| Commit message (Collapse) | Author | Age | Files | Lines |
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This builds the classic (non-gallium) osmesa with meson. This has been
tested with the osdemo application from mesa-demos.
v2: - Remove unrelated change
- Add SELinux dependency to osmesa
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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This makes things much easier to ensure correctness with meson. Tested
with make dist-check and with meson.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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According to the ARB_ES3_1_compatibility specification,
glGetFramebufferAttachmentParameteriv is supposed to accept BACK,
and it behaves exactly like BACK_LEFT.
Fixes a GL error in GFXBench 5 Aztec Ruins.
Cc: "17.3 17.2" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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From the spec:
"IMAGE_FORMAT_COMPATIBILITY_TYPE: The matching criteria use for the
resource when used as an image textures is returned in
<params>. This is equivalent to calling GetTexParameter"
So we would need to return None for any target not supported by
GetTexParameter. By mistake, we were using the target check for
GetTexLevelParameter.
v2: fix typo (GetTextParameter vs GetTexParemeter) on comment (Illia Mirkin)
Reviewed-by: Antia Puentes <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Valgrind shows that leak is caused by gen6_upload_push_constant, add
unref push_const_bo per stage to destructor to fix this (like done for
scratch_bo).
==10952== 144 bytes in 1 blocks are definitely lost in loss record 44 of 66
==10952== at 0x4C30A1E: calloc (vg_replace_malloc.c:711)
==10952== by 0x8C02847: bo_alloc_internal.constprop.10 (brw_bufmgr.c:344)
==10952== by 0x8C425C4: intel_upload_space (intel_upload.c:101)
==10952== by 0x8C22ED0: gen6_upload_push_constants (gen6_constant_state.c:154)
v2: remove if conditions, brw_bo_unreference handles NULL (Ken, Emil)
Fixes: 24891d7c05 ("i965: Store per-stage push constant BO pointers.")
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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brw_bo_unreference handles NULL case
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Not all rendering matches the miptree format. We allow rendering to
texture views so there are cases where it may not match. In those
cases, our current scheme of just passing the value of ctx->sRGBEnabled
isn't viable. Instead, just do what we do for texturing and pass the
view format in directly.
Reviewed-by: Topi Pohjolainen <[email protected]>
Cc: [email protected]
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Reviewed-by: Topi Pohjolainen <[email protected]>
Cc: [email protected]
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Reviewed-by: Topi Pohjolainen <[email protected]>
Cc: [email protected]
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Build tested only.
v2: - fix spelling error (veaux -> vieux)
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: - remove TODO that is done
Build tested only
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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build tested only
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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There is no reason to block this here, if a driver enables
it, let it handle it.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This probably needs more work but this just add the initial
code to convert gs/tcs/tes nir based shaders in the state tracker.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just passes st_common_program and uses it.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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We want this to get called before nir_lower_subgroups which is going in
brw_preprocess_nir. Now that nir_lower_wpos_ytransform can handle
system values, this should be safe to do.
Reviewed-by: Lionel Landwerlin <[email protected]>
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trivial
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Following test checking entrypoints passes:
dEQP-EGL.functional.get_proc_address.extension.gl_ext_occlusion_query_boolean
Piglit test 'ext_occlusion_query_boolean-any-samples' passes with these changes.
No changes/regression observed in WebGL occlusion tests or Intel CI.
v2: add es2="2.0" for glapi entrypoints, clean up xml
dispatch_sanity changes (fix 'make check')
Signed-off-by: Harish Krupo <[email protected]>
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Some of the checks are valid for generic ES 3.2 as well.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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This properly sets stage_state->push_constant_dirty = true, so that we
emit 3DSTATE_CONSTANT_XS to disable the constant buffer for the shader
stage. It also sets stage_state->push_const_size = 0.
Reviewed-by: Topi Pohjolainen <[email protected]>
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We have a gl_program and we want a gl_program. There's no point in
converting to brw_program and back again. This probably made more
sense in the old days before Tim dropped a layer of subclassing.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Now we call it in one place instead of making every caller do it.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Compute shaders don't have access to the framebuffer, so there's no
point in worrying whether a texture is bound as a render target.
This saves a bunch of resolves in GFXBench4 Manhattan 3.1, but doesn't
seem to impact performance at all, at least on Apollolake.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This fixes a regression I introduced refactoring this code,
I managed to invert range twice, I moved the inversion into
the common code, but forgot to stop doing it in the callee.
Fixes: GL45-CTS.multi_bind.dispatch_bind_buffers_base
Fixes: 35ac13ed3 (mesa/bufferobj: consolidate some codepaths between ubo/ssbo/atomics.)
Reported-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The kernel doesn't initialize the value of the INSTPM or CS_DEBUG_MODE2
registers at context initialization time. Instead, they're inherited
from whatever happened to be running on the GPU prior to first run of a
new context. So, when we started setting these, other contexts in the
system started inheriting our values. Since this controls whether
3DSTATE_CONSTANT_* takes a pointer or an offset, getting the wrong
setting is fatal for almost any process which isn't expecting this.
Unfortunately, VA-API and Beignet don't initialize this (nor does older
Mesa), so they will die horribly if we start doing this. UXA and SNA
don't use any push constants, so they are unaffected.
Until we have some kind of solution to this problem, I'm going to revert
this patch and abandon using the feature for now. It will lead to fewer
pushed UBO ranges on Broadwell+, which may lead to lower performance,
though I don't have any data on the impact.
Cc: "17.3 17.2" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102774
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It's redundant with nir_shader::info::stage.
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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trivial.
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Hook up the RendererQuery for __DRI2_RENDERER_HAS_CONTEXT_PRIORITY to
report the available DRM_I915_GEM_CONTEXT_SETPARAM options based on the
per-client default context. The kernel will validate the request to change
the property, so we get an accurate reflection of available support
(based on kernel version and privilege) and we should only have to do it
once during screen setup -- although the SETPARAM should be fast, they
are still an ioctl each.
Signed-off-by: Chris Wilson <[email protected]>
Cc: Kenneth Graunke <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Decode the EGL/DRI priority enum into the [-1023, 1023] range as
interpreted by the kernel and call DRM_I915_GEM_CONTEXT_SETPARAM to
adjust the priority. We use 0 as the default medium priority (also the
kernel default) and so only need adjust up or down. By only doing the
adjustment if not setting to medium, we can faithfully report any error
whilst setting without worrying about kernel version.
Signed-off-by: Chris Wilson <[email protected]>
Cc: Kenneth Graunke <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Mention to the debug log if the kernel scheduler is enabled; and in
particular if it has preemption enabled.
Signed-off-by: Chris Wilson <[email protected]>
Cc: Joonas Lahtinen <[email protected]>
Cc: Ben Widawsky <[email protected]>
Reviewed-by: Joonas Lahtinen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Jump through the layers of abstraction between egl and dri in order to
feed the context priority attribute through to the backend. This
requires us to read the value from the base _egl_context, convert it to
a DRI attribute, parse it again in the generic context creator before
passing it to the driver as a function parameter.
In order to not require us to pass back the actual value of the context
priority after creation, we impose that drivers should report the
available set of priorities during screen setup (and then they may chose
to fail if given an invalid value as that should have been checked at
the user boundary.)
Signed-off-by: Chris Wilson <[email protected]>
Acked-by: Ben Widawsky <[email protected]> # i915/i965
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Meta's GenerateMipmap implementation binds the same image for both
sampling and rendering - but it samples from one miplevel while
rendering the next. This is a false self-dependency, and there's
no need to disable auxiliary buffers in this case. In fact, we really
want to leave it enabled so the new miplevels gain color compression.
Thankfully, the texture object's _MaxLevel is always one shy of the
miplevel being rendered. So we can simply check if irb->mt_level is
overlaps with the texture's defined levels. If not, there's no self-
dependency and we can leave the auxiliary buffers enabled.
Fixes a performance regression in GFXBench4 Car Chase, which apparently
calls glGenerateMipmap() on every frame.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103247
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by; Jason Ekstrand <[email protected]>
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Now that intel_miptree_prepare_texture takes levels and layers, there's
not much use in this anymore.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by; Jason Ekstrand <[email protected]>
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This should avoid unnecessary resolves when working with texture views.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by; Jason Ekstrand <[email protected]>
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This effectively exports intel_miptree_prepare_texture_slices() as
intel_miptree_prepare_texture(). The hope is to avoid resolves for
when using texture views that access a subset of the levels/layers.
For now, we pass the same arguments to separate the mechanical change
from the one that actually modifies our behavior.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by; Jason Ekstrand <[email protected]>
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When we have up to 16 FS inputs, the SF unit will reorder our inputs
to be consecutive, however, when we have more than 16 we need to
to read our inputs from the URB exactly as they have been
output from the previous stage. This means that for SSO we have to
consider if we have URB padding due to unused input locations.
Specifically, this affects gen9 active components programming, since
for things to work in scenarios with over 16 inputs that have padded
regions we need to ensure that we program active components for the
padded regions too. If we don't do this the hardware won't read
the URB properly for inputs located after padded regions.
Found empirically.
Fixes (these also require a patch in CTS):
KHR-GL45.enhanced_layouts.varying_locations
KHR-GL45.enhanced_layouts.varying_array_locations
Reviewed-by: Kenneth Graunke <[email protected]>
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We only want to scare the user away from causing a GPU stall for mapping
a busy bo. The time taken to instantiate the set of pages for a buffer
and their mmapping is unavoidable and flagging idle bo as being busy is
"crying wolf".
Reported-by: Tvrtko Ursulin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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... which does not break C's aliasing rules.
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This fixes an assertion failure introduced by 30a2f0dfd46de.
Fixes: 30a2f0dfd46 ("radeonsi: add an assertion that only
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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And just reference pipe_resources to it in the validate callbacks.
Avoids pipe_resource leaks when st_framebuffer_validate ends up calling
the validate callback multiple times, e.g. when a window is resized.
v2:
* Use generic stable tag instead of Fixes: tag, since the problem could
already happen before the commit referenced in v1 (Thomas Hellstrom)
* Use memset to initialize the array on the stack instead of allocating
the array with os_calloc.
Cc: [email protected]
Reviewed-by: Thomas Hellstrom <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103323
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This reverts commit 9d54025cd1eee3f42b80c062d1f644904bf2ba41.
It breaks KOTOR.
Cc: 17.1 17.2 <[email protected]>
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update_single_program_texture() never returns NULL.
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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v2: - add dependency on dispatch.h generator (which this test needs)
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> (v1)
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Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This confused the with_dri flag which is meant to control Direct
Rendering Infrastructure, not classic drivers
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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