| Commit message (Collapse) | Author | Age | Files | Lines |
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This was just plain broken. It used always the value from v0 (for vp_index)
but would pass the value from the provoking vertex to later stages - but only
if there was a corresponding fs input, otherwise the layer/vp index would get
lost completely (as it would try to interpolate the (unsigned) values as
floats).
So, make it obey provoking vertex rules (drivers relying on draw will need to
do the same). And make sure that the default interpolation mode (when no
corresponding fs input is found) for them is constant.
Also, change the code a bit so constant inputs aren't interpolated then
copied over later.
Fixes the new piglit test gl-layer-render-clipped.
v2: more consistent whitespaces fixes for function defs, and more tab killing
(overall still not quite right however).
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Same as for llvmpipe, albeit softpipe only really handles multiple layers,
not multiple viewports/scissors.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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d3d10 actually requires using provoking (first) vertex. GL is happy with
any vertex (as long as we say it's undefined in the corresponding queries).
Up to now we actually used vertex 0 for viewport index, and vertex 1 for
layer (for tris), which really didn't make sense (probably a typo). Also,$
since we reorder vertices of clockwise triangle, that actually meant we used
a different vertex depending if the traingle was cw or ccw (still ok by gl).
However, it should be consistent with what draw (clip) does, and using
provoking vertex seems like the sensible choice (draw clip will be fixed
next as it is totally broken there).
While here, also use the correct viewport always even when not needed
in setup (we pass it down to jit fragment shader it might be needed there
for getting correct near/far depth values).
No piglit changes.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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We can't dump it in the real driver, since the kernel doesn't give us a
handle to it (except after a GPU hang, using a root ioctl). In the
simulator we can.
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Cc: 11.0 11.1 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Tested.
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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we don't need 2 flags for dumping texture info
Reviewed-by: Michel Dänzer <[email protected]>
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No need to dereference again, fixup for clarity.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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It should be MSVC2008_COMPAT_CFLAGS and not MSVC2008_COMPAT_CXXFLAGS.
This is why the recent util_blitter breakage went unnoticed on autotools
builds.
Trivial.
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nir is the exception among gallium/auxiliary -- we don't need to compile
it with MSVC2008 yet. And this enables us to use
-Werror=declaration-after-statement in the next commit as we should,
without complicated fixes to tgsi_to_nir module.
Trvial. Tested with GCC and Clang.
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This should have been included in the previous commit.
Signed-off-by: Brian Paul <[email protected]>
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There are a few legacy OpenGL apps on Windows which need this extension.
We basically use glCopyTex[Sub]Image to implement wglBindTexImageARB (see
the implementation notes for details).
v2: refactor code to use st_copy_framebuffer_to_texture() helper function.
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Noticed this when looking at a trace that caused flags to spill to/from
registers. The flags source/destination wasn't encoded correctly
according to both envydis and nvdisasm.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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For example if it's $r63 (aka 0), there won't be a definition.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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The algorithm expects the entire CFG to be reachable, so make sure that
we hit every node. Otherwise we will end up with uninitialized data,
memory corruption, etc.
Signed-off-by: Ilia Mirkin <[email protected]>
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For example if there are only returns, the break bb will not end up part
of the CFG. However there will have been a prebreak already emitted for
it, and when hitting the RET that comes after, we will try to insert the
current (i.e. break) BB into the graph even though it will be
unreachable. This makes the SSA code sad.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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SM20-SM50 can't emit a post-factor in the presence of a long immediate.
Make sure to fold it in.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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There's a post-RA fixup to replace 0's with $r63 (or $r127 if too many
regs are used), so just as nvc0, let an immediate 0 be loaded anywhere.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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That texture mask thing doesn't seem to be needed for surface ops, so
just as nve4+, let do that only for texture ops.
This fixes a segfault with 'test_surface_st' from
gallium/tests/trivial/compute.c on Fermi because this test uses sustp.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Trivial.
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Previously util_blitter_clear_depth_stencil() could not clear more
than the first layer. We need to generalise this as we did for
util_blitter_clear_render_target().
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Previously util_blitter_clear_render_target() could not clear more
than the first layer. We need to generalise this so that
ARB_clear_texture can pass the 3d piglit test.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Acked-by: Alan Coopersmith <[email protected]>
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Seems like MFC should be set for this shader.
Signed-off-by: Dave Airlie <[email protected]>
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The docs say we should send the emit after the ring writes,
so lets do that and not have an ALU in between.
Signed-off-by: Dave Airlie <[email protected]>
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SB suggests we do this for r600, so lets do it,
for the copy shader.
Signed-off-by: Dave Airlie <[email protected]>
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streamout, gs rings bug on certain r600s, requires a wait idle
before each surface sync.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Need to insert a SQ_NON_EVENT when ever geometry
shaders are enabled.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For the compute support, we might stick buffers as surfaces. This fixes
an assertion when executing src/gallium/tests/trivial/compute.
To avoid using these "restricted" surfaces as render targets, these
assertions have been moved. Note that it's already handled for the
framebuffer thing on nvc0.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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When probing for devices, clover will call pipe_loader_probe() twice.
The first time to retrieve the number of devices, and then second time
to retrieve the device structures.
We currently assume that the return value of both calls will be the
same, but this will not be the case if a device happens to disappear
between the two calls.
When a device disappears, the pipe_loader_probe() will add a NULL
device to the device list, so we need to handle this.
v2:
- Keep range for loop
Reviewed-by: Francisco Jerez <[email protected]>
Acked-by: Emil Velikov <[email protected]>
CC: <[email protected]>
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Correct some occurrences of -ldl and -lpthread to use
$(DLOPEN_LIBS) and $(PTHREAD_LIBS) respectively.
Signed-off-by: Jonathan Gray <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Other hardwares than AMD require to parse:
VAPictureParameterBufferH264.ReferenceFrames[16]
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Christian König <[email protected]>
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In general max_references cannot be based on num_render_targets.
This patch allows to allocate buffers with an accurate size.
I.e. no more than necessary. For other codecs it is a fixed
value 2.
This is similar behaviour as vaapi/vdpau-driver.
For now HEVC case defaults to num_render_targets as before.
But it could also benefits this change by setting a more
accurate max_references number in handlePictureParameterBuffer.
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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We need to emit at least one cut/emit in every
geometry shader, the easiest workaround it to
stick a single CUT at the top of each geom shader.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is specified in the docs for rv670 to work properly.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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On some chips the GSVS itemsize needs to be aligned to a cacheline size.
This only applies to some of the r600 family chips.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.6 11.0 11.1" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This will be used in the tess shaders.
Reviewed-by: Oded Gabbay <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes: 42a5e143a8d "vl/buffers: add RGBX and BGRX to the supported formats"
Cc: [email protected]
Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This will allow adding tess stuff much cleaner later.
Reviewed-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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