| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Christoph Bumiller <[email protected]>
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The pre-fetching doesn't go too far. Tested with over-allocating by only
a page, and didn't see any errors in dmesg. Saves ~512KB of VRAM.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: 10.1 <[email protected]>
Reviewed-by: Christoph Bumiller <[email protected]>
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In the tests they were the same so it didn't matter, but indications are
that this is the correct behaviour. Also take this opportunity to
(trivially) support using gl_Layer in fp.
Cc: 10.1 <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Christoph Bumiller <[email protected]>
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Functionally identical but much simpler. Should also better integrate
with future layer/viewport changes/fixes.
Cc: 10.1 <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Christoph Bumiller <[email protected]>
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Bugzilla (bug needs XBMC changes as well):
https://bugs.freedesktop.org/show_bug.cgi?id=73191
When VL uploads vertex buffers, it uses PIPE_TRANSFER_DONTBLOCK, which always
flushes the context in the winsys if the buffer being mapped is busy. Since
I added handling of DISCARD_RANGE, DONTBLOCK has had no effect when combined
with DISCARD_RANGE and I think the context isn't flushed anywhere else,
so no commands are submitted to the GPU until the IB is full, which takes
a lot of frames.
Using DISCARD_RANGE is not the only way to trigger this bug. The other way
is to reallocate the vertex buffer before every upload.
BTW, I'm not sure if this is the right place for flushing, but it does fix
the bug.
v2 (chk): move the flush to the right place.
Signed-off-by: Christian König <[email protected]>
Tested-by: StrangeNoises ([email protected])
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Reviewed-by: Brian Paul <[email protected]>
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STATIC will be removed in the following commit.
v2: changed the definition of IMMUTABLE
Reviewed-by: Brian Paul <[email protected]>
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Unused.
Reviewed-by: Brian Paul <[email protected]>
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v2: This doesn't change the behavior. It only moves the tiling check
to r600_init_resource and removes the usage parameter.
Reviewed-by: Christian König <[email protected]>
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Not blocking for the message thread can lead to accessing freed up memory.
Signed-off-by: Christian König <[email protected]>
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Featuring a full grown MPEG2 and H264 decoder and a couple of hundred bugs.
v2 (Leo): fix an error for pic_order_cnt_type 1
v3 (Leo): implement support for field decoding
Signed-off-by: Christian König <[email protected]>
Signed-off-by: Leo Liu <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Avoid moving things around on start of stream.
Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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dri2_dup_image was not copying the dri_format field.
This was causing some bugs, for example:
. we create an gbm_bo.
. we get an EGLImage from the gbm_bo.
. Bug: impossible to get again the gbm_bo from the EGLImage by
importing. (gbm dri2 backend)
Signed-off-by: Axel Davy <[email protected]>
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ureg_program is allocated on the heap so we can just bump the
number of immediates that it can handle. It's needed for d3d10.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We need to handle a lot more immediates and in order to do that
we also switch from allocating this structure on the stack to
allocating it on the heap.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We only supported up to 256 immediates, which isn't enough. We had
code which was allocating immediates as an allocated array, but it
was always used along a statically backed array for performance
reasons. This commit adds code to skip that performance optimization
and always use just the dynamically allocated immediates if the
number of them is too great.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The number of allowed temporaries increases almost with every
iteration of an api. We used to support 128, then we started
increasing and the newer api's support 4096+. So if we notice
that the number of temporaries is larger than our statically
allocated storage would allow we just treat them as indexable
temporaries and allocate them as an array from the start.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Previously, we were really doing F2I. And also move it to generic section.
(Note that for llvmpipe the code generated is definitely bad, due to lack
of unsigned conversions with sse. I think though what llvm does (using scalar
conversions to 64bit signed either with x87 fpu (32bit) or sse (64bit)
including lots of domain changes is quite suboptimal, could do something like
is_large = arg >= 2^31
half_arg = 0.5 * arg
small_c = fptoint(arg)
large_c = fptoint(half_arg) << 1
res = select(is_large, large_c, small_c)
which should be much less instructions but that's something llvm should do
itself.)
This fixes piglit fs/vs-float-uint-conversion.shader_test (maybe more, needs
GL 3.0 version override to run.)
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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Trivial.
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This is my first attempt at enabling r600/r700 geometry shaders,
the basic tests pass on both my rv770 and my rv635,
It requires this kernel patch:
http://www.spinics.net/lists/dri-devel/msg52745.html
v2: address Alex comments.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This throws the switch to enable GL 3.3 and GLSL 330.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This moves the value from the GS shader to the copy shader so the registers
are setup correctly.
fixes tests/spec/glsl-1.50/execution/geometry/clip-distance-out-values.shader_test
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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attempt to calculate a better value for array size to avoid breaking apps.
v2: use 0xfff like streamout, suggested by Grigori
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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cayman has a different end of program bit, so do that properly.
fixes hangs with geom shader tests on cayman.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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set the correct values so the misc out register is setup correctly
for the copy shader.
This also updates the state for the gs copy shader so the hw
gets programmed correctly.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This just makes r600 and evergreen do what the radeonsi codepaths do
for layered rendering. This makes the 2d amd_vertex_shader_layer test
pass on evergreen.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This just adds support for emitting the proper value in the VS out misc.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This just enables the workarounds we have for vertex/pixel shaders
for geom shaders as well.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This selects the cut value depending on the shader selected.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This follows what fglrx does, it unpacks the input we are
going to indirect into a bunch of registers and indirects
inside them.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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We need to be able to write to the ring using a base register
for when we emit vertices in a loop, in theory the SB compiler
could collapse these indirect writes to direct writes if the
register value is constant and known, but that is outside my
pay grade.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Vadim's code derived it from the info.mode, but it needs
to be takes from the geometry shader output primitive.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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The instance cnt register was missing for a few kernels,
with a new enough kernel we can output it.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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only enable prim id if gs uses it
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This enables streamout with GS in the mix, from the
VS dma shader.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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this fixes a bunch of the geom shader built-in tests
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Trivial fix to Vadim's code.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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As we do for vertex and pixel shaders.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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If the shader has no CF clauses at all emit an nop
If the last instruction is an ENDLOOP add a NOP for the LOOP to go to
if the last instruction is CALL_FS add a NOP
These fix a bunch of hangs in the geometry shader tests.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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SB needs fixes for three GS instructions it seems to raise
them outside loops etc despite my best efforts.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Although we don't use SB on geom shaders, the VS copy shader will use it
so we might as well implement MEM_RING support in sb.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This can happen in normal operation, so don't report an error on it,
just continue.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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This is Vadim's initial work with a few regression fixes squashed in.
v2: (airlied)
fix regression in glsl-max-varyings - need to use vs and ps_dirty
fix regression in shader exports from rebasing.
whitespace fixing.
v2.1: squash fix assert
Signed-off-by: Vadim Girlin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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