| Commit message (Collapse) | Author | Age | Files | Lines |
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Python is the scripting language we've been using for scripts that need
to run across all supported platforms.
Shell is *not* a portable language for scripts.
Reviewed-by: Eric Engestrom <[email protected]>
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Fixes: 601093f95ddf ("xmlconfig: move into src/util")
Tested-by: Eric Engestrom <[email protected]>
Tested-by: Roland Scheidegger <[email protected]>
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Fixes: ddc32537d6 ("mesa: clamp viewport values only once when using glViewport()")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101981
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101989
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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It's a single atomic add, so it makes sense to inline it.
Improves performance in Piglit's drawoverhead microbenchmark's
"DrawArrays ( 1 VBO, 0 UBO, 0 ) w/ no state change" subtest by
0.400922% +/- 0.310389% (n=350) on my i7-7700HQ.
Reviewed-by: Jason Ekstrand <[email protected]>
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This reverts commit 3008161d28e38336ba39aba4769a2deaf9732f55,
which caused a regression for VMWare.
The initial code had some recursion in it, that I removed by accident
trying to add back the recursion broke lots of things, take the high
road and revert for now.
Fixes: 3008161d (st_glsl_to_tgsi: rewrite rename registers to use array fully.)
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.*
for a2r10g10b10 formats as destination on SI/CIK hardware.
This adds support to the meta program for emitting 10-bit
outputs, and adds 10-bit support to the fragment shader key.
It also only does the int8/10 on SI/CIK.
Fixes: f4e499ec7 (radv: add initial non-conformant radv vulkan driver)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Fixes: 601093f95dd "xmlconfig: move into src/util"
Reviewed-by: Emil Velikov <[email protected]>
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In some APU situations the reported visible size can be larger than
VRAM size. This properly clamps the value.
Surprisingly both CTS and spec seem to allow a heap type with size 0,
so this seemed like the easiest option to me.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Fixes: 4ae84efbc5c "radv: Use enum for memory heaps."
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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Commit 601093f95ddf ("xmlconfig: move into src/util") broke the Android
build due to missing libexpat dependency:
external/mesa3d/src/util/xmlconfig.c:34:10: fatal error: 'expat.h' file not found
Fixes: 601093f95ddf ("xmlconfig: move into src/util")
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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CID: 1415909
Fixes: 7a34a0e8903249c41fae "ra: Add a callback for selecting a register
from what's available."
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Noticed randomly.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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When this GL call is a no-op, it should be a little faster in
the errors path only.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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When this GL call is a no-op, it should be a little faster in
the errors path only.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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When this GL call is a no-op, it should be a little faster in
the errors path only.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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When this GL call is a no-op, it should be a little faster.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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radeonsi needs it now, and we require LLVM 3.9 anyway.
Fixes a build with radeonsi but not radv.
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Fix compile failure from commit 1bf703e4ea5c ("dri_interface,egl,gallium:
only expose RGBA visuals on Android").
Fixes: 1bf703e4ea5c ("dri_interface,egl,gallium: only expose RGBA visuals on Android")
Cc: 17.2 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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st_context_teximage"
This reverts commit 5c1241268ba9b240cb79ab9a30c5255b176c83c9.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101961
Cc: 17.2 <[email protected]>
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v2: attempt to fix Android build (Emil)
v3: add missing include path
Reviewed-by: Marek Olšák <[email protected]> (v1)
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Reviewed-by: Marek Olšák <[email protected]>
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Otherwise, code generation fails. This has become necessary since some
shaders are wrapped in control flow.
Fixes: 081ac6e5c6d2 ("radeonsi/gfx9: always wrap GS and TCS in an if-block (v2)")
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Also, disable geometry and tessellation shaders. Mixing and matching NIR
and TGSI shaders should work (and I've tested it for the VS/PS interface),
but geometry and tessellation requires VS-as-ES/LS, which isn't implemented
yet for NIR.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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v2: update for LLVMValueRefs in ac_shader_abi
Reviewed-by: Marek Olšák <[email protected]>
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v2: update for LLVMValueRefs in ac_shader_abi
Reviewed-by: Marek Olšák <[email protected]>
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Avoid accessing radv-specific structures during the meat of NIR-to-LLVM
translation.
Reviewed-by: Marek Olšák <[email protected]>
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VS with streamout is always a HW VS.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Needed for TC-compatible HTILE in radeonsi for test cases like
piglit spec/arb_texture_rg/execution/fs-shadow2d-red-01.shader_test
Reviewed-by: Marek Olšák <[email protected]>
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This simplifies a bunch of places that no longer need special treatment
of value_count == 1. We rely on LLVM to optimize away the 1-element vector
types.
This fixes a bunch of bugs where 1-element arrays are indexed indirectly.
Reviewed-by: Marek Olšák <[email protected]>
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v2: update for LLVMValueRefs in ac_shader_abi
Reviewed-by: Marek Olšák <[email protected]>
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Allocating the ddxy_lds is considered to be part of the API shader
translation and not part of the ABI.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The first element is only extracted for new-style shadow tex.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This improves the separation of ABI and NIR translation.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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