| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Like Fermi, textures and samplers are aliased between 3D and compute,
especially the TIC_FLUSH/TSC_FLUSH methods and we have to re-validate
these resources when switching between the two pipelines.
This fixes a GPU hang with Elemental (and most likely with other UE4 demos).
Tested on GK107 and GM107.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
CC: <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Duplicate line is currently on 1535.
Identified by Clang, when run through Eric Anholt's Travis harness.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Fixes glsl-routing in piglit and hangs in glbenchmark 2.0.2.
|
|
|
|
|
|
|
|
|
|
|
|
| |
This happens when three byte "00 00 03" is partly loaded to
vlc->buffer, thus at the bottom of buffer with valid bits is
"00" or "00 00" and left like "00 03" or "03" in the data,
so that it will not be detected by three byte emulation check.
The reason for that is the escaped bit was set to 0 from the
rbsp init.
Signed-off-by: Leo Liu <[email protected]>
Acked-by: Christian König <[email protected]>
|
|
|
|
|
|
|
|
| |
They are harmless, but the interrupts do decrease performance.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97039
Cc: 12.0 <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
drmPrimeHandleToFD() will return the same GEM handle every time the same
buffer is imported, even from a different prime FD. Since GEM handles
are not reference counted, we need to make sure that each GEM handle is
referenced only by one display target struct, by looking it up in
kms_sw->bo_list first and bumping the refcount of the found dt on hit
and falling back to creating a new dt only on miss.
v2: Split into separate function.
Use helper function for lookup.
v3 [Emil Velikov]:
Rename kms_sw_displaytarget_{lookup,find_and_ref} (Jordan)
Signed-off-by: Tomasz Figa <[email protected]>
CC: <[email protected]>
Reviewed-by: Hans de Goede <[email protected]> (v2)
Signed-off-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
As a preparation to use the lookup in more than once place, move the
code that looks up given KMS/GEM handle to a separate function. This
change should not introduce any functional changes.
v2: Split into separate patch.
Move lookup code into separate function.
v3 [Emil Velikov]:
Rename kms_sw_displaytarget_{lookup,find_and_ref} (Jordan)
Signed-off-by: Tomasz Figa <[email protected]>
CC: <[email protected]>
Reviewed-by: Hans de Goede <[email protected]> (v2)
Signed-off-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Currently kms_sw_displaytarget_add_from_prime() allocates the struct and
fills in only some of the fields, resulting in a half-baked struct that
needs to be further completed by the caller. To make this a bit more
consistent, pass width, height and stride to this function and fill in
everything there, so that caller can take the returned struct as is.
v2: Split from one big patch into four fixing one thing at a time.
Signed-off-by: Tomasz Figa <[email protected]>
CC: <[email protected]>
Reviewed-by: Hans de Goede <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Currently the code creates a display target struct with refcount field
initialized to 1 and then the caller again increments it, leading to
a leaked reference. Let's remove the unnecessary increment.
v2: Split from one big patch into four fixing one thing at a time.
Signed-off-by: Tomasz Figa <[email protected]>
CC: <[email protected]>
Reviewed-by: Hans de Goede <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
The label `out:` calls `destroy()` which dereferences `ctx`.
This is unnecessary as there is nothing to destroy.
Immediately return instead.
CovID: 1258255
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Removes the following GCC warning:
../../../../../src/gallium/state_trackers/va/picture.c:542:17: warning:
unused variable 'coded_size' [-Wunused-variable]
unsigned int coded_size;
^~~~~~~~~~
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Commit c59628d11b134fc016388a170880f7646e100d6f made the else statement
and duplication of the context->decoder->end_frame() call superfluous.
Cc: Boyuan Zhang <[email protected]>
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Christian König <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
|
|
|
|
|
|
|
|
| |
Fixes: c59628d11b134fc01638 ("st/va: enable dual instances encode by sync surface")
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Some hardware can't render to color/depth buffers of mixed bitness. When
that happens a fallback has to happen, but this allows the driver to
express that this isn't an optimal scenario. The purpose of this is to
remove such fbconfigs from the GLX/EGL config list.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Some GPUs, notably nv3x/nv4x can't render to mismatched color/zs
framebuffer depths. Fallbacks can be done by the driver, with shadow
surfaces, but no reason to encourage applications to select non-matching
glx visuals.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
In some very specially-crafted cases, we could attempt to visit a node
that has already been visited, and then run out of bb's to visit, while
there were still cross blocks on the list. Make sure that those get
moved over in that case.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96274
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected]
|
|
|
|
|
|
|
|
|
|
| |
Before this series, the code generation path was:
GLSL IR -> TGSI -> NIR -> NIR clone -> QIR -> QPU
Now it's (generally)
GLSL IR -> NIR -> NIR clone -> QIR -> QPU
|
| |
|
|
|
|
| |
We end up with this when doing GLSL-to-NIR.
|
|
|
|
|
| |
To support GLSL-to-NIR, we need to be able to support actual
float/vec2/vec3 varyings.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In the GLSL-to-NIR conversion of VC4, I had a bit of trouble with what I
was calling the "state uniforms" that I was putting into the NIR fighting
with its other lowering passes. Instead of using magic uniform base
numbers in the backend, follow the lead of load_user_clip_plane and just
define system values for them.
v2: Fix unintended change to channel_num, drop unspecified const_index
value on blend_const_color_r_float.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
| |
This improves readability a lot.
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
| |
this looks a lot better (with the next patch)
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
| |
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We only did depth clamp when the value was written from the fs.
This is very wrong both for d3d10 and GL, and only passed the
corresponding piglit test due to pure luck (it no longer does
with the enhanced test).
Also, interpolation clamped values to 1.0 always, which can legitimately
happen if depth clip is disabled, so fix that as well (untested).
There is one unresolved issue left, d3d10 always does depth clamping,
whereas GL does not (but does [0,1] clamp instead for fs depth outputs)
- this information isn't in any gallium state object, leave it as-is
for now (though it looks like llvmpipe misses the [0,1] clamp as well).
This (with the previous patch) fixes piglit depth-clamp-range test.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This wasn't handled before (the result was that no matter what value got
clamped, it always ended up as the near value in this case) (if clamping
actually happened).
Fix this by using the util helper for that (the math is otherwise "mostly"
the same, mostly because there could actually be differences due to float
rounding, but I don't even know which one would be more correct).
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
We were previously ... not clamping. I guess this meant that everything
got clamped to 1/0, which was enough to pass the existing tests. Or
perhaps the clamping would only happen to the rasterized depth value and
not the frag shader's output depth value.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97231
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
|
|
|
|
|
|
|
|
|
|
| |
The previous bit disables the whole clipper, including the regular
viewport-related clipping that would go on. The two new bits disable
near and far clipping (separately, as verified with the
depth-clamp-range piglit).
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
|
| |
|
|
|
|
| |
Avoids another multiplication by 4 of the base in the NIR.
|
|
|
|
|
| |
The scalarizing of FS inputs can be done in a non-driver-dependent manner,
so extract it out of the driver.
|
|
|
|
|
| |
The const_index[] values have always felt magic, and this documents them a
bit better.
|
|
|
|
|
|
|
| |
This reduces the diff between GLSL-to-NIR and TGSI-to-NIR, and gives NIR
more optimization to work on.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
This lets TTN-using drivers handle FRAG_RESULT_DEPTH the same between all
their source paths.
Reviewed-by: Rob Clark <[email protected]>
|
|
|
|
| |
In the case of debugging a crash in TTN, this is nice to have.
|
|
|
|
|
|
|
| |
Set the flag on when dual instance encoding is supported,
otherwise set it to off.
Signed-off-by: Boyuan Zhang <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
This patch improves the performance of Vaapi Encode by enabling dual
instances encoding. flush function is not called after each end_frame
call. radeon/vce will do flush whenever 2 frames are submitted for
encoding. Implement sync surface function to flush only if the frame
hasn't been flushed yet.
Signed-off-by: Boyuan Zhang <[email protected]>
Reviewed-by: Christian König <[email protected]>
|
|
|
|
| |
Reviewed-by: Tom Stellard <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Add explicit rects for:
- SwrClearRenderTarget
- SwrDiscardRect
- SwrInvalidateTiles
- SwrStoreTiles
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
| |
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
|
|
| |
Speeds up high geometry HPC workloads.
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
| |
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
|
|
|
| |
When viewport transform is disabled (ie. screen space coords are passed
in directly), the W component should be interpreted as RHW.
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
| |
Signed-off-by: Tim Rowley <[email protected]>
|
|
|
|
| |
Signed-off-by: Tim Rowley <[email protected]>
|