| Commit message (Collapse) | Author | Age | Files | Lines |
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Indirect addressing isn't fully handled yet.
Fixes crashes with piglit tests using indirect addressing.
Signed-off-by: Michel Dänzer <[email protected]>
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[ Cherry-picked from r600g commit 7c371f46958910dd2ca9487c89af1b72bbfdada9 ]
Signed-off-by: Michel Dänzer <[email protected]>
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Signed-off-by: Michel Dänzer <[email protected]>
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These aren't covered by UTIL_FORMAT_TYPE_FLOAT.
Fixes 15 piglit (sub)tests.
Signed-off-by: Michel Dänzer <[email protected]>
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Kind of lame, but it works.
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I don't see how this could have ever worked right.
The screen-space interpolation code uses the vertex->data[pos_attr]
position which contain window coords. But window coords are only
computed for the unclipped vertices; the clipped vertices have
undefined window coords (see draw_cliptest_tmp.h).
Use the vertex clip coords instead which are always defined.
Fixes http://bugs.freedesktop.org/show_bug.cgi?id=55476
(piglit fbo-blit-stretch failure on softpipe)
Note: This is a candidate for the 9.0 branch.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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In debug builds, set clipped vertex window coordinates to NaN values
to help debugging. Otherwise, we're just leaving the coordinate in clip
space and it's invalid to use it later expecting it to be a window coord.
Reviewed-by: José Fonseca <[email protected]>
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Fixes failures to include libdrm/nouveau.h when drm is not installed in
/usr/include.
Reviewed-by: Matt Turner <[email protected]>
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Fixes piglit spec/ARB_sampler_objects/sampler-incomplete and
spec/EXT_texture_swizzle/depth_texture_mode_and_swizzle.
Reviewed-by: Tom Stellard <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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This reduces jitter slightly in a cleaner way, without desynchronizing mplayer2 as badly
when falling behind.
Signed-off-by: Maarten Lankhorst <[email protected]>
Reviewed-by: Christian König <[email protected]>
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It appears that scons implicit dependency scanners fail to chain
dependencies of generated headers when these are outside the build tree.
This patch ensures generated source files are _always_ put in the build
tree. I'm not 100% this will fix all depency issues, but from my
experiments it does seem to fix this.
NOTE: For this to be effective it is necessary to clean the source tree
from generated header/source files.
Reviewed-by: Brian Paul <[email protected]>
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because single-pipe cards have bigger CMASK RAM
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[ Squashed port of the following r600g commits: - Michel Dänzer ]
commit 428e37c2da420f7dc14a2ea265f2387270f9bee1
Author: Marek Olšák <[email protected]>
Date: Tue Oct 2 22:02:54 2012 +0200
r600g: add in-place DB decompression and texturing with DB tiling
The decompression is done in-place and only the compressed tiles are
decompressed. Note: R6xx-R7xx can do that only with Z16 and Z32F.
The texture unit is programmed to use non-displayable tiling and depth
ordering of samples, so that it can fetch the texture in the native DB format.
The latest version of the libdrm surface allocator is required for stencil
texturing to work. The old one didn't create the mipmap tree correctly.
We need a separate mipmap tree for stencil, because the stencil mipmap
offsets are not really depth offsets/4.
There are still some known bugs, but this should save some memory and it also
improves performance a little bit in Lightsmark (especially with low
resolutions; tested with Radeon HD 5000).
The DB->CB copy is still used for transfers.
commit e2f623f1d6da9bc987582ff68d0471061ae44030
Author: Marek Olšák <[email protected]>
Date: Sat Jul 28 13:55:59 2012 +0200
r600g: don't decompress depth or stencil if there isn't any
commit 43e226b6efb77db2247741cc2057d9625a2cfa05
Author: Marek Olšák <[email protected]>
Date: Wed Jul 18 00:32:50 2012 +0200
r600g: optimize uploading depth textures
Make it only copy the portion of a depth texture being uploaded and
not the whole 2D layer.
There is also a little code cleanup.
commit b242adbe5cfa165b252064a1ea36f802d8251ef1
Author: Marek Olšák <[email protected]>
Date: Wed Jul 18 00:17:46 2012 +0200
r600g: remove needless wrapper r600_texture_depth_flush
commit 611dd529425281d73f1f0ad2000362d4a5525a25
Author: Marek Olšák <[email protected]>
Date: Wed Jul 18 00:05:14 2012 +0200
r600g: init_flushed_depth_texture should be able to report errors
commit 80755ff56317446a8c89e611edc1fdf320d6779b
Author: Marek Olšák <[email protected]>
Date: Sat Jul 14 17:06:27 2012 +0200
r600g: properly track which textures are depth
This fixes the issue with have_depth_texture never being set to false.
commit fe1fd675565231b49d3ac53d0b4bec39d8bc6781
Author: Marek Olšák <[email protected]>
Date: Sun Jul 8 03:10:37 2012 +0200
r600g: don't flush depth textures set as colorbuffers
The only case a depth buffer can be set as a color buffer is when flushing.
That wasn't always the case, but now this code isn't required anymore.
commit 5a17d8318ec2c20bf86275044dc8f715105a88e7
Author: Marek Olšák <[email protected]>
Date: Sun Jul 8 02:14:18 2012 +0200
r600g: flush depth textures bound to vertex shaders
This was missing/broken. There are also minor code cleanups.
commit dee58f94af833906863b0ff2955b20f3ab407e63
Author: Marek Olšák <[email protected]>
Date: Sun Jul 8 01:54:24 2012 +0200
r600g: do fine-grained depth texture flushing
- maintain a mask of which mipmap levels are dirty (instead of one big flag)
- only flush what was requested at a given point and not the whole resource
(most often only one level and one layer has to be flushed)
Signed-off-by: Michel Dänzer <[email protected]>
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Use r600_resource_texture::flished_depth_texture for GPU access, and
allocate it in the VRAM. For transfers we'll allocate texture in the GTT
and store it in the r600_transfer::staging.
Improves performance when flushed depth texture is frequently used by the
GPU, e.g. in Lightsmark
[ Ported from r600g commit 37708479608af877986b76302a9c92611d1e23d0 ]
Signed-off-by: Michel Dänzer <[email protected]>
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[ Squashed port of the following r600g commits: - Michel Dänzer ]
commit c1e8c845ea9c6f843cc5bba5974668c007799bbc
Author: Marek Olšák <[email protected]>
Date: Sat Jul 7 19:10:00 2012 +0200
r600g: inline r600_hw_copy_region
commit 4891c5dc64ccd8cf2bf8a8550ae23e1a61806a7d
Author: Marek Olšák <[email protected]>
Date: Mon Jun 25 22:53:21 2012 +0200
r600g: inline r600_blit_push_depth and use resource_copy_region
We are going to have a separate resource for depth texturing and transfers
and this is just a transfer thing.
commit da98bb6fc105e1a2f688a1713ca9e50f0ac8fbed
Author: Marek Olšák <[email protected]>
Date: Mon Jun 25 12:45:32 2012 +0200
r600g: split flushed depth texture creation and flushing
Signed-off-by: Michel Dänzer <[email protected]>
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No piglit regressions anymore thanks to fixes in libdrm_radeon and here.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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Reviewed-by: Christian König <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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The static Makefiles used it.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
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The vs part hasn't been wired up since tgsi_sse2 was disabled in:
commit 4eb3225b38ce12cb34ab3d90804c9683bd7b4ed3
Author: José Fonseca <[email protected]>
Date: Tue Nov 8 00:10:47 2011 +0000
Remove tgsi_sse2.
And it would certainly not work correctly in its current state:
draw/draw_vs_ppc.c: In function ‘draw_create_vs_ppc’:
draw/draw_vs_ppc.c:190:24: warning: assignment from incompatible pointer
type [enabled by default]
As with the sse2 backend, this should be done in llvm anyway.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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I really did build test, my compiler just doesn't seem to care.
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NOTE: This is a candidate for the 9.0 branch.
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Reviewed-by: Tom Stellard <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
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Vincent Lejeune:
- tgsi to llvm now emits pointers for constants
Tom Stellard:
- Only use texture cache for vtx fetch with compute shaders
- Change address space used for constant loads to match LLVM
backend.
Reviewed-by: Tom Stellard <[email protected]>
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Now that things mostly seem to work enable those formats.
Some formats cause crashes (notably RGB8 variants) so switch these off
(these crashes are not specific to INT/UINT variants but the state tracker
doesn't use them for UNORM etc. formats so it went unnoticed so far).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Cast back the fake floats to ints, and make sure we don't try to do scaling
in format conversion (which only makes sense with normalized values).
Also need to disable blending and alpha test (as per spec) for such buffers.
This makes fbo-blending from the piglit ext_texture_integer tests work for most
formats (some crash, and the luminance and intensity variants have the GB or
GBA channels respectively wrong).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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We were passing in the rt index however this was always 0 for non-independent
blend case. (The format was only actually used to decide if the color mask
covered all channels so this went unnoticed and was discovered by accident.)
Additionally, there was a second problem because we do fixups in the key based
on color buffer format we cannot use non-independent blend anyway as the fixed
up values would never get used.
So always turn non-independent blending into independent.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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20-odd more piglits.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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About half a dozen more piglits.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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Instead of deriving it from the colour buffer formats only.
Fixes a number of piglit tests which export depth from the pixel shader.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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Fixes piglit 'spec/ARB_depth_buffer_float/fbo-clear-formats stencil' crash.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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Enabling it for all resources still seems to cause problems, but depth/stencil
buffers are always accessed with tiling by the DB block.
Also, stick to 1D tiling for now. Getting 2D tiling to work properly will
require substantial changes in libdrm_radeon and possibly the kernel as well.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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Apart from the obvious cleanup, this makes sure all blocks use the same tiling
mode for accessing the resource.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Michel Dänzer <[email protected]>
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Currently the use of external firmware is required, with kernel and
userspace firmware needed for all Fermi cards except nvd9. Kepler and nvd9
should only require kernel firmware.
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Signed-off-by: Michel Dänzer <[email protected]>
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Thanks to calim for helping me find and fix the issue.
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Thanks to calim for helping me find and fix the issue.
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It seems the other code expects surface[0..1] to be the luma field in interlaced case.
See for example vdpau/surface.c vlVdpVideoSurfaceClear and vlVdpVideoSurfacePutBitsYCbCr.
Signed-off-by: Maarten Lankhorst <[email protected]>
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Writemask was XY instead of YZ (thanks to calim for spotting it).
The pixel calculation resulted in the pixel always being off by one.
If y was .5:
y' = round(y) + 0.5 = 1.5
Fixing this also means the LRP function has to swap the pixels it, since
it's now the other way around for top/bottom.
WIth these fixes only chroma for top and bottom pixel rows are wrongly interpolated
in my test program:
--- nvidia
+++ nouveau
@@ -1,4 +1,4 @@
-YCbCr[0] = 00c080
+YCbCr[0] = 00b070
YCbCr[1] = 00b070
YCbCr[2] = 029050
YCbCr[3] = 207050
@@ -61,4 +61,4 @@
YCbCr[60] = 0c5070
YCbCr[61] = c05090
YCbCr[62] = 0e70b0
-YCbCr[63] = e080c0
+YCbCr[63] = e070b0
Signed-off-by: Maarten Lankhorst <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Added with automake conversion, but makes no sense at all.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Andreas Boll <[email protected]>
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At process exit DLL_PROCESS_DETACH is signaled to DllMain(), where then
a final cleanup is triggered. In stw_cleanup() code is triggered that
tries to communicate a shutdown to the spawned threads -- however at
that time those threads have already been terminated by the OS and so
the process hangs.
v2: skip stw_cleanup_thread() too
Signed-off-by: José Fonseca <[email protected]>
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