| Commit message (Collapse) | Author | Age | Files | Lines |
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The compton compositor is unmaintained, with a new fork named picom taking
its place. As with the other compositors (including compton), adaptive
sync should not be enabled.
Reviewed-by: Eric Engestrom <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5740>
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DOOM Eternal happily creates a swapchain with 2 images for IMMEDIATE.
This fixes a 10% performance issue with RADV.
Cc: 20.1 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5704>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5459>
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It looks like there's also a standalone version and a 32-bit version.
Signed-off-by: Rhys Perry <[email protected]>
Cc: <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5574>
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To workaround game bugs. This also enables it for the D3D11 renderer but
that shouldn't be an issue.
Signed-off-by: Rhys Perry <[email protected]>
Cc: <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3081
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3084
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3080
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5569>
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Apply the destination swizzle on GLES games based on HL2 engine.
Also add Portal 2 since some people are experiencing issues with
that.
Reviewed-by: Gert Wollny <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5481>
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To fix game artifacts. It's always sad to have to fix game bugs
inside drivers ...
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5359>
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Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2686
Reviewed-by: Marek Olšák <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5168>
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They will stop working in the next GitLab release, so let's update them
ASAP to make sure things are propagated to everyone by then.
See:
https://about.gitlab.com/releases/2020/05/06/gitlab-com-13-0-breaking-changes/#removal-of-deprecated-project-paths
Cc: [email protected]
Signed-off-by: Eric Engestrom <[email protected]>
Acked-by: Alyssa Rosenzweig <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5111>
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Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5023>
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When the LLVM version is too old or missing, SotTR applies shader
workarounds and that reduces performance by 2-5% with ACO.
SotTR workarounds are applied with LLVM 8 and older, so reporting
LLVM 9.0.1 should be fine.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4984>
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Closes: #2939
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4988>
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For unknown reasons pixel shaders in KSP game get executed with
infinite interpolation coefficients and this causes an infinite
loop in the shader.
This commit adds a hacky workaround that kills pixel shaders if
invalid interp coeffs are detected and enables it for KSP.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2174
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2647
Reviewed-by: Marek Olšák <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4700>
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And enable it for "GRID Autosport" and "DIRT: Showdown" games.
CC: 20.1 <[email protected]>
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1258
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4647>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4402>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4402>
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Without the radeonsi_sync_compile option the games crashes at
startup.
The engine seems to be using a custom global new operator and
it doesn't plays well with multithreading it seems.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1310
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1271
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1272
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1288
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2611
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4181>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4181>
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This is useful to enable workarounds for applications with a generic name.
For instance all games made with the YoYo game engine have the same executable
name "runner".
Reviewed-by: Marek Olšák <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4181>
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FLUSH_AND_INV_DB should be done when we're changing surface state
registers of a bound depth target.
When depth_clear_value changes, si_state will modify
S_028038_ZRANGE_PRECISION so we need to flush the DB caches.
Verified with the captures from bugs cited below.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1283
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1330
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4263>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4263>
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25% perf improvement
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4254>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4254>
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Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2598
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4214>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4214>
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The Aztec Ruins benchmark just grabs the first format in the list and
SRGB causes it to render washed out. With this workaround, it renders
the same as OpenGL.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3350>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3350>
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Acked-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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This gets it running on i965 with Mesa master. (The game won't start
without GL 3.3 compatibility, but uses 1.20 with GL_EXT_gpu_shader4
for shaders.)
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3076>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3076>
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With 781a78 ("mesa: enable ARB_direct_state_access in compat for
GL3.1+), it's possible to have DSA with GL3.1+.
FTL creates a GL3.1 compat context, but fails the
_mesa_has_geometry_shaders(..) check in frame_buffer_texture.
Bump the compat version to pass the check.
Reviewed-by: Marek Olšák <[email protected]>
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When drawing the main character in Shadow of Mordor, the game appears
to draw Talion with one vertex shader, and the Wraith with another.
If the compiler optimizes those in different ways which lead to slight
imprecisions, then the resulting positions may not line up, leading to
Z-fighting occurring as the game decides which of the two are in front.
brw_nir_opt_peephole_ffma looks at usages of multiply adds across the
entire shader, and may make different decisions between the two, leading
to such imprecisions and Z-fighting. This started happening recently
after a NIR change to eliminate unnecessary MOVs (7025dbe7), but that
change simply exposed the existing problem.
Improves performance on Skylake GT4e by 1.22945% +/- 0.398672% (n=3),
likely due to the fixed rendering.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1985
Fixes: 7025dbe794b ("nir: Skip emitting no-op movs from the builder.")
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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GiMark benchmark from GpuTest has such code in VS:
out vec4 lightDir0;
out vec4 lightDir1;
...
lightDir0.xyz = lp0 - vVertex.xyz;
lightDir1.xyz = lp1 - vVertex.xyz;
In FS:
float distSqr = dot(lightDir0, lightDir0);
So due to the usage of uninitialized .w channel in the dot product,
distSqr may become undefined which results in many black dots
in the test on Iris.
In https://www.geeks3d.com/forums/index.php/topic,6242.0.html
developer stated that this benchmark most likely won't be updated.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1919
Signed-off-by: Danylo Piliaiev <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Dolphin: 75 fps -> 88 fps - Super Mario Galaxy
Citra: 81 fps -> 91 fps - A Link Between Worlds
Yuzu: 21 fps -> 27 fps - Super Mario Odyssey
Dolphin still has many syncs because of glFenceSync and glClientWaitSync.
Moving them to the dispatcher thread might yield another speedup.
Yuzu uses a compatible profile by default. This benchmark used the variable
MESA_GL_VERSION_OVERRIDE=4.5FC to overwrite this behavior.
This profilation was done on a mobile i7-8550U CPU with i965.
Signed-off-by: Markus Wick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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It improves offscreen tests performance.
Reviewed-by: Marek Olšák <[email protected]>
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They use the "sample" keyword as a variable name.
Cc: 19.2 19.3 <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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DOOM fails to handle more images than expected when the adaptative
sync mode is enabled.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1902
Cc: 19.2 <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Fixes corruption on game startup.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1888
Cc: 19.1 19.2 <[email protected]>
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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This was meant to include up to version 23.
Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: 0616b7ac90 ("vulkan: add vk_x11_strict_image_count option")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111522
Reviewed-by: Eric Engestrom <[email protected]>
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This option strictly allocate the minImageCount given by the
application at swapchain creation.
This works around application that do not deal with the fact that the
implementation allocates more images than the minimum specified.
v2: Add values in default drirc (Bas)
v3: specify engine name/version (Lionel)
Signed-off-by: Lionel Landwerlin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=111522
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Cc: 19.2 <[email protected]>
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Vulkan applications can register with the following structure :
typedef struct VkApplicationInfo {
VkStructureType sType;
const void* pNext;
const char* pApplicationName;
uint32_t applicationVersion;
const char* pEngineName;
uint32_t engineVersion;
uint32_t apiVersion;
} VkApplicationInfo;
This enables the Vulkan implementations to apply workarounds based off
matching this description.
Here we add a new parameter for matching the driconfig options with
the following :
<device driver="anv">
<application engine_name_match="MyOwnEngine.*" engine_versions="10:12,40:42">
<option name="blaaah" value="true" />
</application>
</device>
v2: switch engine name match to use regexps
v3: Verify that the regexec returns REG_NOMATCH for match failure (Eric)
v4: Add missing bit that went to the following commit (Eric)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Cc: 19.2 <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110765
Fixes: 4689e98fe884d9412b72 ("vulkan/wsi: Set X11 minImageCount to 3.")
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Tested-by: Eero Tamminen <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93551
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This adds an additional work around for the game to fix the blocky
shadows as reported in bug 105282
Acked-by: Eric Engestrom <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105282
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These tweaks are used to fix rendering issues with Valve games and
at least also "The Raven Remastered" when run on a GLES host.
v2: Fix type in define and remove virgl from driconf option (Emil)
v3: Encode tweak binary instead of using strings (Gurchetan)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Gurchetan Singh <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110711
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It may decrease performance and it prevents compute-based primitive culling.
Acked-by: Nicolai Hähnle <[email protected]>
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The V3D 4.2 HW has a limit to MSAA texture sizes of 4096. With non-MSAA,
we can go up to 7680 (actually probably 8138, but that hasn't been
validated by the HW team). Exposing 7680 in X11 will allow dual 4k displays.
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This fixes rendering issues with gun scopes which is rather
important.
Cc: "19.0" "19.1" <[email protected]>
Acked-by: Bas Nieuwenhuizen <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100239
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This makes the game playable on radeonsi.
Cc: "19.0" "19.1" <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110143
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The game requires it to display many textures properly.
Signed-off-by: Axel Davy <[email protected]>
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Epic Games Launcher could be launched in opengl mode
with "-opengl" option. It creates 4.4 opengl core context
however it uses deprecated functionality e.g. default
vertex buffer object.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110462
Signed-off-by: Danylo Piliaiev <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Spectacle is the plasma screenshot utility
Falkon is a KDE web browser that should succeed Konqueror
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Budgie Window Manager is an increasingly used alternative to GNOME and MATE.
Default in Solus OS, also used in other distros.
Signed-off-by: Marek Olšák <[email protected]>
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This DTD can be used to validate the drirc xml:
$ xmllint --noout --valid 00-mesa-defaults.conf
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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