| Commit message (Collapse) | Author | Age | Files | Lines |
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An earlier patch fixed the problem for classic drivers, however Gallium
was still left broken. This patch applies the same workaround to
Gallium, when compiled for Android. Following is a quote from the
original patch:
0cbc90c57cfc mesa: dri: Add shared glapi to LIBADD on Android
/system/vendor/lib/dri/*_dri.so actually depend on libglapi: without
this, loading the so file fails with:
cannot locate symbol "__emutls_v._glapi_tls_Context"
On non-Android (non-bionic) platform, EGL uses the following
workflow, which works fine:
dlopen("libglapi.so", RTLD_LAZY | RTLD_GLOBAL);
dlopen("dri/<driver>_dri.so", RTLD_NOW | RTLD_GLOBAL);
However, bionic does not respect the RTLD_GLOBAL flag, and the dri
library cannot find symbols in libglapi.so, so we need to link
to libglapi.so explicitly. Android.mk already does this.
Cc: "12.0" <[email protected]>
Signed-off-by: Tomasz Figa <[email protected]>
Signed-off-by: Nicolas Boichat <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Józef Kucia <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Józef Kucia <[email protected]>
Signed-off-by: Marek Olšák <[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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MS images have to be handled explicitly and I don't plan to implement
them for now.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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On Maxwell, images binding is slightly different (and much better)
regarding Fermi and Kepler because a texture view needs to be uploaded
for each image and this is going to simplify the thing a lot.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Currently, we can store 32 tex handles of 32-bits integer each and
that fits perfectly with the underlying hardware except on GM107+
which requires to upload a texture view for each images.
This patch increases the number of storable texture handles in the
driver constant buffer from 32 to 40 because we expose 8 images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This makes Bioshock Infinite with deferred flushing 2.2% faster.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This makes Bioshock Infinite with deferred flushing 2% faster.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This effectively removes s_waitcnt instructions after FP16 exports.
Before:
v_cvt_pkrtz_f16_f32_e32 v0, v0, v1 ; 5E000300
v_cvt_pkrtz_f16_f32_e32 v1, v2, v3 ; 5E020702
exp 15, 0, 1, 0, 0, v0, v1, v0, v0 ; F800040F 00000100
s_waitcnt expcnt(0) ; BF8C0F0F
v_cvt_pkrtz_f16_f32_e32 v0, v4, v5 ; 5E000B04
v_cvt_pkrtz_f16_f32_e32 v1, v6, v7 ; 5E020F06
exp 15, 1, 1, 0, 0, v0, v1, v0, v0 ; F800041F 00000100
s_waitcnt expcnt(0) ; BF8C0F0F
v_cvt_pkrtz_f16_f32_e32 v0, v8, v9 ; 5E001308
v_cvt_pkrtz_f16_f32_e32 v1, v10, v11 ; 5E02170A
exp 15, 2, 1, 0, 0, v0, v1, v0, v0 ; F800042F 00000100
s_waitcnt expcnt(0) ; BF8C0F0F
v_cvt_pkrtz_f16_f32_e32 v0, v12, v13 ; 5E001B0C
v_cvt_pkrtz_f16_f32_e32 v1, v14, v15 ; 5E021F0E
exp 15, 3, 1, 1, 1, v0, v1, v0, v0 ; F8001C3F 00000100
s_endpgm ; BF810000
After:
v_cvt_pkrtz_f16_f32_e32 v0, v0, v1 ; 5E000300
v_cvt_pkrtz_f16_f32_e32 v1, v2, v3 ; 5E020702
v_cvt_pkrtz_f16_f32_e32 v2, v4, v5 ; 5E040B04
v_cvt_pkrtz_f16_f32_e32 v3, v6, v7 ; 5E060F06
exp 15, 0, 1, 0, 0, v0, v1, v0, v0 ; F800040F 00000100
v_cvt_pkrtz_f16_f32_e32 v4, v8, v9 ; 5E081308
v_cvt_pkrtz_f16_f32_e32 v5, v10, v11 ; 5E0A170A
exp 15, 1, 1, 0, 0, v2, v3, v0, v0 ; F800041F 00000302
v_cvt_pkrtz_f16_f32_e32 v6, v12, v13 ; 5E0C1B0C
v_cvt_pkrtz_f16_f32_e32 v7, v14, v15 ; 5E0E1F0E
exp 15, 2, 1, 0, 0, v4, v5, v0, v0 ; F800042F 00000504
exp 15, 3, 1, 1, 1, v6, v7, v0, v0 ; F8001C3F 00000706
s_endpgm ; BF810000
Reviewed-by: Nicolai Hähnle <[email protected]>
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ported from Vulkan
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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always set
Reviewed-by: Nicolai Hähnle <[email protected]>
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ADD only allows to emit 19-bits immediates.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: <[email protected]>
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Like FADD32I, the NEG modifier of src0 is at position 56.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Signed-off-by: Andreas Boll <[email protected]>
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CovID: 1363008
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Christian König <[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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Mark both L8_SRGB and L8A8_SRGB as non-renderable (the latter already
didn't have the bind flags). This makes the state tracker pick a
different format when rendering is required, or mark the fb as
incomplete. This fixes:
bin/getteximage-formats init-by-clear-and-render -auto -fbo
bin/getteximage-formats init-by-rendering -auto -fbo
which previously ran into srgb-encoding differences.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
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This is useful for pbo downloads, which are now accelerated with images.
BGRA8 is a moderately common format to do that in.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This way we have unlimited UVD sessions.
v2: only enable it when kernel supports it as well.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
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Inspired by fix for mem leak of vdpau interop, resource_from_handle
set texture reference count, that need to be decreased and released,
recall there is a similar case for DRI3, that is with VA-API glx
extension, there is temporary TFP(texture from pixmap), we target it
through dma-buf. leak happens when without count down the reference.
Checked and found with mpv vo=opengl case, there only one static TFP,
the leak happens once, but for totem player using gstreamer VA-API glx,
the dynamic TFP for each frame, so leak quite a bit.
This fixes mem leak for mpv and totem.
Signed-off-by: Leo Liu <[email protected]>
Cc: "12.0" <[email protected]>
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Likewise, rename the enum type to glsl_interp_mode.
Beyond the GLSL front-end, talking about "interpolation modes" seems
more natural than "interpolation qualifiers" - in the IR, we're removed
from how exactly the source language specifies how to interpolate an
input. Also, SPIR-V calls these "decorations" rather than "qualifiers".
Generated by:
$ find . -regextype egrep -regex '.*\.(c|cpp|h)' -type f -exec sed -i \
-e 's/INTERP_QUALIFIER_/INTERP_MODE_/g' \
-e 's/glsl_interp_qualifier/glsl_interp_mode/g' {} \;
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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Pointed out by Marek.
Signed-off-by: Dave Airlie <[email protected]>
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The hardware can only do alphatest when using a blendable format. This
means that the various *16 norm formats didn't work with alphatest. It
appears that Talos Principle uses such formats, as well as alpha tests,
for some internal renders, which made them be incorrect. However this
does not appear to affect the final renders, but in a different game it
easily could.
The approach we take is that when alphatests are enabled and a suitable
format is used (which we anticipate is the vast minority of the time),
we insert code into the shader to perform the comparison and discard.
Once inserted, that code lives in the shader forever, and we re-upload
it each time the function changes with a fixed-up compare. To avoid
re-uploading too often, if we switch back to a blendable format, the
test is (effectively) disabled and the hw alphatest functionality is
used.
Signed-off-by: Ilia Mirkin <[email protected]>
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Adds a second optional cleanup callback, called after the fence is
signaled. This is needed if, for example, the queue has the last
reference to the object that embeds the util_queue_fence. In this
case we cannot drop the ref in the main callback, since that would
result in the fence being destroyed before it is signaled.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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According to firmware guys, the new sequence that we added for Polaris should
work on all CIK parts, and should actually be faster on some parts.
Reviewed-by: Marek Olšák <[email protected]>
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To support general GL_TEXTURE_BASE_LEVEL we have to copy to a temporary
miptree. However, if a single level is being selected, we can use the
existing miptree and force all the sampling to be from that particular
level.
This avoids a ton of software fallbacks in glGenerateMipmaps(), which uses
base levels in the blit implementation in gallium. Improves "glmark2 -b
terrain" from 2 fps to 3 (perhaps some more precision would be useful?),
and cuts its CPU usage during the benchmarking from ~30% to ~10% (total
CPU time from 8.8s to 7.6s).
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The compiler uses the per-stage flags already, so it didn't need this.
vc4_uniforms was using it, so just replace it with both of the stage flags
for now.
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We use a big VC4_DIRTY_FRAGTEX/VC4_DIRTY_VERTEX on the stage, instead.
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We can't merge the non-simulator support until we merge the kernel side and
get a new libdrm release.
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Fixed the remaining redundant SetRenderTargets command emission.
Tested with lightsMark2008, Heaven, mtt piglit, glretrace, conform.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Yaakov Selkowitz <[email protected]>
Reviewed-by: Jon Turney <[email protected]>
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in svga_init_shader_key_common(). Since the CSO module only tracks
sampler views for fragment shaders, the number of samplers and sampler
views can be mismatched for other types of shaders. This situation
triggered an assertion in Chrome with maps.google.com
This patch adds defensive code to handle that situation.
Fixes VMware bug 1694027
Cc: <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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The uninitialized list should be checked and returned.
Thank Julien for the notification and suggested fix.
Signed-off-by: Leo Liu <[email protected]>
Cc: "12.0" <[email protected]>
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Fixes: 2aa1197 ("nouveau: Add support for SV_WORK_DIM")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Hans de Goede <[email protected]>
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This reverts commit 513fccdfb68e6a71180e21827f071617c93fd09b.
Bioshock Infinite hangs with that.
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Using vtx 0 does not work for dynamic offsets.
v2: add explanatory comment
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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This is the bare minimum for reporting the error to the user.
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Christian König <[email protected]>
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Required by our UVD code.
Reviewed-by: Christian König <[email protected]>
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