| Commit message (Collapse) | Author | Age | Files | Lines |
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Add the infrastructure to differentiate them.
Just treat them like SI for now.
Signed-off-by: Alex Deucher <[email protected]>
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Covers the entire family.
Signed-off-by: Alex Deucher <[email protected]>
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Broken since 2840bec56f79347b95dec5458b20d4a46d1aa445 when opencl is
disabled.
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And allocate the correct amount before dispatching the kernel.
Tested-by: Aaron Watry <[email protected]>
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Tested-by: Aaron Watry <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Safer in case the PIPE_SHADER_x tokens get renumbered (as Marek
wanted to do).
Reviewed-by: Jose Fonseca <[email protected]>
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Use variables that are easier to remember what they are.
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We can derive it from enabled_mask.
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Add loops that will be optimized away.
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They are similar, so clean them up to make them look similar.
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The new names match those of ilo_context's members respectively, and are
shorter.
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Re-emit 3DSTATE_INDEX_BUFFER to enable/disable primitive restart.
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Set pipe_draw_info to NULL after draw_vbo().
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This was just ignored (unless for some reason like unfilled polys draw was
handling this).
I'm not convinced of that code, putting the float for the clamp in the key
isn't really a good idea. Then again the other floats for depth bias are
already in there too anyway (should probably have a jit_context for the
setup function), so this is just a quick fix.
Also, the "minimum resolvable depth difference" used isn't really right as it
should be calculated according to the z values of the current primitive
and not be a constant (of course, this only makes a difference for float
depth buffers), at least for d3d10, so depth biasing is still not quite right.
Reviewed-by: Jose Fonseca <[email protected]>
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timestamp queries are always binned in an active scene, therefore
always have a result.
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If there are queries active the opaque optimization reseting the bin needs to
be disabled.
(Not really tested since the bug was discovered by code inspection not
an actual test failure.)
Reviewed-by: Jose Fonseca <[email protected]>
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Fixes "Resource leak" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
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Reported on IRC by lordheavy
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This patch fixes segfaults observed when enabling the post processing
features. When the format is not supported, or a texture cannot be
created, the code must gracefully handle failure and report the error to
the calling code for proper failure handling.
To accomplish this the following changes were made to the filters.h
prototypes:
- bool return for pp_init_func
- Added pp_free_func for filter specific resource destruction
Fixes segfaults from backtraces:
* util_destroy_blit
pp_free
* u_transfer_inline_write_vtbl
pp_jimenezmlaa_init_run
pp_init
This patch also uses tgsi_alloc_tokens to allocate temporary tokens in
pp_tgsi_to_state, instead of allocating the array on the stack. This
fixes the following stack corruption segfault in pp_run.c:
* _int_free
aaline_delete_fs_state
pp_free
Bug Number: 1021843
Reviewed-by: Brian Paul <[email protected]>
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This is harmless since st_context and u_vbuf both set index buffer to NULL
before destroying themselves. But we do not want to rely on that behavior.
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trivial, copied from llvmpipe
Reviewed-by: Jose Fonseca <[email protected]>
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OpenGL doesn't support this but d3d10 does.
It is a bit of a pain as it is necessary to keep track of queries
still active at the end of a scene, which is also why I cheat a bit
and limit the amount of simultaneously active queries to (arbitrary)
16 (simplifies things because don't have to deal with a real list
that way). I can't think of a reason why you'd really want large
numbers of overlapping/nested queries so it is hopefully fine.
(This only affects queries which need to be binned.)
v2: don't copy remainder of array when deleting an entry simply replace
the deleted entry with the last one (order doesn't matter).
Reviewed-by: Jose Fonseca <[email protected]>
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Previously lp_rast_begin_query commands were always inserted into each bin,
and re-issued if the scene was restarted, while lp_rast_end_query commands
were executed for each still active query at the end of tile rasterization.
Also, the ps_invocations and vis_counter were set to zero when the respective
command was encountered.
This however cannot work for multiple queries of the same type (note that
occlusion counter and occlusion predicate while different type were also
affected).
So, change the logic to always set the ps_invocations and vis_counter to zero
at the start of tile rasterization, and then use "start" and "end" per-thread
query values when encountering the begin/end query commands instead, which
should work for multiple queries of the same type. This also means queries do
not have to be reissued in a new scene, however they still need to be finished
at end of tile rasterization, so a list of queries still active at the end of
a scene needs to be maintained.
Also while here don't bin the queries which don't do anything in rasterization.
(This change does not actually handle multiple queries of the same type yet,
as the list of active queries is just a simple fixed array and setup can still
only have one query active per type.)
Reviewed-by: Jose Fonseca <[email protected]>
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This prevents trampling beyond the end of the command stream during flushes.
NOTE: This is a candidate for the stable branches.
Reported-by: Christoph Bumiller <[email protected]>
Signed-off-by: Maarten Lankhorst <[email protected]>
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max_threads cannot be greater than 28. It is either 21 or 28.
Fixes "Logically dead code" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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Should be "ETIMEDOUT".
[olv: commit message slightly re-formatted]
Reviewed-by: Chia-I Wu <[email protected]>
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Looping over 4 * 13 constant buffers while in most cases only two are enabled
is stupid.
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Add support for D-frames.
Add support for slices ending on a different horizontal row of macroblocks.
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We want to access the user buffer, if available, when primitive restart is
enabled and the restart index/primitive type is not natively supported.
And since we are handling index buffer uploads in the driver with this change,
we can also work around misalignment of index buffer offsets.
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Rename ilo_finalize_states() to ilo_finalize_3d_states(), and bind
pipe_draw_info to the context when it is called. This saves us from having to
pass pipe_draw_info around in several places.
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We need it for HUD support, and will need it for push constants in the future.
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Reviewed-by: Jose Fonseca <[email protected]>
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To get array bounds checking.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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The function does array bounds checking. Note, this exposes a
bug in the svga_mark_surface_dirty() function: we're calling
svga_age_texture_view() with a texture slice instead of mipmap
level. This can lead to a failed assertion. That'll be fixed next.
Reviewed-by: Jose Fonseca <[email protected]>
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- use mgwhelp -- the successor for bfdhelp which does not have a hard
dependency on BFD, and works on 64bits.
- use a macro instead of hand-typing to dispatch DbgHelp functions
- dump line numbers
- dump module names when symbols are not available
- support 64bits.
- add comments
Reviewed-by: Brian Paul <[email protected]>
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Rely on Windows' CaptureStackBackTrace to do the grunt work.
Reviewed-by: Brian Paul <[email protected]>
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Because our code couldn't handle it we were skipping rendering
if we detected overflows. According to the spec we should
still render but with all 0 vertices, which is what the llvm
code already does. So for the llvm paths lets enable processing
even if an overflow condition has been detected.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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