| Commit message (Collapse) | Author | Age | Files | Lines |
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This patch begins using isl.h in Anvil. More refactors will follow.
Change type of anv_format::surface_format from uint16_t -> enum
isl_format.
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Generate an array of struct isl_format_layout, using
isl_format_layout.csv as input.
Each entry follows the patten:
[ISL_FORMAT_R32G32B32A32_FLOAT] = {
ISL_FORMAT_R32G32B32A32_FLOAT,
.bs = 16, .bpb = 128,
.bw = 1, .bh = 1, .bd = 1,
.channels = {
.r = { ISL_SFLOAT, 32 },
.g = { ISL_SFLOAT, 32 },
.b = { ISL_SFLOAT, 32 },
.a = { ISL_SFLOAT, 32 },
.l = {},
.i = {},
.p = {},
},
.colorspace = ISL_COLORSPACE_LINEAR,
.txc = ISL_TXC_NONE,
},
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Add file isl_format_layout.csv, which describes the block layout,
channel layout, and colorspace of all hardware surface formats.
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There is a bug in some versions of the i915 kernel driver where it will
return immediately if the timeout is negative (it's supposed to wait
indefinitely). We've worked around this in mesa for a few months but never
implemented the work-around in the Vulkan driver.
I rediscovered this bug again while working on Ivy Bridge becasuse the
drive in my Ivy Bridge currently has Fedora 21 installed which has one of
the offending kernels.
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Reviewed-by: Chad Versace <[email protected]>
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Alignment units, i and j, match the compressed format block
width and height respectively.
v2: Don't assert against HALIGN* and VALIGN* enums (Chad)
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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These formulas did not take compressed formats into account.
Reviewed-by: Chad Versace <[email protected]>
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A non-compressed texture is a 1x1x1 block. Compressed
textures could have values which vary in different
dimensions WxHxD.
Reviewed-by: Chad Versace <[email protected]>
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v2: Rename __brw_fmt to __hw_fmt (Chad)
Suggested-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chad Versace [email protected]
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cpp (chars-per-pixel) is an integer that fails to give useful data
about most compressed formats. Instead, rename it to "bs" which
stands for block size (in bytes).
v2: Rename vk_format_for_bs to vk_format_for_size (Chad)
Use "block size" instead of "bs" in error message (Chad)
Reviewed-by: Chad Versace <[email protected]>
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The new mechanism should be able to handle SSBOs as well as properly handle
emitting surface state on gen7 where we need different strides depending on
shader stage.
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We never *actually* supported them, we just used them for binding UBOs.
Now that we have BufferInfo and we aren't supporting texture buffers yet,
we should get rid of them until we can do them properly.
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Previously, UpdateDescriptorSets was wrong because it assumed that the
binding was the offset into the descriptor set.
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Tested by Crucible "func.depthstencil.stencil_triangles.*" in
commit c194292d5eadb84e9d7489fc01ce0b653cdd4ca5 (HEAD -> master)
Author: Chad Versace <[email protected]>
Date: Wed Nov 4 16:19:24 2015 -0800
Subject: func.depthstencil: Remove stencil clear workaround for Mesa
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We were treating it as if it's a BufferView and weren't taking the offset
into account properly.
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The anv_state is supposed to be a flyweight so we're not really saving
anything by using a pointer. Also, we were creating one, setting a pointer
to it, and then having it go out-of-scope which is bad.
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Remove members
num_color_clear_attachments
has_depth_clear_attachment
has_stencil_clear_attachment
The new clear code in anv_meta_clear.c does not use them.
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Fixes Crucible test "func.clear.load-clear.attachments-8".
The old clear code, when clearing attachments for
VK_ATTACHMENT_LOAD_OP_CLEAR, suffered from some fundamental bugs. The
bugs were not fixable with the old code's approach.
- It assumed that a VkRenderPass contained at most one depthstencil
attachment.
- It tried to clear all attachments (color and the sole
depthstencil) with a single instanced draw call, using the VUE
header's RenderTargetArrayIndex to specify the instance's target
color attachment. But the RenderTargetArrayIndex does not select
entries in the binding table; it only selects an array index of
a singled layered surface.
- If at least one attachment of VkRenderPass had
VK_ATTACHMENT_LOAD_OP_CLEAR,
then the old code cleared *all* attachments. This was
a consequence of using a single draw call and single pipeline for
the clear.
The new clear code fixes those bugs by making a separate draw call for
each attachment, and using one pipeline when clearing color attachments
and a different pipeline for depth attachments.
The new code, like the old code, does not clear stencil attachments. It
is left as a FINISHME.
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No behavioral change. This patch just removes an unneeded function
parameter.
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Consistently rename bitmasks of Vulkan dynamic state to 'dynamic_mask'.
anv_meta_saved_state::dynamic_flags -> dynamic_mask
anv_meta_save(dynamic_state) -> dynamic_mask
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As the functions are now exposed in anv_meta.h, let's rename them
to clarify that they are meta functions.
anv_cmd_buffer_save -> anv_meta_save
anv_cmd_buffer_restore -> anv_meta_restore
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anv_meta.c currently handles blits, copies, clears, and resolves. The
clear code is about to grow, and anv_meta.c is already busting at the
seams.
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Move it from anv_meta.c to the common header anv_private.h. This allows
us to split the meta blit and meta clear code into separate files.
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When emitting the binding table for the fragment shader stage, we no
longer "walk all of the attachments, [inserting only] the color
attachments into the binding table". Instead, we iterate only over the
subpass's color attachments, which is the minimal possible iteration.
While killing the comment, also rename the variable 'attachments' to
'color_count', as it's no longer a count of all framebuffer attachments
but only the subpass's color attachment count.
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Right now, Broadweel and Ivy Bridge are the only supported platforms.
Hopefully, this reduces the chances that someone will try the driver on
unsupported hardware and be confused that it doesn't work.
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What we had before was kind of a hack where we made certain untrue
assumptions about the incoming data. This new support, while it still
doesn't support indirects properly (that will come), at least pulls the
offsets and strides from SPIR-V like it's supposed to.
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Trivial fix.
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Move it from anv_device.c to new file anv_pass.c. Because it will soon
grow bigger.
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