| Commit message (Collapse) | Author | Age | Files | Lines |
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See the comment in the code for an explanation. This fixes
GL45-CTS.buffer_storage.map_persistent_draw.
Reviewed-by: Marek Olšák <[email protected]>
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Properly handle the case where there is a gap in the assigned output locations,
e.g. a fragment shader writes to color buffer 2 but not to color buffers 0 & 1.
Fixes GL45-CTS.gtf33.GL3Tests.explicit_attrib_location.explicit_attrib_location_pipeline.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Remove the split between direct and indirect.
Reviewed-by: Marek Olšák <[email protected]>
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This fixes GL45-CTS.compute_shader.fp64-case3.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Needed for memset() and drmIoctl().
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Generally, we only check for the presence of compute shaders during
parsing when we find any language (like layout qualifiers) that are
specific to compute shaders, however, it is possible to define an
empty compute shader does not use any language specific to compute
shaders at all and we should fail the compilation anyway. dEQP checks
this.
This patch adds a check for compute shader availability after we have
parsed the source code. At this point we know the effective GLSL version
and also extensions enabled in the shader.
Fixes a subcase of the following dEQP tests:
dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.get_error.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader
The tests still fail because there is one more subcase that fails that needs
another fix.
Reviewed-by: Timothy Arceri <[email protected]>
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This was some kind of leftover in commit acd35c8 and format_count
array variable (declared in outer scope) should be used instead.
Signed-off-by: Tapani Pälli <[email protected]>
Fixes: acd35c8758dc73240903 ("egl/android: tweak droid_add_configs_for_visuals()")
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Vulkan doesn't set these fields even though it doesn't use HiS.
HiS is disabled by programming DB_SRESULTS_COMPARE_STATEn to 0.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This has apparently never existed in GLSL ES.
Fixes dEQP-GLES3.functional.shaders.texture_functions.invalid
.textureoffset_sampler2darrayshadow_vec4_ivec2_vertex and
.textureoffset_sampler2darrayshadow_vec4_ivec2_fragment
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98244
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Fixes regression introduced by
b5603056872708fdd82f1224854097805a01d4c0
The regression prevents some apps to start.
Signed-off-by: Axel Davy <[email protected]>
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Piglit didn't manage to cover this because fbo-clear-formats uses
scissors, so we don't get fast clearing.
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DEQP's clear tests like to give us x + w < 0 or y + h < 0. Since we
were comparing to an unsigned, it would get promoted to unsigned and come
out as bignum >= width or height and we would clear the whole fb instead
of none of the fb.
Fixes 10 tests under deqp-gles2/functional/color_clear.
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Fixes GCC warning:
drivers/dri2/platform_surfaceless.c:196:18: warning: comparison
between pointer and integer
Fixes: 4b8a55809eb ("egl/surfaceless: tweak surfaceless_add_configs_for_visuals()")
Reviewed-by: Emil Velikov <[email protected]>
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i is used for the driver_configs, while j is for the visuals.
Fixes: 4b8a55809eb ("egl/surfaceless: tweak surfaceless_add_configs_for_visuals()")
Reported-by: Chad Versace <[email protected]>
Tested-by: Chad Versace <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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When !use_ib_bos, we can't easily chain ibs one to another. If the
required cs size grows over 1Mi - 8 dwords just fail the cs so that we
won't assert-fail in radv_amdgpu_winsys_cs_submit later on.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Several conformance tests violate this requirement:
ES31-CTS.core.tessellation_shader.max_patch_vertices
ES31-CTS.core.tessellation_shader.tessellation_control_to_tessellation_evaluation.data_pass_through
I submitted a merge request to fix the conformance tests, but Khronos
opted to drop this GLSL ES specific requirement in favor of making flat
qualification of VS outputs optional, matching modern desktop GL.
Note that there were 7 Piglit tests which enforce this rule:
tests/spec/glsl-es-3.00/compiler/interpolation/qualifiers/*nonflat*
but these were deleted in Piglit commit acc0a2fabbd714bc704c16f1675e7c0.
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=15465#c7
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[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 also remove the redundant zero defaults since everything without an
explicit default gets zeroed automatically.
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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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We also get rid of the "(VME)" a few places
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We also get rid of the "(SPF)" a few places.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Split the source immediate value into new values and move them into the
original defs set by the split. Since we can only have up to 64-bit
immediates, this is largely beneficial for F64 (and, in the future, U64)
operations.
Signed-off-by: Tobias Klausmann <[email protected]>
[imirkin: always use U32, set newi for foldCount tracking]
Signed-off-by: Ilia Mirkin <[email protected]>
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Everything is in place. There are still conformance issues to sort out,
but we may as well turn it on in master.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
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Without meta, we no longer need the _init helpers and the ability to back
an image view with surface states allocated out of the command buffer.
Signed-off-by: Jason Ekstrand <[email protected]>
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Now that meta is gone and we're using blorp, we don't need all of the usage
hacks. Instead, the usage provided by the app is exactly the usage that we
want because the app is the only thing creating image views.
Signed-off-by: Jason Ekstrand <[email protected]>
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Now that we don't have meta, we have no need for a gen-agnostic pipeline
create path. We can, instead, just generate one Create*Pipelines function
per gen and be done with it.
Signed-off-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
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In order for things such as the ANV_CALL and the ifuncs to work, we used to
have a singleton gen_device_info structure that got assigned the first time
you create a device. Given that the driver will never be used
simultaneously on two different generations of hardware, this was fairly
safe to do. However, it has caused a few hickups and isn't, in general, a
good plan. Now that the two primary reasons for this singleton are gone,
we can get rid of it and make things quite a bit safer.
Signed-off-by: Jason Ekstrand <[email protected]>
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This macro was needed by meta in order to make gen-specific calls from
gen-agnostic code. Now that we don't have meta, the remaining two uses are
fairly trivial to get rid of.
Signed-off-by: Jason Ekstrand <[email protected]>
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Now that we no longer have meta, all pipelines get created via the normal
Vulkan pipeline creation mechanics. There is no more need for this bit of
extra magic data that we've been passing around.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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If we don't, we can end up with corruption in the portion of the depth
buffer that lies outside the render area when we do a HiZ resolve at the
end. The only reason we weren't seeing this before was that all of the
meta-based clears such as VkCmdClearDepthStencilImage were internally using
HiZ so the HiZ buffer never truly got out-of-sync. If the CTS ever tested
a depth upload (which doesn't care about HiZ) and then a partial render we
would have seen problems. Soon, we will be using blorp to do depth clears
and it won't bother with HiZ so we would get CTS regressions without this.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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When I initially brought up Vulkan blorp, I completely missed that this
was already factored out. There's no good reason for us to hand-roll it.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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In Vulkan, we want to be able to use blorp to perform clears inside of a
render pass. If blorp stomps the depth/stencil buffers packets then we'll
have to re-emit them. This gets tricky when secondary command buffers get
involved. Instead, we'll simply guarantee that the depth and stencil
buffers we pass to blorp (if any) match those already set in the hardware.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This never mattered before because the only time we used blorp
depth/stencil only was to do HiZ operations on gen6-7. It may have worked
in that case (and maybe it didn't) but slow depth clears actually do depth
rendering so they need a valid render target.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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