| Commit message (Collapse) | Author | Age | Files | Lines |
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Commit 463b7d0332c5("gallium: Enable ARM NEON CPU detection.")
introduced CPU feature detection based Android cpufeatures library.
Unfortunately it also added an assumption that if PIPE_OS_ANDROID is
defined, the library is also available, which is not true for the
standalone build without using Android build system.
Fix it by defining HAS_ANDROID_CPUFEATURES in Android.mk and replacing
respective #ifdefs to use it instead.
v2:
- Add a comment explaining why the separate flag is needed (Emil).
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The last user of the function was removed with earlier commit.
Fixes: 50842e8a931 ("swr: replace gallium->swr format enum conversion")
Cc: Tim Rowley <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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The extension should be present (if applicable) in the list returned by
getExtensions(). AFAICT no loader has ever looked for it in
__driDriverExtensions/__driDriverGetExtensions.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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The extension should be in the list as returned by getExtensions().
Seems to have gone unnoticed since close to nobody wants to change the
vblank mode for the software driver.
v2: Rebase
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Alex Deucher <[email protected]> (v1)
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The previous implementation of CLAMP() allowed NaN to pass through
unscathed, by failing both comparisons. NaN isn't exactly a value
between MIN and MAX, which can break the assumptions of many callers.
This patch changes CLAMP to convert NaN to MIN, arbitrarily. Callers
that need NaN to be handled in a specific manner should probably open
code something, or use a macro specifically designed to do that.
Section 2.3.4.1 of the OpenGL 4.5 spec says:
"Any representable floating-point value is legal as input to a GL
command that requires floating-point data. The result of providing a
value that is not a floating-point number to such a command is
unspecified, but must not lead to GL interruption or termination.
In IEEE arithmetic, for example, providing a negative zero or a
denormalized number to a GL command yields predictable results,
while providing a NaN or an infinity yields unspecified results."
While CLAMP may apply to more than just GL inputs, it seems reasonable
to follow those rules, and allow MIN as an "unspecified result".
This prevents assertion failures in i965 when running the games
"XCOM: Enemy Unknown" and "XCOM: Enemy Within", which call
glTexEnv(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT,
-nan(0x7ffff3));
presumably unintentionally. i965 clamps the LOD bias to be in range,
and asserts that it's in the proper range when converting to fixed
point. NaN is not, so it crashed. We'd like to at least avoid that.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Accidentally removed in 9f320e0a387a1009c5218daf130b3b754a3c2800.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Enable the capability if the DRM supports it.
Hook up mechanism to send and receive fence FD from the DRM.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Connect fence_get_fd, fence_create_fd, and fence_server_sync.
Implement the required functions in vmw_fence module.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Connect fence_get_fd, fence_create_fd, and fence_server_sync.
Return PIPE_CAP_NATIVE_FENCE_FD capability based on what the
winsys reports
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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The new interfaces will be used to enable
EGL_ANDROID_native_fence_sync.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Make the fields and flags available.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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The timeout parameter is required to implement
EGL_ANDROID_native_fence_sync.
v2
* Replaced default timeout from 0 to PIPE_TIMEOUT_INFINITE
* Add more documentation to the new timeout parameter
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Trivial.
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Trivial.
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Trivial.
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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If the queue is full, util_queue_add_job will wait while bo_fence_lock is
held.
It pb_slab wants to reuse a buffer, it will lock the pb_slab mutex and
try to check BO fence busyness, but it has to wait for bo_fence_lock to get
released. Both bo_fence_lock and pb_slab mutex are locked now.
When the CS thread unreferences and releases a suballocated buffer,
it will try to lock the pb_slab mutex and has to wait. The CS thread
can't finish its job in order to free a queue slot and unblock
util_queue_add_job ==> deadlock.
Reviewed-by: Nicolai Hähnle <[email protected]>
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clock_crystal_freq is always non-zero now.
Reviewed-by: Nicolai Hähnle <[email protected]>
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It looks like there is no way to monitor SDMA busyness on GFX9.
Reviewed-by: Nicolai Hähnle <[email protected]>
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by setting PIPE_CONTEXT_DEBUG in the caller
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is overly cautious, but better safe than sorry.
Reviewed-by: Nicolai Hähnle <[email protected]>
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For inputs and outputs, indirect indexing is lowered by the GLSL compiler.
For temporaries, use alloca and disable the "promote-alloca" pass.
In the future, we could switch all codepaths to alloca permanently and
just rely on the "promote-alloca" pass.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Both loops now look simple.
Reviewed-by: Nicolai Hähnle <[email protected]>
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For clarity. It's only used by color interpolation.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is much simpler.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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there is only one user.
Reviewed-by: Nicolai Hähnle <[email protected]>
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It's for initializing the native (x86) target.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This should fix exports of suballocated buffers.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Mesa here requires the scaling lists in diagonal scan order, but
VAAPI passes them in raster scan order. Therefore, rearrange the
elements when copying.
v2: Move scan tables to vl_zscan.c.
Fix type in size assertion.
Cc: [email protected]
Signed-off-by: Mark Thompson <[email protected]>
Reviewed-by: Christian König <[email protected]>
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There seems to be a rounding difference with F2I vs nearest filtering.
The precise problem in the rounding is unknown.
This fixes an incorrect output with OpenMAX encoding.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Trivial.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Fixes performance regression from f50aa21456d - was forcing internal
code generation to target AVX (no gather, etc).
Reviewed-by: Bruce Cherniak <[email protected]>
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Allows applications to be whitelisted.
v2: Remove misguided DRI common part.
Reviewed-by: Marek Olšák <[email protected]>
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Add a new context flag and plumb it through the various layers of the
context creation code to set up dispatch tables for the no-error mode.
Reviewed-by: Marek Olšák <[email protected]>
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This basic extension allows usage of the __DRI_CTX_FLAG_NO_ERROR flag.
This includes support code for classic Mesa drivers to switch on the
no-error mode if the flag is set.
v2: Move to common DRI code.
Reviewed-by: Marek Olšák <[email protected]>
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The fps graph for example calculates the fps as double with small
variations based on when query_new_value() is called, which causes
many values to be truncated on the cast to uint64_t.
The HUD internally stores the values as double, so just use double
everywhere instead of fixing this with rounding. Using doubles also
allows the hud to show small variations instead of being clamped to
discrete values.
v2: Don't print decimals in the dump file when not necessary
Signed-off-by: Christoph Haag <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This reverts commit d8b2ccdb880f, which causes priglit regressions on GPUs
with SNORM support. We'll have another try at enabling this feature after
the 17.2 branchpoint.
Signed-off-by: Lucas Stach <[email protected]>
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A dangling bo object would result in memory corruption while loading a
level in ioquake3_opengl2.
Fixes: 330d0607ed60 (gallium: remove pipe_index_buffer and set_index_buffer)
Suggested-by: Lucas Stach <[email protected]>
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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GC3000 has a new LOG instruction, similar to the new SIN and COS instructions.
Generate the new instruction sequence when appropriate; there are
two occasions, as part of LIT and the generator for the LG2
instruction itself.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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If we blit from a rendertarget or a depthstencil buffer there might still
be dirty data in the TS buffer which needs to be flushed out.
Fixes missing shadow tiles in glmark2 shadow.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
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Before resolving a rendertarget or a depth/stencil resource into a
texture, flush both the color cache and the depth cache together.
It is unclear whether this is necessary for the following stall to
work properly, or whether the depth flush just adds enough time
for the color cache flush to finish before the resolver is started,
but this change removes artifacts that otherwise appear if a texture
is sampled directly after rendering into it.
The test case is a simple QML scene graph with a QtWebEngine based
WebView rendered on top of a blue background:
import QtQuick 2.0
import QtQuick.Window 2.2
import QtWebView 1.1
Window {
Rectangle {
id: background
anchors.fill: parent
color: "blue"
}
WebView {
id: webView
anchors.fill: parent
}
Component.onCompleted: {
webView.url = "<some animated website>"
}
}
If the website is animated, the WebView renders the site contents into
texture tiles and immediately afterwards samples from them to draw the
tiles into the Qt renderbuffer. Without this patch, a small irregular
triangle in the lower right of each browser tile appears solid blue, as
if the texture sampler samples zeroes instead of the website contents,
and the previously rendered blue Rectangle shows through.
Other attempts such as adding a pipeline stall before the color flush or
a TS cache flush afterwards or flushing multiple times, with stalls
before and after each flush, have shown no effect.
Signed-off-by: Philipp Zabel <[email protected]>
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Add support for 32-bit RGBX/RGBA formats which are required for Android.
The original patch (commit ccdcf91104a5) was reverted (commit
c0c6ca40a25e) in mesa as it broke GLX resulting in swapped colors. Based
on further investigation by Chad Versace, moving the RGBX/RGBA configs
to the end is enough to prevent breaking GLX.
The handling of RGBA/RGBX in dri_fill_st_visual is a fix from Marek
Olšák.
Cc: Eric Anholt <[email protected]>
Cc: Mauro Rossi <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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Previous check-ins without testing with USE_SIMD16_FRONTEND have
introduced regressions. This fixes the build, not the regressions.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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