| Commit message (Collapse) | Author | Age | Files | Lines |
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d3d10 requires NaNs to get converted to 0 for float->unorm conversions
(and float->int etc.). GL spec probably doesn't care in general, but it
would make sense to have reasonable behavior in any case imho - the
old code was converting negative NaNs to 0, and positive NaNs to 255.
(Note that using float comparison isn't actually all that much more
effort in any case, at least with sse2 it's just float comparison
(ucommiss) instead of int one - I converted the second comparison
to float too simply because it saves the probably somewhat expensive
transfer of the float from simd to int domain (with sse2 via stack),
so the generated code actually has 2 less instructions, although float
comparisons are more expensive than int ones.)
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Darren Powell <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Zeroing memory after calloc is not necessary. This also allows to avoid
possible crash when allocation fails, because memset is called before
checking screen for NULL.
Fixes: a29d63ecf71546c4798c6 "swr: refactor swr_create_screen to allow
for proper cleanup on error"
Reviewed-by: Eric Engestrom <[email protected]>
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Instead of plain snprintf(). To fix the MSVC 2013 build:
Compiling src\gallium\auxiliary\driver_ddebug\dd_draw.c ...
dd_draw.c
c:\projects\mesa\src\gallium\auxiliary\driver_ddebug\dd_util.h(60) : warning C4013: 'snprintf' undefined; assuming extern returning int
...
gallium.lib(dd_draw.obj) : error LNK2001: unresolved external symbol _snprintf
build\windows-x86-debug\gallium\targets\graw-gdi\graw.dll : fatal error LNK1120: 1 unresolved externals
scons: *** [build\windows-x86-debug\gallium\targets\graw-gdi\graw.dll] Error 1120
scons: building terminated because of errors.
Fixes: 6ff0c6f4ebc ("gallium: move ddebug, noop, rbug, trace to auxiliary to improve build times")
Cc: Marek Olšák <[email protected]>
Cc: Brian Paul <[email protected]>
Cc: Roland Scheidegger <[email protected]>
Cc: Nicolai Hähnle <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Instead of plain snprintf(). To fix the MSVC 2013 build:
Compiling src\gallium\auxiliary\util\u_tests.c ...
u_tests.c
src\gallium\auxiliary\util\u_tests.c(624) : warning C4013: 'snprintf' undefined; assuming extern returning int
...
gallium.lib(u_tests.obj) : error LNK2019: unresolved external symbol _snprintf referenced in function _test_texture_barrier
build\windows-x86-debug\gallium\targets\graw-gdi\graw.dll : fatal error LNK1120: 1 unresolved externals
scons: *** [build\windows-x86-debug\gallium\targets\graw-gdi\graw.dll] Error 1120
scons: building terminated because of errors.
Fixes: 56342c97ee7 ("gallium/u_tests: test FBFETCH and shader-based blending with MSAA")
Cc: Marek Olšák <[email protected]>
Cc: Brian Paul <[email protected]>
Cc: Roland Scheidegger <[email protected]>
Cc: Dieter Nützel <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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By including the proper headers for getpid and for mkdir.
Fixes: 6ff0c6f4ebcb87ea6c6fe5a4ba90b548f666067d
("gallium: move ddebug, noop, rbug, trace to auxiliary to improve build times")
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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On windows process.h is a system provided header, and it's required in
include/c11/threads_win32.h. This header interferes with searching for
that header, and results in windows build warnings with scons, but
errors in meson which doesn't allow implicit function declarations. Just
rename process to u_process, which follows the style of utils anyway.
Fixes: 2e1e6511f76370870b5cde10caa9ca3b6d0dc65f
("util: extract get_process_name from xmlconfig.c")
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To make dEQP-GLES31.functional.ssbo.layout.random.all_shared_buffer.23
finish sooner on the older CPUs. (otherwise it gets killed and we fail
the test)
Acked-by: Dave Airlie <[email protected]>
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CXXLD gallium_dri.la
../../../../src/gallium/drivers/vc4/.libs/libvc4.a(vc4_cl_dump.o): In function `vc4_dump_cl':
src/gallium/drivers/vc4/vc4_cl_dump.c:45: undefined reference to `clif_dump_init'
src/gallium/drivers/vc4/vc4_cl_dump.c:82: undefined reference to `clif_dump_destroy'
../../../../src/broadcom/cle/.libs/libbroadcom_cle.a(cle_libbroadcom_cle_la-v3d_decoder.o): In function `v3d_field_iterator_next':
src/broadcom/cle/v3d_decoder.c:902: undefined reference to `clif_lookup_bo'
Fixes: e92959c4e0 ("v3d: Pass the whole clif_dump structure to v3d_print_group().")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107423
CC: Eric Anholt <[email protected]>
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Andres Gomez <[email protected]>
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Python 2 had string_escape and unicode_escape codecs. Python 3 only has
the latter. These work the same as far as we're concerned, so let's use
the future-proof one.
However, the reste of the code expects unicode strings, so we need to
decode them again.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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This commit does not add support for the opcodes in gallivm or tgsi_to_nir.c
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This fixes the following dEQP-GLES31 cases from NotSupported to
Pass for me:
- dEQP-GLES31.functional.blend_equation_advanced.state_query.*
- dEQP-GLES31.functional.blend_equation_advanced.basic.*
- dEQP-GLES31.functional.blend_equation_advanced.srgb.*
- dEQP-GLES31.functional.blend_equation_advanced.msaa.*
- dEQP-GLES31.functional.blend_equation_advanced.barrier.*
- dEQP-GLES31.functional.draw_buffers_indexed.overwrite_*advanced_blend_eq*
- dEQP-GLES31.functional.state_query.indexed.blend_equation_advanced_*
- dEQP-GLES31.functional.debug.negative_coverage.*.advanced_blend.*
Signed-off-by: Erik Faye-Lund <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In gallium, supporting FBFETCH means supporting non-coherent fetches, but
in virglrenderer, due to technical reasons this is backed by coherent
fetches instead. This means we don't need to do anything for the barriers.
However, if we don't have a texture_barrier implementation, we get crashes
because the non-coherent extensions is exposed.
So, let's leave this as a NOP for now.
[airlied: I've got a more complete impl of this somewhere, once we
land the host side].
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Erik Faye-Lund <[email protected]>
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Reviewed-by: Gurchetan Singh <[email protected]>
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This uses new protocol to send the default sizes to the host.
Reviewed-by: Gurchetan Singh <[email protected]>
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This hooks up compute shader creation and launch grid support.
Reviewed-by: Gurchetan Singh <[email protected]>
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Framebuffer without attachments now supports 16 samples.
Tested-by: Dieter Nützel <[email protected]>
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and use pipe_resource::nr_storage_samples instead of
r600_texture::num_color_samples.
Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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When texture buffers are used as images in compute shaders, the guest
never sees the modified data since the TBO is always marked as clean.
Fixes most dEQP-GLES31.functional.image_load_store.buffer.* tests.
Example test cases:
dEQP-GLES31.functional.image_load_store.buffer.load_store.r32ui
dEQP-GLES31.functional.image_load_store.buffer.qualifiers.coherent_r32f
dEQP-GLES31.functional.image_load_store.buffer.format_reinterpret.rgba8_rgba8ui
Note: virglrenderer side patch also needed to bind TBOs correctly
Reviewed-by: Dave Airlie <[email protected]>
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Reviwed-by: Gert Wollny <[email protected]>
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Reviwed-by: Gert Wollny <[email protected]>
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v2: add max image samples support
Reviwed-by: Gert Wollny <[email protected]>
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Fixes: d0bed0b4944d ("etnaviv: support HI performance counters")
Cc: [email protected]
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Chris Healy <[email protected]>
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This matches what CLIF parsing expects, and makes
TILE_BINNING_MODE_CONFIGURATION_COMMON_CONFIGURATION into a much more
legible TILE_BINNING_MODE_CFG_COMMON.
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The CLIF format expects american english spelling, and the rest of Mesa is
too. I was previously adhering to the spec's spelling, which is
counterproductive.
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This makes us match up with the V3D HW team's names a bit more.
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A few of the upcoming changes would make the V3D_DEBUG=cl output less
readable, so let's make proper CLIF file production be under a separate
V3D_DEBUG=clif flag.
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V3D only has one of these (the top 16 bits of a float32) left in its CLs,
but VC4 had many more. This gets us proper pretty-printing of the values
instead of a large uint.
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This should be some simpler memcpying at draw time, and makes the next
change easier.
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I copied this value from radeonsi, but it was wrong, 1024
seems to be correct answer from looking at gpuinfo.
This should fix a few compute shader related hangs. (at least in CTS)
Cc: <[email protected]>
(airlied: pushed because it avoids hangs)
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Somehow this got lost from the initial MSAA patch.
Signed-off-by: Rob Clark <[email protected]>
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To avoid serializing, this has the user constant buffer always be 65536
bytes and enabled unless it's required that something else is used for
constant buffer 0.
Fixes artifacts with at least XCOM: Enemy Within, 0 A.D. and Unigine
Valley, Heaven and Superposition.
v2: changed uniform_buffer_bound to be bool instead of a uint32_t
v3: remove magic constants
v3: remove pointless code in nvc0_validate_driverconst
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100177
Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The kernel by default serializes the BCL on previous BCLs submitted on
this FD, but not RCLs. For now this fix is conservative and blocks on
last RCL if any vertex texturing is done, which fails to get bin/render
overlap if there was an intermediate job that doesn't draw to the BCL's
buffer. I've dropped a perf_debug() in here to note that as a potential
future improvement.
Fixes intermittent failures in
KHR-GLES3.copy_tex_image_conversions.required.*
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Reported-by: Rob Clark <[email protected]>
Fixes: e92959c4e03c ("v3d: Pass the whole clif_dump structure to v3d_print_group().")
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We no longer have semi-custom clear pipe that uses 3d state. Normal
clears happen via hw blitter, and everything else uses u_blitter these
days. So we don't need this hack.
TODO a3xx+a4xx could get same treatment.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Fixes: 868ca81c and f485e567
Signed-off-by: Rob Clark <[email protected]>
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Trivial.
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Trivial.
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Trivial.
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Trivial.
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The parser wants to see a 1 or 0. We can put "true" and "false" in a
comment to clarify that it's a boolean and the parser will skip it.
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Now all the printing happens from the same worklist processing.
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The clif dumper is going to need information about all of our BOs if we're
going to dump them for replay purposes.
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To generate CLIF files that the v3dv3 simulator can parse, we're going to
need to decode addresses, and for that we'll need the vaddr lookup
function from the clif structure from within v3d_decoder.
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This will be used by indirect multidraws.
v2: clean up the function further, change return types to unsigned
Reviewed-by: Eric Anholt <[email protected]> (v1)
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