| Commit message (Collapse) | Author | Age | Files | Lines |
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For multi-pass rendering, it is common to keep the same depth buffer
from previous pass, to discard geometry that would be hidden by later
draws. In the later passes with depth-test enabled, but depth-write
disabled, there is no reason to do gmem2mem resolve.
TODO probably do something similar for stencil.. although stencil
buffer isn't used as commonly these days
Signed-off-by: Rob Clark <[email protected]>
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Before, I had per-stage entryoints with some helpers shared between them.
As I extended for compute shaders and shader-db, it turned out that the
other common code in the middle wanted to be shared too.
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Looking at some assembly dumps for an optimization, we were clearly
missing important parts of the shader!
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We'll still fail at draw time, but this avoids a regression in shader-db
execution once I enable TLB writes in precompiles.
Fixes: b38e4d313fc2 ("v3d: Create a state uploader for packing our shaders together.")
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Team Fortress 2 32-bit version runs out of the CPU address space.
Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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It seems to be the same, but this doesn't use integer division with
a variable divisor.
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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This will help the new opt introduced in the following patches
allowing us to remove extra duplicate varyings.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The previous code used a do while loop and continues after walking
a nested loop/if-statement. This means we end up evaluating the
last instruction from the nested block against the while condition
and potentially exit early if it matches the exit condition of the
outer block.
Fixes: 386d165d8d09 ("tgsi/scan: add a new pass that analyzes tess factor writes")
Reviewed-by: Marek Olšák <[email protected]>
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This just happened not to crash/assert because all loops have at
least 1 if-statement and due to a second bug we end up matching
the same ENDIF to exit both the iteration over the if-statment
and the loop.
The second bug is fixed in the following patch.
Fixes: 386d165d8d09 ("tgsi/scan: add a new pass that analyzes tess factor writes")
Reviewed-by: Marek Olšák <[email protected]>
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There's no way to tell the 3D engine about swizzling on such textures.
While rendering to NPOT ones may be possible, there's no great way to
expose that in gallium, nor would there be any practical benefit.
Fixes the non-compressed-format "copyteximage 3D" failures. Something
odd going on with the compressed formats.
Signed-off-by: Ilia Mirkin <[email protected]>
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s3tc layouts are a bit finicky - they're packed, but not swizzled.
Adjust logic to allow for that case:
- Don't set a uniform pitch for POT-sized compressed textures
- Adjust define_rect API to be less confused about block sizes
- Only mark a texture as linear if it has a uniform pitch set
This has been tested to fix xonotic (as well as the s3tc-* piglits)
on nv3x and keeps it working on nv4x.
Signed-off-by: Ilia Mirkin <[email protected]>
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This doesn't matter since all compressed formats supported by this
hardware use square blocks, but best to use the correct helper.
Signed-off-by: Ilia Mirkin <[email protected]>
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This logic mirrors what we do on nv50. The relatively new
texture_subdata callback can cause this to happen with 3D textures,
which is triggered at least by xonotic, and probably many piglits.
Signed-off-by: Ilia Mirkin <[email protected]>
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If the last-active context gets deleted, the pushbuf doesn't have a
bufctx to reference. Then there could be a sequence of binds which would
trigger a reset on that bin before validation was done. Instead we just
pass in the bufctx in question directly.
All other instances of PUSH_RESET happen strictly after a validation is
run.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102349
Signed-off-by: Ilia Mirkin <[email protected]>
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The whole user_priv thing is a mess, but as long as it's there, it
basically has to map 1:1 to the cur_ctx. Unfortunately we were setting
user_priv to some context, then that context could get deleted without
any draws/validations in it, leading user_priv to become NULL, with
cur_ctx still pointing at some old context. Then we wouldn't run the
switch logic, which in turn led to a NULL bufctx being dereferenced.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102349
Signed-off-by: Ilia Mirkin <[email protected]>
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This allows the original shader-db project's run.c runner to parse things
easily, and is probably a good thing to have for GL_ARB_debug_output in
general. I formatted it more like Intel's so I can mostly reuse their
report script.
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I've been using my apitrace-based shader-db so far, but it's slow
(apitrace decompression), intrusive (apitrace windows spamming the
screen), and doesn't have much coverage. The original shader-db provides
a lot more coverage and compiles faster, at the expense of not having the
actual runtime variant key. As v3d has a lot less runtime variation than
vc4 did, this tradeoff makes more sense.
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Otherwise there will be symbol collisions for the vector name.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108943
Distro Bug: https://bugs.gentoo.org/673622
Fixes: 42ea0631f108d82554339530d6c88aa1b448af1e
("meson: build clover")
Acked-by: Matt Turner <[email protected]>
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It's better to let most applications make use of adaptive sync
by default. Problematic applications can be placed on the blacklist
or the user can manually disable the feature.
Reviewed-by: Michel Dänzer <[email protected]>
Signed-off-by: Nicholas Kazlauskas <[email protected]>
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We were leaking surfaces because the references taken in
etna_set_framebuffer_state weren't being released on context destroy.
Instead of just directly releasing those references in
etna_context_destroy, use the util_copy_framebuffer_state helper.
Take the chance to remove the duplicated buffer references in
compiled_framebuffer_state to avoid confusion.
The leak can be reproduced with a client that continuously creates and
destroys contexts.
Signed-off-by: Tomeu Vizoso <[email protected]>
Reported-by: Sjoerd Simons <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Older versions of virglrenderer before 33da7361aec486290df0aec4ad8dfa8ff6adde2c
in vtest mode, misrender gears.
Fixes: 9d81cd8e7c (virgl: Pass resource size and transfer offsets)
Reviewed-By: Gert Wollny <[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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ATOMFADD is a little special -- make drivers have to specify it
explicitly.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is supported by at least NVIDIA hardware, and exposeable via GL
extensions.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We need a 64-bit value, otherwise we only handle the low 32, and happen to
sign-extend to claim to write all varying slots if VARYING_SLOT_VAR2 was
used.
Fixes: 4d0b2c7aaac3 ("ttn: Update shader->info as we generate code.")
Reviewed-by: Rob Clark <[email protected]>
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100 is too small for some games, which triggers recompilations
every frame. Increase to 1024.
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Just like nine_context_box_upload, nine_context_range_upload
should reference the src, which holds the ram source buffer.
Fixes: https://github.com/iXit/Mesa-3D/issues/327
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Cc: [email protected]
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nine_context_box_upload uploads a ram buffer (from src)
to a pipe_resource (dst).
We already have a refcount on the pipe_resource,
what needs to be protected from release is the ram buffer,
thus a reference to src.
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Cc: [email protected]
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The dtor is called on allocation failure,
thus we must check the volumes are allocated
before trying to release them.
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Cc: [email protected]
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This enables to match the window size
on resize on all cases, as it only works
currently with presentation buffers.
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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This patch introduces a structure to release the
present_handles only when they are fully released
by the server, thus making
"DestroyD3DWindowBuffer" actually release the buffer
right away when called.
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Maybe not 100% perfect, but seems to be a pretty good approximation of
that.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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This logic can be re-written as the two cases for 3d (ie. before/after
the miplevel sizes start reducing) vs everything else. I think it is
easier to read this way.
Signed-off-by: Rob Clark <[email protected]>
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We really only need this logic in one place.
Signed-off-by: Rob Clark <[email protected]>
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Whenever llvm removes an intrinsic (we're using), we're hitting segfaults
due to llvm doing calls to address 0 in the jitted code instead.
However, Jose figured out we can actually detect this with
LLVMGetIntrinsicID(), so use this to abort, so we don't have to wonder
what got broken. (Of course, someone still needs to fix the code to
no longer use this intrinsic.)
Reviewed-by: Jose Fonseca <[email protected]>
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This intrinsic disppeared with llvm 6.0, using it ends up in segfaults
(due to llvm issuing call to NULL address in the jited shaders).
Add code doing the same thing as the autoupgrade code in llvm so it
can be matched and replaced back with a pavgb.
While here, also improve lp_test_format, so it tests both with and without
cache (as it was, it tested the cache versions only, whereas cache is
actually disabled in llvmpipe, and in any case even with it enabled
vertex and geometry shaders wouldn't use it). (Although at least for
the unorm8 uncached fetch, the code is still quite different to what
llvmpipe is using, since that would use unorm8x16 type, whereas
the test code is using unorm8x4 type, hence disabling some intrinsic
paths.)
Fixes: 6f4083143bb8 ("gallivm: use llvm jit code for decoding s3tc")
Reviewed-by: Jose Fonseca <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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The library is called libgalliumvl_stub - note singular.
Fixes: 42ea0631f10 ("meson: build clover")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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This is the right channel to report these things, so that end-users don't
need to know each driver's custom debug options.
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This lets the driver use pipe_debug_message() for GL_ARB_debug_output.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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