| Commit message (Collapse) | Author | Age | Files | Lines |
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This allows us to pass the llvm param directly rather than looking
it up.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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V2: drop type param and just use ctx->i32
Reviewed-by: Marek Olšák <[email protected]>
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This will be used by both the tgsi and nir backends.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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V2: drop type param and just use ctx->i32
Reviewed-by: Marek Olšák <[email protected]>
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V2: drop type param and just use ctx->i32
Reviewed-by: Marek Olšák <[email protected]>
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Should be 0x80000000 instead of 0x8000000.
Cc: [email protected]
Reviewed-by: Bruce Cherniak <[email protected]>
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If alpha-to-coverage is enabled, we have to compute alpha
even if color writes are disabled.
Signed-off-by: Józef Kucia <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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sync_files are in linux since 4.7, while the amdgpu fence_to_handle
ioctl is only in 4.15.
In particular we don't need it for sync_file in radv, because
everything happens via syncobjs, which got support earlier than
fence_to_handle.
Reviewed-by: Marek Olšák <[email protected]>
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I found that we were getting GPU hangs on most tests rendering to them,
and the simulator was assertion failing.
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We were trying to load/store the logical width/height number of compressed
blocks. As long as the textures were large, single-level, and the
load/store at (0,0), it kind of worked.
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Fixes overflow that caused failure in
dEQP-GLES3.functional.texture.filtering.2d.sizes.128x128_linear.
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Apparently the other funcs will have observable differences when early Z
is enabled.
Fixes (new) simulator assertion failures in
dEQP-GLES3.functional.rasterizer_discard.basic.clear_depth.
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This means that with no flatshading we'll emit the single-byte
ZERO_ALL_FLAT_SHADE_FLAGS, and otherwise emit a set of FLAT_SHADE_FLAGS to
get all the bits we need set.
There's a _SET enum in the packet we could use to possibly set entire
ranges of the bitfield without using another packet, but this at least
fixes the conformance failure.
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In updating the simulator, behavior changed slightly so that our old code
wasn't getting glxgears's flatshading interpolated right. Emit flat
shading code just like we would for a normal flat-shaded varying, by
passing a flag in the shader key for glShadeModel(GL_FLAT) state and
customizing the color inputs based on that.
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It seems that the HW team has decided that it's the only supported mode,
and it's the mode I actually meant to be using but forgot. Our table of
return_32_bit should have matched the default non-OVRTMUOUT behavior, so
this change should be invisible.
However, the change revealed that some my return_size checks for swizzling
were a bit confused in the shadow case, so I had to move them to draw time
once we have both the sampler and the view together.
Fixes assertion failures in the updated simulator, where the non-OVRTMUOUT
support has been removed.
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The compiler decides how many LDTMUs we're going to emit, and that must
match the P1 flags. This brings the return channel counting to a single
place (so all that's passed into the compiler is "how many return channels
you may request from this texture's format), and was a necessary step for
shadow samplers once we stop using OVRTMUOUT=0.
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This means that we get a single copy of it emitted, instead of once at the
start of each tile (though it's still executed once per tile). Fixes
assertion failures with the updated simulator.
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In newer versions they've removed the C interface, so make one here. This
also isolates the Mesa codebase from the simulator codebase, so we don't
have conflicts over things like "unreachable"
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Some clients may not like rgb10 fbconfigs and visuals.
Support driconf option 'allow_rgb10_configs' on gallium
to allow per application enable/disable.
The option defaults to enabled.
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Exposes RGBA 10 10 10 2 and 10 10 10 0 visuals and
fbconfigs for rendering.
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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LLVM api change.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104381
Tested-by: Laurent Carlier <[email protected]>
Reviewed-By: Bruce Cherniak <[email protected]>
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The in-place resolve probably has some additional restrictions when not
operating on a super tiled surface. Disable it on non-supertiled surfaces
for now to work around a GPU hang.
Fixes: 78ade659569e ("etnaviv: Do GC3000 resolve-in-place when possible")
Cc: [email protected]
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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v2: Add preventative comment (Ilia Mirkin)
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
Signed-off-by: Rhys Kidd <[email protected]>
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Reviewed-by: Pierre Moreau <[email protected]>
Signed-off-by: Rhys Kidd <[email protected]>
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Reviewed-by: Pierre Moreau <[email protected]>
Signed-off-by: Rhys Kidd <[email protected]>
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piglit doesn't care, but I'm quite confident that the size actually bound
as range should be reported and not the base size of the resource (and
some quick piglit test hacking confirms this).
Also, the array in the constant buffer looks overallocated by a factor of 4.
For eg, also decrease the size by another factor of 2 by using the same
constant slot for both buffer size (required for txq for TBOs) and the number
of layers for cube arrays, as these are mutually exclusive. Could of course use
some more logic and only actually do this for the samplers/images/buffers where
it's required rather than for all, but ah well...
Reviewed-by: Dave Airlie <[email protected]>
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Maybe upon a time it wasn't always true.
Reviewed-by: Dave Airlie <[email protected]>
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The SVGA_NEW_FS flag is needed since we now examine the fragment
shader's fs_shadow_compare_units flags. The SVGA_NEW_TEXTURE_FLAGS
flag is not needed since it's only for pre-VGPU10.
No piglit changes. This doesn't fix any known issues but it could
pop up somewhere. Suggested by Charmaine.
Reviewed-by: Charmaine Lee <[email protected]>
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This can happen when there's no active fragment shader, such as
when using transform feedback. This wasn't hit by any Piglit test
but is hit by Daniel Rákos' Nature demo. VMware bug 2026189.
Reviewed-by: Charmaine Lee <[email protected]>
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Fixes a crash since the variant object isn't allocated until later
in the function. Not sure how this got through.
Reviewed-by: Charmaine Lee <[email protected]>
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Similar to si_init_exec_full_mask().
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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No piglit changes.
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Fixes about 24 Piglit tex-miplevel-selection tests.
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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In some cases, We do shadow comparison cases in the fragment shader
instead of with texture sampler state. But when we do so, we must
disable the shadow comparison test in the sampler state. As it
was, we were doing the comparison twice, which resulted in nonsense.
Also, we had the texcoord and texel value swapped in the comparison
instruction.
Fixes about 38 Piglit tex-miplevel-selection tests.
Reviewed-by: Neha Bhende <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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This is a regression since I added cayman atomic support, not sure
it fixes anything, but the shader dumps look better.
Signed-off-by: Dave Airlie <[email protected]>
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This is ported from amdvlk.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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These are just taken from amdvlk, we probably knew these already,
but may as well port them now.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Increase the limit and handle non-square images better.
This makes glxgears 20% faster on APUs, and a little more on dGPUs.
We all use and love glxgears.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This is based on how nvc0 translates the state.
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