| Commit message (Collapse) | Author | Age | Files | Lines |
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Acked-by: Kristian Høgsberg <[email protected]>
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This new macro uses a for loop to create an actual code block in which to
place the macro setup code. One advantage of this is that you syntatically
use braces instead of parentheses. Another is that the code in the block
doesn't even get executed if anv_batch_emit_dwords fails.
Acked-by: Kristian Høgsberg <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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mcpu=generic doesn't enable sse2, and anvil definitly needs it
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94998
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95001
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All of the code that did something special based on vec4 vs. scalar is
bogus. In the backend, everything is now in units of bytes and the vec4
backend can handle full std140 packing so we don't need to do anything
special anymore.
Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94998
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Reported-by: Ilia Mirkin <[email protected]>
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Previously, we just looked at the hardware generation but this meant that
if you did INTEL_DEBUG=vec4 on BDW or SKL, you would have advertised but
non-working features.
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The driver will be installed to $(libdir)/libvulkan_intel.so and just
providing a driver name is enough for the loader. This also ensures that
multi-arch systems work ok.
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While it does rely on NIR, it's not really part of the NIR core. At the
moment, it still builds as part of libnir but that can be changed later if
desired.
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Users should never provide a scissor or viewport count of 0 because
they are required to set such state in a graphics pipeline. This
behavior was previously only used in Meta, which actually just
disables those hardware operations at pipeline creation time.
Kristian noticed that the current assignment of viewport count
reduces the number of viewport uploads, so it is not removed.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Kristian Høgsberg Kristensen <[email protected]>
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Meta currently uses screenspace RECTLIST primitives that lie within
the framebuffer rectangle. Since this behavior shouldn't change in the
future, disable the scissor operation whenever rectlists are used.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Kristian Høgsberg Kristensen <[email protected]>
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There are no users of this field.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Kristian Høgsberg Kristensen <[email protected]>
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For the following reasons, there is no behavioural change with this
commit: the ViewportXYClipTest function of the CLIP stage will continue
to be enabled outside of Meta (where disable_viewport is always false),
and the CLIP stage is turned off within Meta, so this function will
continue to be disabled in that case.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Kristian Høgsberg Kristensen <[email protected]>
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According to 3D Primitives Overview in the Bspec, when the RECTLIST
primitive is in use, the CLIP stage should be disabled or set to have
a different Clip Mode, and Viewport Mapping must be disabled:
Clipping: Must not require clipping or rely on the CLIP unit’s
ClipTest logic to determine if clipping is required. Either the CLIP
unit should be DISABLED, or the CLIP unit’s Clip Mode should be set
to a value other than CLIPMODE_NORMAL.
Viewport Mapping must be DISABLED (as is typical with the use of
screen-space coordinates).
We swap out ::disable_viewport for ::use_rectlist, because we currently
always use the RECTLIST primitive when we disable viewport mapping, and
we'll likely continue to use this primitive.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Kristian Høgsberg Kristensen <[email protected]>
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Avoid excessive state emission. Relevant state for an action command
will get set by the user:
From Chapter 5. Command Buffers,
When a command buffer begins recording, all state in that command
buffer is undefined.
[...]
Whenever the state of a command buffer is undefined, the application
must set all relevant state on the command buffer before any state
dependent commands such as draws and dispatches are recorded, otherwise
the behavior of executing that command buffer is undefined.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Kristian Høgsberg Kristensen <[email protected]>
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CmdSet* functions dirty the CommandBuffer's dynamic state. This causes
the new state to be emitted when CmdDraw is called. Since we don't need
the state that would be emitted, don't call the CmdSet* functions.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Kristian Høgsberg Kristensen <[email protected]>
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Since the scissor rectangle always matches that of the framebuffer,
this operation isn't needed.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Kristian Høgsberg Kristensen <[email protected]>
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Thanks to advances in the blit code, we can do this now.
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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We need the VS to provide some setup data for other stages.
Reviewed-by: Nanley Chery <[email protected]>
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The only place we were using this was in meta_blit2d which always creates a
new image anyway so we can just use the image offset.
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Now it just creates the image and view. The caller is responsible for
handling the offset calculations.
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The old function tried to work in elements which isn't, strictly speaking,
a valid thing to do. In the case of a non-power-of-two format, there is no
guarantee that the x offset into the tile is a multiple of the format
block size. This commit refactors it to work entirely in terms of a tiling
(not a surface) and bytes/rows.
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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With the new blit framework we aren't using array textures and, from
talking with Nanley, we don't think it's going to be useful in the future
either. Just get rid of it for now.
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Caught-by: Ilia Mirkin <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
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Port 10d84ba9f084174a1e8e7639dfb05dd855ba86e8 to anv.
Signed-off-by: Jordan Justen <[email protected]>
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Port 0aa4f99f562a05880a779707cbcd46be459863bf to anv.
Signed-off-by: Jordan Justen <[email protected]>
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