| Commit message (Collapse) | Author | Age | Files | Lines |
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As pointed out by Boris, what we were calling PAN_LINEAR depth textures
was in fact u-interleaved tiled (!), but we never noticed since we
flipped the flag used for sampling, leading to all sorts of fun bugs
when attempting to directly acess depth textures from the CPU. Which
begs the question -- if what we called LINEAR was tiled, how do we
actually render linear depth textures? It turns out the flags for AFBC
form a mali_block_format 2-bit code just like their render-target
counterparts, so we can render to any of the above.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reported-by: Boris Brezillon <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3393>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3393>
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We now use enum mali_format which is defined in panfrost-job.h
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3243>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3243>
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Add a pass to remove unneeded phi nodes as done in other drivers.
Signed-off-by: Boris Brezillon <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3294>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3294>
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...in case we have arrays in a UBO block that we'd like to access
indirectly.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3352>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3352>
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Reviewed-by: Alyssa Rosenzweig <[email protected]>
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We need to mindful that we don't clobber the shadow comparator.
Fixes dEQP-GLES3.functional.shaders.texture_functions.texture.sampler2darrayshadow_*
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Required for proper txf of 2D arrays.
Fixes dEQP-GLES3.functional.shaders.texture_functions.texelfetch.*2darray*
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Include missing `encoder/pan_props.c` into the build.
Signed-off-by: Roman Stratiienko <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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It's not clear yet what the distinction is.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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I'm not sure why I mistakenly identified it as an 8-bit op before.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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They need a very particular form; the naive way we did before is not
sufficient in practice, it doesn't look like. So let's follow the rough
structure of the blob's writeout since this is fixed code anyway.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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There are more ALU tags, let's do some cleanup while we're at it.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This still may not be perfect (in the sense that legal shaders might
still get cut off) but this fits how writeout is done with both Panfrost
and the blob, so it's good enough for what we need and allows MRT
shaders to be sanely disassembled.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's a long story... but we'd try to insert constants that weren't there
and end up clobbering fields in the bundle following the constant
array...
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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With 3D textures we can have lots of layers, so better allocate it
dynamically at runtime.
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Remove the invert on arguments to branches, and invert the branch
condition instead. This saves one instruction per inverted argument.
Closes #2088
Signed-off-by: Afonso Bordado <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Afonso Bordado <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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It's an ugly hack that's no longer used.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This eliminates the only use of prepacked_branch, which is a such a
hack anyway.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Since we have a separate blend shader for each render target, let's
simplify this structure and reduce the options memory footprint by 88%
or something goofy like that.
Should also enable separate blending per render target.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We need to actually work out the varying format on demand, rather than
assuming rgba32f.
Fixes dEQP-GLES3.functional.fragment_out.basic.int.*
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We need to shuffle around some lowerings but it's just a flag.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We would like to store (u)ints as well.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Add missing `\`. Fixes Android build.
Reviewed-by: Eric Engestrom <[email protected]>
Fixes: de077c20788e9cccd0ef ("panfrost: Remove mali_alt_func")
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It has been unused for a while; let's just remove the abstraction.
Technically the hardware does support 32-bit job descriptors, but we
don't and we can't keep them from breaking so let's not pretend they
work.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Suggested-by: Boris Brezillon <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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There's only one way to encode comparison functions in the command
stream, not two. It's just that the semantics for texture comparisons
are flipped from the semantics of stencil comparison. We can factor out
that flip to common Panfrost code, rather than tying it to a second
Gallium routine.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Fixes way back when...
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
Fixes: 31305e1b285 ("panfrost: Move instancing routines to encoder/")
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Somehow we have native hardware for all of these. Suspected by staring
at the bit pattern; confirmed by poking in various texture wrap modes
into the textures mesa demo and seeing what happens.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's an awfully fancy way to add one...
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's a relic from before we understood the varying builtins. It should
never actually come up if the builtins are decoded correctly.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These are conventions by the blob (a convention we happent to follow).
They are not at all intrinsic to the hardware, so now that the
convention is implemented within the Midgard stack, these defines are
wholly unused. Remove them.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reported-by: Erik Faye-Lund <[email protected]>
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It shows up as a special (magic?) attribute. We could try to be clever
and only include the extra record if gl_VertexID is actually read, but
honestly that's just extra complexity for no good reason. Might as well
just always include it; this won't be a real bottleneck, I don't think.
Fixes dEQP-GLES3.functional.shaders.builtin_variable.vertex_id.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We have special records for these, put in a fixed location by convention
per the blob.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We will load attributes directly for gl_VertexID.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We don't want the lowering; we have native gl_VertexID.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Just like varyings have special records for point coordinates (etc),
attributes have special records for vertex/instance ID. We can parse
these fairly easily, although they don't line up exactly with normal
attribute records.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Padded counts are numbers of the form:
n = (2k + 1) * 2^s
for k, s integers. Rather than explicitly store k and s separately and
then compute this formula on demand, it's much cleaner to store the
padded number itself, which is what you manipulate most of the time.
When you do need k,s it is easy to factor by noticing the bitwise
representation:
s = ctz(n)
k = n >> (s + 1)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Slight bug with instancing. No harm done but let's get rid of the
pandecode warning, it's just noise.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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When instance_count=2, the packing code was broken. Fixes a dEQP test.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The algorithm doesn't need to be tangled up in details about the
attribute records themselves. We'll need to compute magic divisors for
gl_InstanceID in a second.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Nothing Gallium specific or stateful about them.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We shift over the mask in this case.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Checks if we should emit a dest_override=upper, given a mask.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These show up in some blend shaders. Let's use the shared lowering and
remove our own.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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