| Commit message (Collapse) | Author | Age | Files | Lines |
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This still isn't optimal, since the fence will signal a bit late,
but better than checking on the bo, which may never be ready if it
is shared (which is likely).
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Also, renamed "pixels-rendered" to "samples-passed" because the
occlusion counter increments even if colour and depth writes are
disabled, or (on some implementations) for killed fragments that
passed the depth test when PS early_fragment_tests is set.
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Conceptually the same as previously done in float_to_half.
Should cut down number of instructions from 14 to 10 or so, but
will promote some NaNs to Infs, so it's disabled.
It gets a bit tricky though handling all the cases correctly...
Passes basic tests either way (though there are no tests testing special
cases, but some manual tests injecting them seemed promising).
v2: style and comment fixes suggested by Jose
Reviewed-by: Jose Fonseca <[email protected]>
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This replaces the existing float-to-half implementation.
There are definitely a couple of differences - the old implementation
had unspecified(?) rounding behavior, and could at least in theory
construct Inf values out of NaNs. NaNs and Infs should now always be
properly propagated, and rounding behavior is now towards zero
(note this means too large but non-Infinity values get propagated to max
representable value, not Infinity).
The implementation will definitely not match util code, however (which
does nearest rounding, which also means too large values will get
propagated to Infinity).
Also fix a bogus round mask probably leading to rounding bugs...
v2: fix a logic bug in handling infs/nans.
Reviewed-by: Jose Fonseca <[email protected]>
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Reduced stack size allows to run more threads in some cases,
improving performance for the shaders that use stack (that is, for the
shaders with control flow instructions). E.g. with unigine-based apps.
v4: implement exact computation taking into account wavefront size
v5: add cases for RV620, RS880
Signed-off-by: Vadim Girlin <[email protected]>
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Signed-off-by: Vadim Girlin <[email protected]>
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This allows using L8 and R8 for the font if I8 isn't supported.
Tested-by: Brian Paul <[email protected]>
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The VMware svga driver is picky about making sure the VBO is unmapped
before drawing.
Reviewed-by: Marek Olšák <[email protected]>
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Introduced by 5f41e08cf39d585d600aa506cdcd2f5380c60ddd,
just a silly typo.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=62921.
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v2: reduce key size, don't copy key around to much.
v3: remove key size reduction
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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This works different than on R600, we need to add the start instance manually.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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This should be used by both SI and R600.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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Fixes mplayer -vo vdpau OSD.
NOTE: This is a candidate for the 9.1 branch.
Reported-by: Igor Vagulin <[email protected]>
Reviewed-by: Christian König <[email protected]>
Tested-by: Christian König <[email protected]>
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NOTE: This is a candidate for the 9.0 and 9.1 branches.
Signed-off-by: Maarten Lankhorst <[email protected]>
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If we're drawing to a surface that's 2048 x 2048 pixels or larger there's
danger of fixed-point overflow in the triangle rasterization code. That
leads to various rendering glitches.
Rather than implement some intricate changes to the rasterization code,
simply subdivide triangles into smaller subtriangles to avoid the issue.
Only do this when the drawing surface is larger than 2048 by 2048.
Reviewed-by: José Fonseca <[email protected]>
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Signed-off-by: Adam Jackson <[email protected]>
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Similar enough that we can try to use shared code.
v2: fix a stupid bug using wrong variable causing mayhem with Inf and NaNs.
Reviewed-by: Jose Fonseca <[email protected]
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There's more, but this only adds (most) of the counters that are
handled directly by the shader processors.
The other counter domains are not handled on the multiprocessor and
there are no FIFO object methods for configuring them.
Instead, they have to be programmed by the kernel via PCOUNTER, and
the interface for this isn't in place yet.
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=62883
Tested-by: Vinson Lee <[email protected]>
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We weren't correctly propagating the samplers and sampler views
when they were related to geometry shaders.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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We were allocating the output buffer but using the input
primitives. We need to allocate that buffer using the
maximum number of output, not input, primitives.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Required by more modern examples. Like BRK but with a condition.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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TGSI semantics currently require an implicit endprim at the end
of GS if an ending primitive hasn't been emitted.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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This commits implements code generation of the geometry shaders in
the SOA paths. All the code is there but bugs are likely present.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Allows executing gs on up to 4 primitives at a time. Will also be
required by the llvm code because there we definitely don't want
to flush with just a single primitive.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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To be able to add llvm paths later on we need to have some common
interface for them.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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The member was never used and we'll need to handle it differently
because gs will also need samplers/textures setup.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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A few tests were missing this crucial property.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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Same as on r600, trace cs execution by writting cs offset after each
states, this allow to pin point lockup inside command stream and
narrow down the scope of lockup investigation.
v2: Use WRITE_DATA packet instead of WRITE_MEM
v3: Remove useless nop packet
Signed-off-by: Jerome Glisse <[email protected]>
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We need at least that revision to work correctly now.
Signed-off-by: Christian König <[email protected]>
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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