| Commit message (Collapse) | Author | Age | Files | Lines |
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Blob won't render to this format, and sampling from it it uses the same
fmt value for r8g8b8_snorm and r8g8b8a8_snorm. But this is what is what
blocks us from jumping from gl30/gles20 to gl31/gles30. So a hack it
is!
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Support supertiled textures on hardware that has the appropriate
feature flag SUPERTILED_TEXTURE.
Most of the scaffolding was already in place in etna_layout_multiple:
case ETNA_LAYOUT_SUPER_TILED:
*paddingX = 64;
*paddingY = 64;
*halign = TEXTURE_HALIGN_SUPER_TILED;
So this is just a matter of allowing it.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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The return code can be simplified by using the logical not operator.
Signed-off-by: Fabio Estevam <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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It is always the draw ring. Except for a5xx queries like time-elapsed,
where we will eventually want to emit cmds into both binning and draw
rings.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Some queries on a4xx and all queries on a5xx can do result accumulation
on CP so we don't need to track per-tile samples. We do still need to
handle pausing/resuming while switching batches (in case the query is
active over multiple draws which are executed out of order).
So introduce new accumulated-query helpers for these sorts of queries,
since it doesn't really fit in cleanly with the original query infra-
structure.
Signed-off-by: Rob Clark <[email protected]>
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Move a bit more of the logic shared by all query types (active tracking,
etc) into common code. This avoids introducing a 3rd copy of that logic
for a5xx.
Signed-off-by: Rob Clark <[email protected]>
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For a5xx (and actually some queries on a4xx) we can accumulate results
in the cmdstream, so we don't need this elaborate mechanism of tracking
per-tile query results. So make it into vfuncs so generation specific
backend can use it when it makes sense.
Signed-off-by: Rob Clark <[email protected]>
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As pointed out by compiler
./llvm/codegen.hpp:52:22: error: ‘<::’ cannot begin a template-argument list [-fpermissive]
./llvm/codegen.hpp:52:22: note: ‘<:’ is an alternate spelling for ‘[’. Insert whitespace between ‘<’ and ‘::’
Cc: Francisco Jerez <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Vedran Miletić <[email protected]>
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This enables support on GM200+ for:
- GL_AMD_vertex_shader_layer
- GL_AMD_vertex_shader_layer_viewport_index
- GL_ARB_shader_viewport_layer_array
Signed-off-by: Ilia Mirkin <[email protected]>
[lyude: add relnotes/TES cap]
Signed-off-by: Lyude <[email protected]>
[imirkin: move relnotes to right place, add features.txt]
Reviewed-by: Ilia Mirkin <[email protected]>
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EMIT only applies to geometry shaders. For everything else, we want to
export the viewport normally.
Signed-off-by: Lyude <[email protected]>
Reviewed-by: Boyan Ding <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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min/max_index are typically hints for the u_vbuf module, not the driver.
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Most drivers don't need it and shouldn't need it because it can't be used
in some cases (indirect draws, primitive restart, count from streamout).
Reviewed-by: Brian Paul <[email protected]>
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Build VS with alternating output for the current simd16 fe double-pump
of a simd8 shader.
Reviewed-by: Bruce Cherniak <[email protected]>
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Resolves build issues like the following:
src/gallium/winsys/sw/dri/dri_sw_winsys.c:203:31: error: pointer of type ‘void *’ used in arithmetic [-Werror=pointer-arith]
data = dri_sw_dt->data + (dri_sw_dt->stride * box->y) + box->x * blsize;
^
src/gallium/winsys/sw/dri/dri_sw_winsys.c:203:62: error: pointer of type ‘void *’ used in arithmetic [-Werror=pointer-arith]
data = dri_sw_dt->data + (dri_sw_dt->stride * box->y) + box->x * blsize;
^
Cc: <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Ported from radeonsi. Testing with Kane&Lynch2 shows ≈1k skipped updates per
frame on average.
No piglit changes with tests/gpu.py, gbm mode.
Signed-off-by: Constantine Kharlamov <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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In particular, move per-shader-stage info out to a seperate array of
enum's indexed by shader stage. This will make it easier to add more
shader stages as well as new per-stage state (like SSBOs).
Signed-off-by: Rob Clark <[email protected]>
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a3xx/a4xx use the generic u_blitter path, which will make state dirty
bits be set appropriately thanks to the automagic of generic code
setting generic state in the driver. And a5xx has a blit/dma engine
(actually, two) so it doesn't need these extra dirty bits set.
Signed-off-by: Rob Clark <[email protected]>
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This makes it easier to deal with adding additional stages which have
their own driver-params. The duplicated code this introduces can be
refactored out after a later patch moves to per-shader-stage dirty
flags.
Signed-off-by: Rob Clark <[email protected]>
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Note that this involves juggling around a bit when we emit and clear
texture state. So split out from the patch that adds the helper to set
all state dirty.
Signed-off-by: Rob Clark <[email protected]>
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This will simplify things when we break out per-shader-stage dirty bits.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Make this an array indexed by shader stage, as is done elsewhere for
other per-shader-stage state. This will simplify things as more shader
stages are eventually added.
Signed-off-by: Rob Clark <[email protected]>
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Each of the ir3 users has *basically* the same logic for comparing the
previous and current shader key, to see which, if any, shader state
needs to be marked dirty due to shader variant change.
The difference between gen's was just that some lowering flags never get
set on certain generations. But it doesn't really hurt to include the
extra checks (because both keys would have false).
Signed-off-by: Rob Clark <[email protected]>
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This version of the chip is present on the Cygnus-based 911360 enterprise
phone platform. It appears to be completely backwards compatible.
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In this case, ctx->flush_queue would not have been initialized.
Fixes: 0b613c20 ("freedreno: enable draw/batch reordering by default")
Cc: "17.1" <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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For compute shaders, we need to be able to allocate some "high"
registers (r48.x to r55.w). (Possibly these are global to all threads
in a warp?) Add a new register class to handle this.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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The layout of CP_LOAD_STATE packet is slightly different on a4xx+.
Switch to the a4xx+ specific CP_LOAD_STATE4 to get the correct encoding.
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: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This hides the overhead of everything in the driver after the CS flush and
before returning from pipe_context::flush.
Only microbenchmarks will benefit.
+2% FPS for glxgears.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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cleanup
Reviewed-by: Nicolai Hähnle <[email protected]>
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The VS state sets it.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Not possible with GL and it will make future gallium rework easier.
(also it's something I wouldn't like to support)
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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because the compression is skipped with non-dirty textures.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This adds native fence fd support to etnaviv, similarly to commit
0b98e84e9ba0 ("freedreno: native fence fd"), enabled for kernel
driver version 1.1 or later.
Signed-off-by: Philipp Zabel <[email protected]>
Reviewed-By: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Use GALLIUM_SWR to standardize
Reviewed-by: Emil Velikov <[email protected]>
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This patch adds support for the SINGLE_BUFFER feature on GC3000
GPUs, which allows rendering to a single buffer using multiple pixel
pipes.
This feature is always used when it is available, which means that
multi-tiled formats are no longer being used in that case, and all
buffers will be normal (super)tiled. This mimics the behavior of the
blob on GC3000.
- Because the same format can be used to render to and texture from,
this avoids an extra resolve pass when rendering to texture.
- i.MX6qp includes a PRE which can scan-out directly from tiled formats,
avoiding untiling overhead.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Update to etna_viv commit 8486a97.
austriancoder: changed patch to include isa redefinition fix.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Request chipMinorFeatures bitfields 4 and 5 from the
drm driver.
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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When passing render buffers from EGL clients to a wayland compositor,
the resource tile status must be resolved because otherwise the tile
status is lost in the transfer and cleared parts of the buffer will
contain old contents.
The same applies when sampling directly from a renderable resource.
lst: Add seqno tracking, to skip flush when not needed.
Fixes: aadcb5e94b35 ("etnaviv: enable TS, but disable autodisable")
Signed-off-by: Philipp Zabel <[email protected]>
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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prime buffer
Before resolving a resource into its scanout prime buffer, check that
the prime resource is actually older. If it is not, the resolve is an
expensive no-op, and we better skip it.
Signed-off-by: Philipp Zabel <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Add polygon stipple functionality to the fragment shader.
Explicitly turn off polygon stipple for lines and points, since we
do them using tris.
Reviewed-by: Bruce Cherniak <[email protected]>
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Fix the accounting for memory usage of userptr buffers, which has been wrong
forever (or at least for a long time).
Also initialize flags. Without this initialization, the sparse buffer flag
might end up being set, which leads to staging buffers being used unnecessarily
(and incorrectly) in transfers to or from userptr buffers.
This works around VM faults that occur with the radeon kernel module when
running piglit ./bin/amd_pinned_memory decrement-offset map-buffer -auto
Fixes: e077c5fe6579 ("gallium/radeon: transfers and invalidation for sparse buffers")
Reported-by: Michel Dänzer <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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