| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Core will ensure hot tiles are loaded for read and write render targets,
and will skip all output merger for read-only render targets.
Reviewed-by: Bruce Cherniak <[email protected]>
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WIP to support read-only render targets.
Reviewed-by: Bruce Cherniak <[email protected]>
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Forwarding from the ES prolog to the ES just barely exceeds the current
maximum array size when 16 vertex attributes are used. Give it a decent
bump to account for merged shaders having up to 32 user SGPRs.
Fixes a crash in GL45-CTS.multi_bind.draw_bind_vertex_buffers.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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We were using the "cp" union fields, which are only valid for compute
shaders. The threads calculation affects the available GPRs, so just
pick a small number for other shader types to avoid limiting available
registers.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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The comments are correct - we get -1 and 0. However by adding 1, we
convert this into 0,1. This mostly works for conditionals, but when
negated, this will yield the wrong result. Instead just negate the
values (as they are backwards -- -1 means back instead of front).
Fixes tests/shaders/glsl-fs-frontfacing-not.shader_test and
dEQP-GLES3.functional.shaders.builtin_variable.frontfacing on A530.
The latter also tested on A306 by Rob Clark.
Signed-off-by: Ilia Mirkin <[email protected]>
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If size of client memory copy is too large, don't copy. The draw will
access user-buffer directly and then block. This is faster and more
efficient than queuing many large client draws.
Applications that still use large client arrays benefit from this. VMD
is an example.
The threshold for this path defaults to 32KB. This value can be
overridden by setting environment variable SWR_CLIENT_COPY_LIMIT.
v2: Use #define for default value, rather than hard-coded constant.
Reviewed-by: Tim Rowley <[email protected]>
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Moved reading of environment config options out of
swr_create_screen_internal, into a separate swr_validate_env_options.
This is to keep from cluttering create_screen.
Reviewed-by: Tim Rowley <[email protected]>
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Removed the hard-coded constant in favor of a #define. Also removed
TODO comment. The constant value doesn't need an environment
configurable option.
Reviewed-by: Tim Rowley <[email protected]>
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Since commit 7f80a9ff1312 ("vc4: Introduce XML-based packet header
generation like Intel's."), the vc4 build on Android is broken:
out/target/product/linaro_x86_64/gen/STATIC_LIBRARIES/libmesa_broadcom_genxml_intermediates/broadcom/cle/v3d_packet_v21_pack.h:12:10: fatal error: 'v3d_packet_helpers.h' file not found
external/mesa3d/src/gallium/drivers/vc4/vc4_cl_dump.c:28:10: fatal error: 'vc4_packet.h' file not found
The path of the generated header needs to be fixed since we build out of
tree.
Acked-by: Eric Anholt <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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Commit a5e733c6b52e93de3000647d075f5ca2f55fcb71 fixes the dangling
framebuffer object by unreferencing the window system draw/read buffers
when context is released. However this can prematurely destroy the
resources associated with these window system buffers. The problem is
reproducible with Turbine Demo running with VMware driver. In this case,
the depth buffer content was lost when the context is rebound to a
drawable.
To prevent premature destroy of the resources associated with
window system buffers, this patch maintains a list of these buffers in
the context, making sure the reference counts of these buffers will not
reach zero until the associated framebuffer interface objects no
longer exist. This also helps to avoid unnecessary destruction and
re-construction of the resources associated with the framebuffer.
Fixes VMware bug 1909807.
Reviewed-by: Brian Paul <[email protected]>
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X11 and GL compositor performance on VC4 has been terrible because of our
SHARED-usage buffers all being forced to linear. This swaps SHARED &&
!LINEAR buffers over to being tiled.
This is an expected win for all GL compositors during rendering (a full
copy of each shared texture per draw call), allows X11 to be used with
decent performance without a GL compositor, and improves X11 windowed
swapbuffers performance as well. It also halves the memory usage of
shared buffers that get textured from. The only cost should be idle
systems with a scanout-only buffer that isn't flagged as LINEAR, in which
case the memory bandwidth cost of scanout goes up ~25%.
This implements the EGL_EXT_image_dma_buf_import_modifiers extension,
supporting the VC4 T_TILED modifier.
v2: Added modifier support to resource creation/import, and
advertisement (by daniels).
v3: Fix old-kernel fallback path, fix compiler error and warnings, and
comment touchups (by anholt).
Reviewed-by: Daniel Stone <[email protected]>
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Rather than open-coding populating the first slice inside resource
import, use vc4_setup_slices to do it for us.
v2: Rebase on VC4_DEBUG=surf change
Reviewed-by: Daniel Stone <[email protected]>
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I kept flipping the bool on for debug, so let's just make it available.
Reviewed-by: Daniel Stone <[email protected]>
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Needing to get our uapi header from libdrm has only complicated things.
Follow intel's lead and drop our requirement for it.
Generated from the same commit mentioned in the README.
v2: Update Android.mk as well, move vc4_drm.h reference for distcheck.
Reviewed-by: Daniel Stone <[email protected]>
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The kernel hasn't been synchronous in a couple of years, plus there was
synchronization code right there.
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put the comment before the relevant code. Move declaration of
swizzle_tab var to where it's used.
Reviewed-by: Charmaine Lee <[email protected]>
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Trivial.
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Reviewed-by: Charmaine Lee <[email protected]>
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Commit bfe1e7737a76e3b046 changed how texture swizzles are set up.
This exposed a latent bug in the VMware driver: we were ignoring
the texture instruction's writemask when applying the 0 and 1
swizzle terms.
This wasn't caught by the Piglit texture swizzle test because it
only exercises fixed function (no write masking).
Fixes issues seen with ETQW apitrace.
CC: <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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swr used to build and link the rasterizer to the driver, and to support
multiple architectures we needed to have multiple versions of the
driver/rasterizer combination, which needed to link in much of mesa.
Changing to having one instance of the driver and just building
architecture specific versions of the rasterizer gives a large reduction
in disk space.
libGL.so 6464 Kb -> 7000 Kb
libswrAVX.so 10068 Kb -> 5432 Kb
libswrAVX2.so 9828 Kb -> 5200 Kb
Total 26360 Kb -> 17632 Kb
Reviewed-by: Emil Velikov <[email protected]>
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Use the SWR rasterizer API through the table returned from
SwrGetInterface rather than referencing the functions directly.
This will allow us to move to a model of having the driver dynamically
load the appropriate swr architecture library.
Reviewed-by: Bruce Cherniak <[email protected]>
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Needed to expose SwrGetInterface
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
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And s/unsigned/enum tgsi_interpolate_loc/
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
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Makes gdb debugging a little nicer.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
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It can't parse "llu".
Reviewed-by: Thomas Helland <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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This query is supposed to return the max texture buffer size/width in
texels, not size in bytes. Divide by 16 (the largest format size) to
return texels.
Fixes Piglit arb_texture_buffer_object-max-size test.
Cc: [email protected]
Reviewed-by :Charmaine Lee <[email protected]>
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This fixes a regression in some piglit tests since commit 5e5d5f1a2eb.
I think I mis-resolved the merge conflict when cherry-picking that
commit to master.
Reviewed-by: Charmaine Lee <[email protected]>
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The register values depend on the currently set program, so make sure to
revalidate when the program changes.
Fixes glsl-1.10-fragdepth as well as
dEQP-GLES3.functional.shaders.fragdepth.compare.*
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Rob Clark <[email protected]>
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Rather than using 64k, use what addrlib returns as the base
alignment for vulkan allocations.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Better to just point at the bcolor_entry struct which has our current
understanding encoded into it. Also add an assert to ensure that the
struct remains the expected size.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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It could only handle indices 0/1, otherwise what happened was bad (accessing
array out of bounds, no crash but kind of random). This is enough for the gl
state tracker (primary/secondary color) but not enough for some other state
trackers (d3d9 has no limits on the number of color interpolants).
The complexity with color semantics are all due to the front/back mapping (2
outputs in the vs map to one input in the fs) so this isn't extended to
indices > 1 - d3d9 has no use for back colors, therefore this isn't needed and
still only 2 back colors can be handled correctly.
Reviewed-by: Brian Paul <[email protected]>
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This fixes two regressions on HWv8:
Piglit gl-1.0-ortho-pos
Piglit/glean fbo
This was caused by commit c2b92dada076a "svga: clamp device line width
to at least 1 to fix HWv8 line stippling"
This also fixes two conform tests: Vertex Order and Polygon Face
No Piglit/conform changes with HWv9 or later.
VMware bug 1905053
Reviewed-by: Charmaine Lee <[email protected]>
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Despite being a member of the etna_screen struct, 'refcnt' is used by
the winsys-specific logic to track the reference count of the object
managed in a hash table. When the count reaches zero, the pipe screen
is removed from the table and destroyed.
Fix the logic by initializing the refcnt to 1 when screen created.
This initialization is done in etna_screen_create(), to follow the
same logic as in freedreno and virgl.
Fixes: c9e8b49b885 ("etnaviv: gallium driver for Vivante GPUs")
Cc: [email protected]
Signed-off-by: Aleksander Morgado <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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