| Commit message (Collapse) | Author | Age | Files | Lines |
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e.g. radeon_set_context_reg is nicer and looks consistent next to
radeon_emit().
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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one less calloc and state construction while drawing
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reducing calloc overhead.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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The main idea is to avoid setting CB_COLORi_INFO = 0 for i>0 repeatedly
when those colorbuffers aren't used. This is mainly for glamor.
Same for DB. Z_INFO and STENCIL_INFO need to be cleared only once.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Leftover from the bring-up.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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One less state to worry about.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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This mainly removes the cache misses when checking the dirty flags.
Not much else though.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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I need to initialize more atom IDs.
This adds 4 more si_init_atom calls, which simplifies the code.
(si_init_atom needs a different context type of the emit functions though)
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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same as scissors
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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- convert 16 states to 1 atom
- only emit 1 scissor if VIEWPORT_INDEX isn't written
- use only one packet when emitting consecutive scissors
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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PIPE_MAX_ATTRIBS is 32, but we currently only support 16.
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Cc: 11.0 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Cc: 11.0 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Cc: 10.6 11.0 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
Acked-by: Christian König <[email protected]>
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I've been chasing a geom shader hang on rv635 since I wrote
r600 geom code, and finally I hacked some values from fglrx
in and I could run texelfetch without failures.
This is totally my fault as well, maths fail 101.
This makes geom shaders on r600 not fail heavily.
Cc: "10.6" "11.0" <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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As Glenn did for finalize_loop we need to update_cf when we
add a POP at the end of a shader.
I think this fixes one of the earlier shader going off end
of memory problems we've stopped.
Reviewed-by: Glenn Kennard <[email protected]>
Cc: "10.6" "11.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This should avoid C++ fail including this header.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This makes better use of the work that the TGSI API has done for
us.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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The selector is shared by all shader variants, so the
individual shaders shouldn't change it. Use tgsi_shader_scan()
results to set geometry properties within a
r600_create_shader_state() call and treat said propertices in
the selector as read-only within r600_shader_from_tgsi().
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Note that 'geometry shader properties' should be carried in the
selector state over the shader state in any case.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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It confuses my editor.
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Reviewed-by: Alex Deucher <[email protected]>
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Cc: [email protected]
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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The hardware is capable of dealing with GL1-style user clip planes.
No clip vertex, no clip distances. Fixes a number of ucp tests, as well
as neverball.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0" <[email protected]>
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According to NVIDIA, local performance counters (MP) are prefixed
with SM, while global performance counters (PCOUNTER) are called PM.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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This code was broken by the tess merge, and I totally missed it
until now. I'm not sure this fixes anything but it stops the assert.
Cc: "11.0" <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Otherwise this will crash on 32-bit, and it gets rid of
warnings building on 32-bit.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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On 32-bit we need to use PRIu64 flags for printfs,
otherwise this segfaults in R600_DEBUG=help otherwise.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "11.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Shaders that contain instruction data after an instruction with EOP could end
up parsing that as an instruction, leading to various crashes and asserts in
SB as it gets very confused if it sees for instance a loop start instruction
jumping off to some random point.
Add a couple of asserts, and print EOP bit if set in old asm printer.
Signed-off-by: Glenn Kennard <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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e8e443 missed adding check for undef values also in
unreserve function, leading to an assert triggering.
Signed-off-by: Glenn Kennard <[email protected]>
Cc: <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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