| Commit message (Collapse) | Author | Age | Files | Lines |
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Acked-by: Bas Nieuwenhuizen <[email protected]>
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Acked-by: Bas Nieuwenhuizen <[email protected]>
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The scratch registers move again in a6xx.. so for post-a4xx let's just
move this into the backend, and move the one place it used to be needed
in core into fd5_emit_ib(). For a6xx we will do similar, calling
emit_marker6() from fd6_emit_ib().
Signed-off-by: Rob Clark <[email protected]>
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dEQP-GLES31.stress.vertex_attribute_binding.buffer_bounds.bind_vertex_buffer_offset_near_wrap_10
This is kind of a hack, but really the only problem is the
debug_assert() in OUT_RELOC(). But the debug_assert() is
useful to catch real issues. So just add some #ifdef DEBUG
code to filter things out before we hit the assert.
Signed-off-by: Rob Clark <[email protected]>
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It is impolite, and a bit annoying with dEQP (all tests running in
single process).
Signed-off-by: Rob Clark <[email protected]>
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Fixes a problem seen with dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.row_major_mat4
Signed-off-by: Rob Clark <[email protected]>
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If we aren't going to get full occupancy, then use TWO_QUAD.
Signed-off-by: Rob Clark <[email protected]>
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Need a bit of hand-holding for stencil bordercolor, and add border color
values for sRGB.
Signed-off-by: Rob Clark <[email protected]>
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These never got updated in fd_context_all_dirty() so actually trying to
rely on them (in the case of fd5_emit_images()) ends up in some cases
where state is not emitted but should be. Best to just rip this out.
Signed-off-by: Rob Clark <[email protected]>
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I think this ends up just setting uniform/const memory. But we upload
x/y/z stride differently. At best this is unneeded, at worst it could
possibly clobber other uniform/const memory.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Similar to txf case, we need to insert a 2nd coordinate (zero).
Signed-off-by: Rob Clark <[email protected]>
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Unlike textures, this doesn't get lowered for us. (Would be nice
if they were.. at least until we are ready to deal w/ indirect
indexing..)
Signed-off-by: Rob Clark <[email protected]>
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Seems I previously toally forgot about 2d-arrays, etc..
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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We treat coherent and non-coherent buffers the same.
And move external_usage for better packing.
Tested-by: Dieter Nützel <[email protected]>
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This improves performance for certain games.
Cc: 18.1 <[email protected]>
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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The values for the radeon winsys were copied from the kernel driver.
Tested-by: Dieter Nützel <[email protected]>
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AMDVLK uses 64 (distributed) and 16 (non-distributed).
radeonsi will use 63 and 16.
* This might improve tessellation performance on Hawaii, Bonaire, Tahiti,
Pitcairn. (they will use 16)
* I'm not sure if this matters for 1 SE configs.
Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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"64 / max * 4" is less than "64 * 4 / max".
Tested-by: Dieter Nützel <[email protected]>
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This is the case for the simulator environment, and broke many blitter
tests by trying to texture from linear while the HW can only actually do
UIF/UBLINEAR/LT. Just make a temporary and copy into it with the CPU,
then blit from that.
This is the kind of path that should use the TFU, but I haven't exposed
that hardware yet.
Fixes dEQP-GLES3.functional.fbo.blit.default_framebuffer.*
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Some fprintfs were probably left unintentionally a few years ago and are
a bit of a nuisance.
Fixes: 2d3301e4d513 ("virgl: fix reference counting of prime handles")
Cc: Rob Herring <[email protected]>
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This relaxes a number of ES shader restrictions allowing shaders
to follow more desktop GLSL like rules.
This initial implementation relaxes the following:
- allows linking ES shaders with desktop shaders
- allows mismatching precision qualifiers
- always enables standard derivative builtins
These relaxations allow Google Earth VR shaders to compile.
Reviewed-by: Dave Airlie <[email protected]>
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Google Earth VR shaders uses builtins in constant expressions with
GLSL 1.10. That feature wasn't allowed until GLSL 1.20.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This should fix TF across a glFlush() or TF pause/restart. Fixes
dEQP-GLES3.functional.transform_feedback.array.interleaved.lines.highp_float
and many, many others.
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Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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ARB_texture_float references US Patent #6,650,327 [1] which has a filing date
of June 16 1998.
According to [2], patents filed after 1995 expire 20 years from the filing
date, giving an expiration of June 17 2018.
[1] https://www.google.com/patents/US6650327
[2] https://en.wikipedia.org/wiki/Term_of_patent_in_the_United_States
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The min/maxes ended up producing a negative clip width/height for
dEQP-GLES3.functional.fragment_ops.scissor.outside_render_line. Just make
sure they stay at 0 (or v3d 3.x's workaround) if that happens.
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Fixes failing tests in dEQP-GLES3.functional.texture.shadow
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The docs called this field "uses both center W and centroid W", but
actually it's "do you need center W even if varyings don't obviously call
for it?"
Fixes dEQP-GLES3.functional.shaders.builtin_variable.fragcoord_w
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Signed-off-by: Rhys Perry <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Brian Paul <[email protected]> (v2)
Reviewed-by: Marek Olšák <[email protected]> (v2)
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Fixes:
dEQP-GLES3.functional.polygon_offset.fixed16_displacement_with_units
dEQP-GLES3.functional.polygon_offset.fixed16_render_with_units
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We need to have the RCL start with EZ enabled, since those undecided draws
had EZ enabled. But we do need to update from UNDECIDED to LT or GT as
necessary still.
Fixes many simulator assertion fails in deqp
fragment_ops/interaction/basic_shader/*
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This doesn't really matter, since they both get rounded up to 4096.
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Fixes segfaults in dEQP-GLES3.functional.vertex_array_objects.all_attributes.
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This seems to have been missed in the move from autotools
This fixes the following build issue:
../src/gallium/auxiliary/vl/vl_winsys_dri.c:34:10: fatal error: X11/Xlib-xcb.h: No such file or directory
#include <X11/Xlib-xcb.h>
^~~~~~~~~~~~~~~~
Fixes: b1b65397d0c4978e36a84c0a1c98a4bd6cb9588e
("meson: Build gallium auxiliary")
Reviewed-by: Dylan Baker <[email protected]>
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This fixes:
GL45-CTS.pipeline_statistics_query_tests_ARB.functional_compute_shader_invocations
Cc: 18.0 18.1 <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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This may not be needed yet, but let's set it now.
Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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