| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is easier than dealing with structs all the time
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The actual data storred is in float, UNORM24, or UNORM16 depending on the
actual depth format.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Add VISIBILITY_CFLAGS to AM_CFLAGS (Ken)
Cc: "12.0" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]> (v1)
Signed-off-by: Emil Velikov <[email protected]>
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The vkCmdDbgMarker{Begin,End} symbols are exported, yet the json does no
advertise that the driver supports the extension. Furthermore the
functions are empty stubs.
Remove those until we get a proper implementation and json notation.
Cc: "12.0" <[email protected]>
Cc: Jason Ekstrand <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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With version 1 of the Loader interface there is an internal/private symbol
(vk_icdGetInstanceProcAddr) which is used to retrieve all the API from the
Vulkan entrypoints from the ICD. Implying that exposing the Vulkan API is not
recommended.
Version 2 goes a step further explicitly forbiding the ICD from exposing Vulkan
symbols (and adding a negotiation API)
As a reference:
- Nvidia 367.35
Missing negotiation API - version 1.
Exposes only vk_icdGetInstanceProcAddr.
- AMD 16.30.3.306809
Have negotiation API - version 2,
Exposes vk_icdGetInstanceProcAddr.
Exposes a couple of Vulkan entry points - seems to be in violation with the spec.
Cc: "12.0" <[email protected]>
Cc: Christian König <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Explicitly suggested in the Loader interface version 2 section, but it's good
idea either way. It essentially, ensures that our symbols are not interposed.
Cc: "12.0" <[email protected]>
Cc: Jason Ekstrand <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Hide the internal symbols and annotate the vk_icdGetInstanceProcAddr as public
since the loader needs it (since v1 of the loader interface).
v2: Add VISIBILITY_CFLAGS to AM_CFLAGS (Ken)
Cc: "12.0" <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]> (v1)
Signed-off-by: Emil Velikov <[email protected]>
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Presently the layer has only a single entry point. As mentioned by Jason the
function does not validate anything that isn't checked elsewhere, thus we can
drop the whole thing.
Cc: "12.0" <[email protected]>
Cc: Jason Ekstrand <[email protected]>
Suggested-by: Jason Ekstrand <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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Otherwise, the clear color will get ignored. This prevents assertion
errors if clear color is set to something invalid and aux is not used.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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The shortcut works just fine for MSAA and the comment even says so.
Reviewed-by: Nanley Chery <[email protected]>
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In all three cases, we start with width and height taken from
isl_surf::phys_slice0_extent_sa which is already in samples. There is no
need to do the conversion and doing so gives us an incorrect value.
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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The function takes a logical array layer but was assuming it was a physical
array layer. While we'er here, we also make it not assert-fail on gen9 3-D
surfaces.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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The alignment we use doesn't matter (see the comment) but it should at
least be an alignment we can represent with the enums.
Reviewed-by: Topi Pohjolainen <[email protected]>
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It's been in elements for a while but, for whatever reason, the parameter
names in the header file never got updated.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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I'm not sure if anything even uses this, but I found this on radv, so
just fix it on anv for consistency.
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: [email protected]
Signed-off-by: Dave Airlie <[email protected]>
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Otherwise it won't end up in the release tarball.
Signed-off-by: Emil Velikov <[email protected]>
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Some applications continue to use the Xlib client library and expect that
VK_KHR_xlib_surface will be available in the driver. Service these
applications by converting the Display pointer to xcb_connection_t and use
the existing xcb code in the driver.
Signed-off-by: Kevin Strasser <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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SampleMask is only 8bits long on gen7.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97278
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Fixes the vulkan cts regression in test dEQP-VK.api.info.device.properties
Cc: Mark Janes <[email protected]>
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Passes all 30 min_sample_shading tests in vulkan cts.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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V1: Add multisample positions (Nanley)
V2: Fix 8x sample positions to match OpenGL (Anuj)
V3: Vulkan has standard sample locations. They need not be same as
in OpenGL. (Anuj)
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This will help sharing multisample state setting code.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes the following failures :
dEQP-VK.api.copy_and_blit.resolve_image.whole_4_bit
dEQP-VK.api.copy_and_blit.resolve_image.whole_8_bit
dEQP-VK.api.copy_and_blit.resolve_image.partial_4_bit
dEQP-VK.api.copy_and_blit.resolve_image.partial_8_bit
dEQP-VK.api.copy_and_blit.resolve_image.with_regions_4_bit
dEQP-VK.api.copy_and_blit.resolve_image.with_regions_8_bit
Tested on IVB/HSW
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We've been setting it in gen7 forever but never in gen8; best to make it
consistent. This hasn't caused any problems yet because we don't advertise
support for statistics queries yet.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The multisample rasterization mode is computed based on this field,
3DSTATE_RASTER::DXMultisampleRasterizationMode (only for forced
multisampling), 3DSTATE_RASTER::APIMode, and the number of samples. There
are two tables in the SKL PRM that describe how the final multisample mode
is calculated: "Windower (WM) Stage >> Multisampling >> Multisample
ModeState >> Table 1" and the formula for "SF_INT::Multisample
Rasterization Mode".
The "DX Multisample Rasterization Enable" bit changes whether multisample
mode is set to OFF_PIXEL or ON_PATTERN in the samples > 1 case. In the
samples == 1 case, the bit has no effect. Since Vulkan has no concept of
disabling multisampling for samples > 1, we can just set the bit.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is now handled in emit_3dstate_clip
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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According to the IVB PRM Vol2 P1, this bit must be set if a pixel shader
contains a discard instruction.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97207
Cc: "12.0" <[email protected]>
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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See commit b0629e6894513a2c49a018bc3342a4e55435a236, where we discovered
that the SOL stage's "Rendering Disable" feature is a lot faster at
throwing away all geometry than the clipper's "reject all" mode.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Vulkan CTS test results on gen9:
./deqp-vk --deqp-case=dEQP-VK.pipeline.multisample.min_sample_shading*
Test run totals:
Passed: 60/90 (66.7%)
Failed: 0/90 (0.0%)
Not supported: 30/90 (33.3%)
Warnings: 0/90 (0.0%)
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We should use the persample_dispatch variable in prog_data.
Fixes all (~60) the DEQP sample shading tests. Many tests exited with
VK_ERROR_OUT_OF_DEVICE_MEMORY without this patch.
V2: Use the shader key bits set in brw_compile_fs (Jason)
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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