| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
| |
The size of the driver constant buffer for each stage should be 2048
and not 512 because it has been increased recently for buffers/images.
While we are at it, do the same change for indirect draws.
This fixes all ARB_shader_draw_parameters tests on GM107.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: 12.0 <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This fixes the following piglits:
arb_arrays_of_arrays-basic-imagestore-mixed-const-non-const-uniform-index
arb_arrays_of_arrays-basic-imagestore-mixed-const-non-const-uniform-index2
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: 12.0 <[email protected]>
|
|
|
|
|
|
|
|
|
| |
RadeonSI stats: Mostly 0% difference, but Valley shows a small improvement:
Application Files SGPRs VGPRs SpillSGPR SpillVGPR Code Size LDS Max Waves Waits
unigine_valley 278 0.00 % -0.29 % 0.00 % 0.00 % 0.01 % 0.00 % 0.17 % 0.00 %
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
I have seen a hang during application shutdown that could be explained by the
following race condition which this patch fixes:
1. Worker thread enters util_queue_fence_signal, sets fence->signalled = true.
2. Main thread calls util_queue_job_wait, which returns immediately.
3. Main thread deletes the job and fence structures, leaving garbage behind.
4. Worker thread calls pipe_condvar_broadcast, which gets stuck forever because
it is accessing garbage.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
| |
The blitter sets mask == 1, which is fine since it doesn't use smoothing.
Fixes a regression introduced in commit 5bcfbf91.
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
| |
Just send it whenever it is allocated.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
|
|
|
|
|
|
|
| |
Destroying a not allocated buffer is harmless.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
It's actually not very clever to claim to support H.264
and then fail to create a decoder.
v2: prefix FW macro with UVD_.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
|
|
|
|
|
|
|
| |
v2: fix other tabs as well.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Leo Liu <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes the one of the piglit arb_copy_image-targets tests for 1D arrays.
Previously, we were applying the 1D array z/face adjustment twice.
Also simplify the copy_region_vgpu10() function. It never has to copy
multiple array layers/slices. The Mesa code for glCopyImageSubData does
the loop over slices/faces.
Reviewed-by: Charmaine Lee <[email protected]>
|
|
|
|
| |
Reviewed-by: Charmaine Lee <[email protected]>
|
|
|
|
| |
Signed-off-by: Brian Paul <[email protected]>
|
|
|
|
| |
Signed-off-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Currently when we rebind framebuffer resources at the beginning of
the command buffer, we use the color buffer surfaces saved in the context
hw clear state. But the surfaces could be different from the actual
emitted render target surfaces if any of the color buffer surfaces
is also used for shader resource, in that case, we create
a backed surface for the collided render target surface. So to rebind
the framebuffer resources correctly, use the render target surfaces saved
in the context hw draw state.
Tested with Heaven, Lightsmark2008, MTT piglit, glretrace, conform.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
With this patch, a guest-backed surface will be invalidated
using the SVGA_3D_CMD_INVALIDATE_GB_SURFACE command before
the surface is reused. This fixes the updating dirty image error
from the device when a surface is reused.
v2: Instead of invalidating the surface when it is reused,
send the invalidate command before the surface is put into
the recycle pool.
v3: (1) surface invalidate is a noop operation in Linux winsys, since
surface invalidation is not needed for DMA path.
(2) Instead of invalidating the surface content in
svga_screen_surface_destroy() when a surface is to be destroyed,
it is done in svga_screen_cache_flush() when the surface is
no longer referenced in a command buffer and is ready to
be moved to the unused list. At this point, the surface will
be moved to the invalidate list. When the surface invalidation
is submitted, the surface will be moved to the unused list.
Tested with piglit, glretrace.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Sinclair Yeh <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
If the SVGA3D_DEVCAP_DX_PROVOKING_VERTEX query returns false, never
define rasterizer state objects with provokingVertexLast set. Despite
what the device reports, it may interpret the provokingVertexLast flag
anyway. This fixes an issue when using capability clamping.
Tested with piglit provoking-vertex and glsl-fs-flat-color tests.
VMware bug 1550143.
Reviewed-by: <[email protected]>
|
|
|
|
|
|
|
|
| |
Since pixel center lies at 0.5, add half_pixel to vtex
before adding offsets to it.
Signed-off-by: Nayan Deshmukh <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
| |
Otherwise, shader dumps can become interleaved and unusable.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
| |
We only have to stay single-threaded when debug output must be synchronous.
This yields better parallelism in shader-db runs for me.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
v2: fix typo db -> cb
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
At least st/mesa ensures this, so I'd rather not handle deviations in radeonsi.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Unlike SC, the small primitive filter does not automatically use center
locations in 1xAA mode, so this is needed to avoid artifacts caused by
the small primitive filter discarding triangles that it shouldn't.
As a side effect of how the effective number of samples is now calculated,
this patch also avoids submitting the sample locations for line/poly smoothing
when they're not really needed.
Cc: 12.0 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
In the case of nr_samples <= 1, that function is (currently) a no-op anyway.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Since the function is exported like any other
public api function and put in the header
as if you could link against it, export it also
from shared objects.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Cc: "11.2 12.0" <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We were storing arrays in vectors, which was leading to some really bad
spill code for large arrays. allocas instructions are a better fit for
arrays and LLVM optimizations are more geared toward dealing with
allocas instead of vectors.
For arrays that have 16 or less 32-bit elements, we will continue to use
vectors, because this will force LLVM to store them in registers and
use indirect registers, which is usually faster for small arrays.
In the future we should use allocas for all arrays and teach LLVM
how to store allocas in registers.
This fixes the piglit test:
spec/glsl-1.50/execution/geometry/max-input-component
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
bld->indirect_files is never set, so this function always returns false.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
Want to re-use this struct, so un-inline it.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
| |
Be more consistent with the other u_inlines util_copy_xyz_state()
helpers and support NULL src.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
If a depth/stencil texture has no mipmaps, we can always get a layout that is
compatible with DB and TC.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This fixes a rare bug with stencil texturing -- seen on Polaris and Tonga,
though it's basically a function of the memory configuration so could affect
other parts as well.
Fixes piglit "unaligned-blit * stencil downsample" and various
"fbo-depth-array *stencil*" tests.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
v2: s/dirty_level_mask/stencil_dirty_level_mask/ in stencil case
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
Also clean up some of the looping.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
Note that this has no effect yet. A case where can_sample_z/s can be false
in radeonsi will be added in a later patch.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This is a left-over of when I considered generalizing the separate stencil
support. I do prefer the new name since it emphasizes what flushing vs.
non-flushing means from a functional point-of-view, namely special handling
of the texture format.
v2: adjust r600_init_color_surface as well
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
v2: adjust r600_init_color_surface as well
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
Account for the fact that max_layer is minified for higher levels.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
v2: keep using r600_texture_reference
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
It is the same for all levels.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
Tested with Lightsmark2008, MTT piglit, glretrace, conform.
Reviewed-by: Sinclair Yeh <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
|
|
|
| |
Height should be aligned with 2 macroblocks, thus making safer
for tiled mode
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Otherwise things will fail to build, if the builder is using another
version of LLVM.
v2: annotate all the dependencies of builder_gen.h
v3: clean the generated files as needed
v4: comment cleanups (Tim)
Cc: "12.0" <[email protected]>
Tested-by: Tim Rowley <[email protected]>
Tested-by: Chuck Atkins <[email protected]> (v2)
Reported-by: Chuck Atkins <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
|