| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Fixes R11G11B10F rendering, and is required for SRGB format support.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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There were previously regressions regarding border colors, which the
updated swizzle logic resolves.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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This is a hack since it uses the texture information together with the
sampler, but I don't see a better way to do it. In OpenGL, there is a
1:1 correspondence.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Expert debugging assistance provided by Chris Forbes.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Multiple scenes per context are meant to be used so a new scene can be built
while another one is processed in rasterization. However, quite surprisingly,
this does not actually work (and according to git log, possibly never did,
though maybe it did at some point further back (5 years+) but was buggy)
because we always wait immediately on the rasterizer to finish the scene when
contexts (and hence setup/scene) is flushed. This means when we try to get
an empty scene later, any old one is already empty again.
Thus using multiple scenes is just a waste of memory (not too bad, since the
additional scenes are guaranteed to be empty, which means their size ought to
be one data block (64kB) plus the size of some structs), without actually
really doing anything. (There is also quite some code for the whole concept of
multiple scenes which doesn't really do much in practice, but keep it hoping
the wait-on-scene-flush can be fixed some day.)
Reviewed-by: Jose Fonseca <[email protected]>
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The prim assembler may change the prim type when injecting prim ids now,
which isn't reflected by what's stored in emit.
This looks brittle and potentially dangerous (it is not obvious if such prim
type changes are really supported by pt emit, the prim type is actually also
set in prepare which would then be different).
This fixes piglit primitive-id-no-gs-first-vertex.shader_test.
Reviewed-by: Jose Fonseca <[email protected]>
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The decomposition done in the prim assembler will turn tri fans into tris,
but this wasn't reflected in the output prim type. Meaning with a tri fan
with 6 verts input, the output was a tri fan with 12 vertices instead of a
tri list with 12 vertices (not as bad as it sounds, since the additional tris
created would all be degenerate since they'd all have two times vertex zero
but still bogus).
This is because the prim assembler is used if either the input topology is
something with adjacency, or if prim id needs to be injected, and for the
latter case topologies without adjacency can be converted to basic ones.
Unfortunately decomposition here for inserting prim ids is necessary, at
least for the indexed case where we can't just insert the prim id at the
right place depending on provoking vertex.
Reviewed-by: Jose Fonseca <[email protected]>
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The default macros when the adjacency macros aren't defined will already
exactly do that (that is, drop the adjacent vertices and call the non-adjacent
macro).
Reviewed-by: Jose Fonseca <[email protected]>
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The opcode was removed alongside SFL by commit
ecfe9e2ad2b5f178ef09420f8d95d49937137cd9.
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total instructions in shared programs: 56995 -> 56087 (-1.59%)
instructions in affected programs: 40503 -> 39595 (-2.24%)
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No difference on shader-db because we tend to have a lot of other
conflicts going on as well (like RADDR_A disagreements)
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If an operation is the last one to read a register, the instruction
containing it can also include the op that has the next write to that
register.
total instructions in shared programs: 57486 -> 56995 (-0.85%)
instructions in affected programs: 43004 -> 42513 (-1.14%)
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We were scheduling TLB operations as early as possible, and texture setup
as late as possible. When I introduced prioritization, I visually
inspected that an independent operation got moved above texture results
collection, which tricked me into thinking it was working (but it was just
because texture setup was being pushed late).
total instructions in shared programs: 57651 -> 57486 (-0.29%)
instructions in affected programs: 18532 -> 18367 (-0.89%)
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Avoids assertion failures in vc4_qpu_validate.c if we happen to find the
right set of operations available.
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This might happen if the blending functions are set up to not actually use
the destination color/alpha, for example.
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This is nice when you're tracking down which command list is hanging the
GPU.
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Matches what u_vbuf_get_minmax_index() does.
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.4 10.3" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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The index_bias (aka base_vertex) applies to the downstream draw just as
much, since the actual index values are never modified.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Similar to the scheme that Ilia put in place for a3xx.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Also seems to fix kill/discard.
Signed-off-by: Rob Clark <[email protected]>
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Mostly signed/unsigned comparison
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Nine code to match vertex declaration to vs inputs was limiting
the number of possible combinations.
Some sm3 games have issues with that, because arbitrary (usage/index)
can be used.
This patch does the following changes to fix the problem:
. Change the numbers given to (usage/index) combinations to uint16
. Do not put limits on the indices when it doesn't make sense
. change the conversion rule (usage/index) -> number to fit all combinations
. Instead of having a table usage_map mapping a (usage/index) number to
an input index, usage_map maps input indices to their (usage/index)
Cc: "10.4" <[email protected]>
Tested-by: Yaroslav Andrusyak <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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TGSI_SEMANTIC_GENERIC
With sm3, you can declare an input/output with an usage and an usage index.
Nine code hardcodes the translation usage/index to a corresponding TGSI code.
The translation was limited to a few usage/index combinations that were corresponding
to most of the needs of games, but some games did not work.
This patch rewrites that Nine code to map all possible usage/index combination
to TGSI code. The index associated to TGSI_SEMANTIC_GENERIC doesn't need to be low
for good performance, as the old code was supposing, and is not particularly bounded
(it's UINT16). Given the index is BYTE, we can map all combinations.
Cc: "10.4" <[email protected]>
Tested-by: Yaroslav Andrusyak <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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This is the behaviour that Wine tests.
Reviewed-by: David Heidelberg <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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This is the behaviour that Wine tests
Tested-by: David Heidelberg <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Nine was allowing that behaviour, but was not filling the result.
Tested-by: David Heidelberg <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Issuing D3DISSUE_END should:
. reset previous queries if possible
. end the query
Previous behaviour wasn't calling end_query for
queries not needing D3DISSUE_BEGIN, nor resetting
previous queries.
This fixes several applications not launching properly.
Cc: "10.4" <[email protected]>
Tested-by: David Heidelberg <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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query state
It is the same behaviour as wine has.
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Some queries need the driver to advertise a cap to be supported.
For example r300 doesn't support them.
v2 (David): check also for PIPE_CAP_QUERY_PIPELINE_STATISTICS, fix wine
tests on r300g
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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get_query_result flushes automatically, we don't need to flush.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Applications are supposed to call CreateQuery with a NULL
ppQuery to know if the query is supported. We supported that.
However when ppQuery was not NULL, we were accepting to create the
query and were creating a dummy query even when the query is not
supported.
Wine has different behaviour. This patch drops the dummy queries
support and matches wine behaviour.
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Trivial.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=86958
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Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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clCompileProgram should return CL_INVALID_COMPILER_OPTIONS
instead of CL_INVALID_BUILD_OPTIONS
Reviewed-by: Francisco Jerez <[email protected]>
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We've got two mostly-independent operations in each QPU instruction, so
try to pack two operations together. This is fairly naive (doesn't track
read and write separately in instructions, doesn't convert ADD-based MOVs
into MUL-based movs, doesn't reorder across uniform loads), but does show
a decent improvement on shader-db-2.
total instructions in shared programs: 59583 -> 57651 (-3.24%)
instructions in affected programs: 47361 -> 45429 (-4.08%)
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Since 73dd50acf6d244979c2a657906aa56d3ac60d550
glsl: implement switch flow control using a loop
The SB backend was falling over in an assert or crashing.
Tracked this down to the loops having no repeats, but requiring
a working break, initial code just called the loop handler for
all non-if statements, but this caused a regression in
tests/shaders/dead-code-break-interaction.shader_test.
So I had to add further code to detect if all the departure
nodes are empty and avoid generating an empty loop for that case.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86089
Cc: "10.4" <[email protected]>
Reviewed-By: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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