| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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So that I can add fast depth clear.
Reviewed-by: Michel Dänzer <[email protected]>
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We always left them enabled, which turned off HiZ in some cases.
This should improve performace with Hyper-Z.
Reviewed-by: Michel Dänzer <[email protected]>
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This should be as fast as no HTILE for stencil. I think we can still get full
performance with depth-only rendering even if stencil is present in the buffer
but not used, but I'm not 100% sure. This may be revisited when HiS and fast
stencil clear are implemented.
This fixes a hang in Brutal Legend.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64471
Reviewed-by: Michel Dänzer <[email protected]>
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This is a golden setting on RV740, but there is a hw bug which recommends
setting it on all R7xx chipsets.
Acked-by: Michel Dänzer <[email protected]>
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already implemented
Acked-by: Michel Dänzer <[email protected]>
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Cc: [email protected]
Acked-by: Michel Dänzer <[email protected]>
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Acked-by: Michel Dänzer <[email protected]>
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I have a piglit test that hits this.
Acked-by: Michel Dänzer <[email protected]>
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It's almost the same.
This enables tiling for HTILE. It also enables Hyper-Z for other texture
targets (1D, 1D_ARRAY, 2D_ARRAY, CUBE, CUBE_ARRAY, 3D, RECT).
2D array depth textures are tested by Unigine Sanctuary and my new piglit
test.
Acked-by: Michel Dänzer <[email protected]>
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This fixes rendering to non-zero layer/face/slice with HTILE.
v2: added the assertion
Reviewed-by: Michel Dänzer <[email protected]>
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This fixes rendering to a non-zero layer/face/slice with HTILE.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72685
v2: added the assertion
Reviewed-by: Michel Dänzer <[email protected]>
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Requires Evergreen or later hardware.
Signed-off-by: Glenn Kennard <[email protected]>
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This should make a machine which is running piglit more responsive at times.
e.g. streaming-texture-leak can easily eat 600 MB because of how fast it
creates new textures.
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We asked MI commands to use GGTT only on GEN6.
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Fix max/min entries on GEN7.5 GT2/GT3.
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With e3c251071b0c9396c3ec76d1cf943c60ae297281, the magic values are gone. We
no longer need "cmd" to hide them. Replace it by dw0.
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Fix potential segfault in debug code.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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There are some cases where the scheduler can get itself into impossible
situations, by scheduling the wrong write to pred or addr register
first. (Ie. it could end up being unable to schedule any instruction if
some instruction which depends on the current addr/reg value also
depends on another addr/reg value.)
To solve this we'd need to be able to insert extra mov instructions
(which would also help when register assignment gets into impossible
situations). To do that, we'd need to move the nop padding from sched
into legalize.
But to start with, just detect when we get into an impossible situation
and bail, rather than sitting forever in an infinite loop. This way it
will at least fall back to the old compiler, which might even work if
you are lucky.
Signed-off-by: Rob Clark <[email protected]>
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I actually screwed that up in 754319490f6946a9ad5ee619822d5fe4254e6759,
mistakenly thinking the code actually wanted the non-nan result before.
So, introduce that missing nan behavior case and use that instead.
For sse, there's no actual change in the resulting code at all, the fallback
code wouldn't have done the right thing though.
Of course, the actual issue I saw with pow() was completely unrelated...
Reviewed-by: Jose Fonseca <[email protected]>
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Pretty trivial, just fill in the offsets and such. The implementation
is near 100% copy and paste from llvmpipe. Should be useful for debugging.
No piglit change when not using SOFTPIPE_USE_LLVM=1.
Now that it can do the same tests with and without using llvm for vs/gs,
with llvm more pass, the only things failing only with llvm seems to be
edgeflags tests and vs/gs-pow-float-float (and for the latter I'm not
convinced the zero tolerance it requires is somehow mandated by glsl).
Reviewed-by: Jose Fonseca <[email protected]>
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The code is all in place now so enable it.
Seems to pass all relevant piglit tests (just like cube maps, some of the
cube map array tests need GALLIVM_DEBUG=no_quad_lod,no_rho_approx)
Reviewed-by: Jose Fonseca <[email protected]>
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Pretty easy, just make sure that all paths testing for PIPE_TEXTURE_CUBE
also recognize PIPE_TEXTURE_CUBE_ARRAY, and add the layer * 6 calculation
to the calculated face.
Also handle it for texture size query, looks like OpenGL wants the number
of cubes, not layers (so need division by 6).
No piglit regressions.
v2: fix up adding cube layer to face for seamless filtering (needs to happen
after calculating per-sample face). Undetected by piglit unfortunately.
Reviewed-by: Jose Fonseca <[email protected]> (v1)
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Not sure why it was there but it is definitely not an error if gs outputs are
infs/nans. Besides, the outputs can be ints, in which case any small negative
number asserted.
This fixes piglit's texelFetch gs isamplerXX crashes with softpipe (down from
14 to 2).
Bug https://bugs.freedesktop.org/show_bug.cgi?id=80012
Reviewed-by: Jose Fonseca <[email protected]>
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piglit tex-miplevel-selection nowadays doesn't use repeat wrap mode due to
sampler objects any longer, however at the time of the clear the wrap mode
is still illegal and at this point we get to verify the state, including
samplers (even though they won't get used), and because mesa doesn't treat
it as an incomplete texture as the spec says it should, we hit the assertion.
Just warn about this for now instead.
Gets crashes down from 44 to 14 in a piglit run (all were in various tests of
tex-miplevel-selection with texture rectangles). Though just about all
tex-miplevel-selection tests fail anyway for other reasons.
Reviewed-by: Jose Fonseca <[email protected]>
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Just handle as ordinary 2d / 2d array resources. Prevents an assertion failure
with softpipe and piglit glsl-resource-not-bound 2DMS/2DMSArray tests.
While here also fix TXD shadowCube similarly, which fixes the crash with piglit
tex-miplevel-selection textureGrad CubeShadow (the test will still fail due to
softpipe being broken).
This fixes https://bugs.freedesktop.org/show_bug.cgi?id=80011
Reviewed-by: Jose Fonseca <[email protected]>
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This was meant for softpipe to not crash at some point if vertex texturing
was used. It is, however, fishy because it uses values from
draw_set_samplers/draw_set_sampler_views and not from the shader key. Albeit
we should still in all cases actually generate a new shader if this changes
(because the samplers and views themselves are in the key) I don't want to
think again wondering if that's really correct in the future.
Besides, at least today, it does not actually work for softpipe, as this was
relying on softpipe not actually calling draw_set_samplers/sampler_views at
all - I've verified it crashes regardless (if there were a tex instruction in
the vs, which normally should not happen anyway). For drivers which do indeed
not call these functions because they don't support vertex texturing at all
(r300), this should still not crash because the static texture data is all
zero, which causes the sampling functions to take an early out (same as is done
if no texture is bound at the slot used for sampling - verified with hacked up
softpipe).
Reviewed-by: Jose Fonseca <[email protected]>
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v3: Fix multi-line comment format
v2: Change to C-style comments and fix indentation
Signed-off-by: Aaron Watry <[email protected]>
Reviewed-by: Bruno Jiménez <[email protected]>
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Pointed out by valgrind.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83148
Reviewed-by: Alex Deucher <[email protected]>
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Fixes build failure since commit a131263a2f19507ca0d2f6093672d930a7c054d1
('gallium/radeon: cleanup header inclusion'):
../../../../../src/gallium/drivers/r600/evergreen_compute.c:50:30: fatal error: radeon_llvm_util.h: No such file or directory
#include "radeon_llvm_util.h"
^
compilation terminated.
Trivial.
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Also print a note saying that parsing failed to help isolate issues.
Signed-off-by: Ilia Mirkin <[email protected]>
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Cc: Alexander von Gluck IV <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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It is meant to be private within the actual winsys. Remove it from
the exported header, and fold it into it's only user.
Cc: Alexander von Gluck IV <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Ack'ed by Emil Velikov <[email protected]>
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* Check for back left attachment as well
* Set and act on pipe format none
Ack'ed by Emil Velikov <[email protected]>
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Namely we were missing the headers and the Android/SCons buildscripts.
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Yet another step towards a working 'make dist'.
Cc: José Fonseca <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: José Fonseca <[email protected]>
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... and add the headers so that 'make check' is happy.
Cc: Christian König <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This define is always set and it had no real purpose according to
git log. Seems like it is a leftover from the vl/vdpau prototype
stage.
Cc: Christian König <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Namely
- the private header (xa_priv.h)
- README and
- xa-indent
Sort the sources list while we're here.
Signed-off-by: Emil Velikov <[email protected]>
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