectangles apply to all framebuffer operations, either in
inclusive or exclusive mode. They may also be specified as part of a
blit operation.
In exclusive mode, any fragment inside any of the specified rectangles
will be discarded.
In inclusive mode, any fragment outside every rectangle will be
discarded.
The no-op state is to have 0 rectangles in exclusive mode.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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In order to do zero-copy between two different devices
the memory should not be tiled.
Tested with GStreamer on a laptop that has 2 GPUs:
1- gstvaapidecode:
HW decoding and dmabuf export with nouveau driver on Nvidia GPU.
2- glimagesink:
EGLImage imports dmabuf on Intel GPU.
TEST: DRI_PRIME=1 gst-launch vaapidecodebin ! glimagesink
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Christian König <[email protected]>
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It has been unused for a long time, plus makes the gallium dri modules
require an extra glapi symbol relative to their classic counterparts.
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Makes debugging with gdb a little nicer.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Some hardware supports primitive restart on patch primitives, and other
hardware does not. Modern GL and ES include a query for this feature;
adding a capability bit will allow us to answer it.
As far as I know, AMD hardware does not support this feature, while
NVIDIA and Intel hardware does. However, most Gallium drivers do not
appear to support tessellation shaders yet. So, I've enabled it for
nvc0 and disabled it everywhere else.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This isn't used anymore in the tree, culldist's
are part of the clipdist semantic, we could in theory
rename it, but I'm not sure there is much point, and
I'd have to be careful with virgl.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This lets us safely enable or disable the extension as needed
Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The goal is to allow the pipe driver to request something other than
TGSI, but detect whether what is getting is TGSI vs what it requested.
The pipe drivers will always have to support TGSI (and convert that into
whatever it is that they prefer), but in some cases we should be able to
skip the TGSI intermediate step (such as glsl->nir vs glsl->tgsi->nir).
I think pipe_compute_state should get similar treatment. Currently,
afaict, it has one user and one consumer, which has allowed it to be
sloppy wrt. supporting alternative IR's.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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More portable, particularly when building with Clang, which implements
all MSVC intrisincs in its own intrin.h, but doesn't actually support
`#pragma instrinsic`.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Even when begin_query succeeds, there can still be failures in query handling.
For example for radeon, additional buffers may have to be allocated when
queries span multiple command buffers.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Acked-by: Jose Fonseca <[email protected]>
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Use PIPE_SWIZZLE_* everywhere.
Use X/Y/Z/W/0/1 instead of RED, GREEN, BLUE, ALPHA, ZERO, ONE.
The new enum is called pipe_swizzle.
Acked-by: Jose Fonseca <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]> (v1)
Reviewed-by: Roland Scheidegger <[email protected]> (v1)
Acked-by: Jose Fonseca <[email protected]> (v1)
v2: name enums
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and remove number assignments which are consecutive
Reviewed-by: Edward O'Callaghan <[email protected]> (v1)
Reviewed-by: Roland Scheidegger <[email protected]> (v1)
Acked-by: Jose Fonseca <[email protected]> (v1)
v2: name enums
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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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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The previous value of 18 was motivated by having drivers that want to expose
16 samplers but also use some additional samplers for internal use. Raising
the value even higher isn't going to hurt that case.
On the other hand, some drivers actually use PIPE_MAX_SAMPLERS as the number
of samplers they expose externally, so raising this number above 32 is fragile
(because several places in the code use bitfields, and tracking down and
widening all of them is prone to miss some case).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Here we store the number of samples and layers directly in the
pipe_framebuffer_state so that in the case of
ARB_framebuffer_no_attachment we may make use of them directly.
Further, we adjust various gallium/auxiliary helper functions
accordingly.
V2:
Convert branches in util_framebuffer_get_num_layers() and
util_framebuffer_get_num_samples() to their canonical form.
V3:
'git stash pop' the typo fix of 'cbufs' which should be
'nr_cbufs' that was missing in V2, woops! Thanks Marek for
pointing this out yet again.
V4:
Squash in the following patch:
'gallium/util: Ensure util_framebuffer_get_num_samples() is valid'
Upon context creation, internal driver structures are malloc()'ed
and memset() to zero them. This results in a invalid number of
samples 'by default'. Handle this in the simplest way to avoid
elaborate and probably equally sub-optimial solutions.
Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Add PIPE_CAP to determine if the GL extension
'GL_ARB_framebuffer_no_attachments' shall be
supported.
The driver is required to support 'PIPE_FORMAT_NONE'
via its 'is_format_supported()' callback in order
to determine the MSAA modes the hardware supports so
that values requested from the application using
'GL_ARB_framebuffer_no_attachments' may be quantized
to what the hardware expects.
V.2:
Fix doc for a more detailed description of the PIPE_CAP
and the corresponding GL constant.
V.3:
Renamed and repurposed once again.
V.4:
Remove CAP from cap_mapping array.
[airlied: fix damaged whitespace]
Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For radeonsi, native and TGSI use different compilers and this results
in different limits for different IR's.
The set we strictly need for radeonsi is only the MAX_BLOCK_SIZE
and MAX_THREADS_PER_BLOCK params, but I added a few others as shader
related that seemed like they would also typically depend on the
compiler.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Currently radeonsi synchronizes after every dispatch and Clover
does nothing to synchronize. This is overzealous, especially with
GL compute, so add a barrier for global buffers.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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The value 0 for unknown has been chosen to so that
drivers using tgsi_scan_shader do not need to detect
missing properties if they zero-initialize the struct.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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We are going to need that in the Mesa state tracker as well.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Use DMA-buf for the VDPAU interop interface instead of using
internal structures.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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