| Commit message (Collapse) | Author | Age | Files | Lines |
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git grep -l comparitor | xargs sed -i 's/comparitor/comparator/g'
Just happened to notice this in a patch that was sent and included one
of the tokens in question.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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Fixes to 128-bit formats.
Reviwed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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We can hardcode all of the fields for swizzling in the geometry shader.
The advantage is that we use fewer descriptor slots and we no longer have to
update any of the (ring) descriptors when the geometry shader changes.
Reviewed-by: Marek Olšák <[email protected]>
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Note that the memory layout of one vertex stream inside one "item" (= memory
written by one GS wave) on the GSVS ring is:
t0v0c0 ... t15v0c0 t0v1c0 ... t15v1c0 ... t0vLc0 ... t15vLc0
t0v0c1 ... t15v0c1 t0v1c1 ... t15v1c1 ... t0vLc1 ... t15vLc1
...
t0v0cL ... t15v0cL t0v1cL ... t15v1cL ... t0vLcL ... t15vLcL
t16v0c0 ... t31v0c0 t16v1c0 ... t31v1c0 ... t16vLc0 ... t31vLc0
t16v0c1 ... t31v0c1 t16v1c1 ... t31v1c1 ... t16vLc1 ... t31vLc1
...
t16v0cL ... t31v0cL t16v1cL ... t31v1cL ... t16vLcL ... t31vLcL
...
t48v0c0 ... t63v0c0 t48v1c0 ... t63v1c0 ... t48vLc0 ... t63vLc0
t48v0c1 ... t63v0c1 t48v1c1 ... t63v1c1 ... t48vLc1 ... t63vLc1
...
t48v0cL ... t63v0cL t48v1cL ... t63v1cL ... t48vLcL ... t63vLcL
where tNN indicates the thread number, vNN the vertex number (in the order of
EMIT_VERTEX), and cNN the output component (vL and cL are the last vertex and
component, respectively).
The vertex streams are laid out sequentially.
The swizzling by 16 threads is hard-coded in the way the VGT generates the
offset passed into the GS copy shader, and the jump every 16 threads is
calculated from VGT_GSVS_RING_OFFSET_n and VGT_GSVS_RING_ITEMSIZE in a way
that makes it difficult to deviate from this layout (at least that's what
I've experimentally confirmed on VI after first trying to go the simpler
route of just interleaving the vertex streams).
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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SimplifyCFG generates a switch instruction anyway when all four streams
are present, but is simultaneously not smart enough to eliminate some
redundant jumps that it generates.
The generated assembly is still a bit silly, probably because the
control flow annotation doesn't know how to handle a switch with uniform
condition.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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When running the copy shader for vertex streams != 0, the SX does not need
any data from us (there is no rasterization for the higher vertex streams,
only streamout).
Reviewed-by: Marek Olšák <[email protected]>
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This affects for GS copy shaders. When an output is meant for vertex
stream != 0, then we don't have to make it available to the pixel
shader.
There is a minor inefficiency here because the GLSL varying packing pass
does not group varyings of the same vertex stream together, but it
shouldn't be important in practice.
Reviewed-by: Marek Olšák <[email protected]>
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The iteration is not needed for normal vertex shaders.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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LLVM can still decide to hoist the loads since they're marked invariant.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Be a bit more verbose and avoid confusion in future patches.
Reviewed-by: Marek Olšák <[email protected]>
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The spec actually says that calling EmitStreamVertex is undefined when
you exceed max_vertices. But we do need to avoid trampling over memory
outside the GSVS ring.
Cc: [email protected]
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Vertex emits beyond the specified maximum number of vertices are supposed to
have no effect, which is why we used to always kill GS that reached the limit.
However, if the GS also writes to memory (SSBO, atomics, shader images), then
we must keep going and only skip the vertex emit itself.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Fixes GL45-CTS.gtf40.GL3Tests.transform_feedback3.transform_feedback3_geometry_instanced.
Cc: [email protected]
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Allow drivers to emit GS outputs in a smarter way.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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So that we can pass pointers to individual array entries around.
Reviewed-by: Marek Olšák <[email protected]>
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This is for geometry shader outputs. Without it, drivers have no way of
knowing which stream each output is intended for, and have to
conservatively write all outputs to all streams.
Separate stream numbers for each component are required due to output
packing.
Reviewed-by: Marek Olšák <[email protected]>
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As per the C spec, it is illegal to alias pointers to different
types. This results in undefined behaviour after optimization
passes, resulting in very subtle bugs that happen only on a
full moon..
Use a memcpy() as a well defined coercion between the double
to uint64_t interpretations of the memory.
V.2: Use static_assert() instead of assert().
V.3: Use C99 compat STATIC_ASSERT() over C11 static_assert().
Signed-off-by: Edward O'Callaghan <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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Signed-off-by: Grazvydas Ignotas <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Grazvydas Ignotas <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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v2: use fmul(1/65536) instead of fdiv(65535)
Reviewed-by: Bruce Cherniak <[email protected]>
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This one-off specialization was missed.
Reviewed-by: Bruce Cherniak <[email protected]>
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Large points become pairs of triangles when rasterized, so we must feed
it three clip distances, one for each vertex.
The clip distance is not subject to sprite coord replacement, so there's
no interpolation of it. We just take its value and put it in the "z"
component of the barycentric-ready plane equation.
(We could also just cull it at an earlier point in time, but that would
require larger changes.)
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Clip distances need to be perspective-divided. This fixes all the
interpolation-*-{distance,vertex} piglits.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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It must be disabled until the kernel bug is fixed, and then we'll enable CE
based on the DRM version.
Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixes lots of pixel shaders failing to compile with LLVM 3.9 or older.
Trivial.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99013#c4
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Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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It's a literal integer. The next commit will need this.
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The next commit will use this.
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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It really happens.
v2: declare "magic" in debug builds only
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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We've had unused bits.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This fixes random radeonsi GPU hangs in Batman Arkham: Origins (Wine) and
probably many other games too.
cso_cache deletes sampler states when the cache size is too big and doesn't
check which sampler states are bound, causing use-after-free in drivers.
Because of that, radeonsi uploaded garbage sampler states and the hardware
went bananas. Other drivers may have experienced similar issues.
Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Fixes piglit arb_tessellation_shader/execution/isoline{_no_tcs}.shader_test.
Cc: [email protected]
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Reviewed-by: Nicolai Hähnle <[email protected]>
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