| Commit message (Collapse) | Author | Age | Files | Lines |
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Because vc4 can control the order that tiles are rasterized in, we can use
it to implement overlapping blits using normal drawing and
GL_ARB_texture_barrier, as long as we can tell the kernel what order to
render the tiles in.
v2: Fix on the simulator.
v3: Add the cap (disabled) to other drivers, add rst docs for the cap.
v4: Rebase on PIPE_CAP_TGSI_ANY_REG_AS_ADDRESS
v5: Split from the core gallium commit, drop some unnecessary code related
to glBlitFramebuffer(), fix a crash with clears before state has been
bound.
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Because vc4 can control the order that tiles are rasterized in, we can use
it to implement overlapping blits using normal drawing and
GL_ARB_texture_barrier, as long as we can tell the kernel what order to
render the tiles in.
This commit introduces the core gallium support, vc4 changes will follow.
v2: Fix on the simulator.
v3: Add the cap (disabled) to other drivers, add rst docs for the cap.
v4: Rebase on PIPE_CAP_TGSI_ANY_REG_AS_ADDRESS
v5: Drop vc4 changes from this commit, for clarity.
Reviewed-by: Nicolai Hähnle <[email protected]> (v3)
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Improves x11perf -copywinwin100 from ~2000/sec to ~4700/sec. More
importantly, this is a prerequisite for the new GL_MESA_tile_raster_order
extension.
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v2: use !! in the function to be explicit about type conversion. Though,
gcc generates the same code with or without the logical !!.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Try to start removing things from the cluttered imports.h file.
v2: add new header to Makefile.sources
Reviewed-by: Roland Scheidegger <[email protected]>
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Before we were doing RGBA4 on GLES3 only, but as of GLES2 2.0.22 it should
be RGBA4 as well. Fixes DEQP
functional.state_query.rbo.renderbuffer_internal_format.
Tested-by: Matt Turner <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This extension is effectively a backport of GLES3's internalformat
handling to GLES 1/2. It guarantees that sized internalformats specified
for textures and renderbuffers have at least the specified size stored.
That's a pretty minimal requirement, so I think it can be dummy_true and
exposed as a standard in Mesa.
As a side effect, it also allows GL_RGB565 to be specified as a texture
format, not just as a renderbuffer. Mesa had previously been allowing 565
textures, which angered DEQP in the absence of this extension being
exposed.
v2: Allow 2101010rev with sized internalformats even on GLES3, citing the
extension spec. Extend extension checks for GLES2 contexts exposing
with texture_float, texture_half_float, and texture_rg.
v3: Fix ALPHA/LUMINANCE/LUMINANCE_ALPHA error checking (GLES3 CTS
failures)
v4: Mark GL_RGB10 non-color-renderable on ES, fix A/L/LA errors on GLES2
with float formats.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Previously, we were downconverting to 8888 automatically if the hardware
didn't suport it. However, with the advent of
GL_OES_required_internalformat, we have to actually store the
internalformats we advertise support for. And, it seems rather
disingenuous to advertise the extension if we don't actually support it.
v2: Throw an error when using the format on ES2 without the extension present.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This keeps us from promoting them up to 8888, at the cost of not being
color-renderable.
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This is how VC4 stores 5551 textures, which we need to support for
GL_OES_required_internalformat.
v2: Extend commit message, fix svga driver build, add BE ordering from
Roland.
v3: Rebase on PIPE_FORMAT_R10G10B10X2_UNORM addition.
Reviewed-by: Marek Olšák <[email protected]> (v2)
Reviewed-by: Nicolai Hähnle <[email protected]> (v2)
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For supporting RGB5 in hardware with A in the low bit (vc4), we need this
format as well.
v2: Add proper _mesa_format_matches_format_and_type() support (from
Nicolai).
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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Reviewed-by: Eric Engestrom <[email protected]>
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Tested with dEQP-EGL.functional.image.*renderbuffer* tests.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
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Applications might pass in a buffer that is sized too large and rely
on the extra space of the buffer not being overwritten.
Fixes dEQP-GLES31.functional.state_query.internal_format.partial_query.num_sample_counts
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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The uploaders can own transfers which need to be unmapped. Destroy them
before the final sync (they're not used from the driver thread anyway)
so that the transfer_unmap call is processed by the driver.
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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In GL state, textures created from EGL images look like plain 2D textures
with a single level, so we use the existing layer_override facility and
add an analogous level_override one.
Fixes dEQP-EGL.functional.image.create.gles2_cubemap_{positive,negative}_{x,y,z}_rgba_texture
Reviewed-by: Marek Olšák <[email protected]>
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This can happen with surface-based texture objects derived from EGL
images, since those aren't immutable.
Fixes tests in dEQP-EGL.functional.sharing.gles2.multithread.random.images.teximage2d.* and others
Reviewed-by: Marek Olšák <[email protected]>
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Unlike uniforms, the limit on shared memory size is not called out
explicitly in the list of things that cause linker errors, but presumably
that's just an oversight in the spec.
Fixes dEQP-GLES31.functional.debug.negative_coverage.{callbacks,get_error,log}.compute.exceed_shared_memory_size_limit
Reviewed-by: Timothy Arceri <[email protected]>
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Now that the real meaning of the 2 bits in PA_SYSTEM_MODE is known,
we can set them according to the rasterizer state, which fixes uses
that are setting provoking vertex first.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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It turned out not to be a hardware bug, but the shader compiler
emitting wrong varying component use information. With that fixed
we can turn flat shading back on.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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It seems that newer cores don't use the PA_ATTRIBUTES to decide if the
varying should bypass the flat shading, but derive this from the component
use. This fixes flat shading on GC880+.
VARYING_COMPONENT_USE_POINTCOORD is a bit of a misnomer now, as it isn't
only used for pointcoords, but missing a better name I left it as-is.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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The logic to decide if we need to flush the GPU command stream was broken
and hard to reason about. Fix and clarify this.
Fixes the data sync subtests from piglit arb_vertex_buffer_object.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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When computing the total size of the URB for tessellation evaluation
inputs we were not accounting for this, and instead we were always
assuming that each input would take a single vec4 slot, which could
lead to computing a smaller read size than required. Specifically, this
is a problem when the last input is a dvec3/4 such that its XY components
are stored in the the second half of a payload register (which can happen
if the offset for the input in the URB is not 64-bit aligned because
there are 32-bit inputs mixed in) and the ZW components in the
first half of the next, as in this case we would fail to account for the
extra slot required for the ZW components.
Fixes (requires another fix in CTS currently in review):
KHR-GL45.enhanced_layouts.varying_locations
KHR-GL45.enhanced_layouts.varying_array_locations
Reviewed-by: Kenneth Graunke <[email protected]>
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CID: 1419033
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This seems to pass all the cts tests it enables.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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TGSI was adjusted to always pass in 64-bit integers but nouveau was left
with the old semantics. Update to the new thing.
Fixes: d10fbe5159 (st/glsl_to_tgsi: fix 64-bit integer bit shifts)
Reported-by: Karol Herbst <[email protected]>
Cc: [email protected]
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Also makes this statement a bit clearer.
CID: 1418920
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Antia Puentes <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
Cc: [email protected]
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Reviewed-by: Jason Ekstrand <[email protected]>
Cc: [email protected]
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c7affbf6875622a enabled GLSLOptimizeConservatively on some
drivers. The idea was to speed up compile times by running
the GLSL IR passes only once each time do_common_optimization()
is called. However loop unrolling can create a big mess and
with large loops can actually case compile times to increase
significantly due to a bunch of redundant if statements being
propagated to other IRs.
Here we make sure to clean things up before moving on.
There was no measureable difference in shader-db compile times,
but it makes compile times of some piglit tests go from a couple
of seconds to basically instant.
The shader-db results seemed positive also:
Totals:
SGPRS: 2829456 -> 2828376 (-0.04 %)
VGPRS: 1720793 -> 1721457 (0.04 %)
Spilled SGPRs: 7707 -> 7707 (0.00 %)
Spilled VGPRs: 33 -> 33 (0.00 %)
Private memory VGPRs: 3140 -> 2060 (-34.39 %)
Scratch size: 3308 -> 2180 (-34.10 %) dwords per thread
Code Size: 79441464 -> 79214616 (-0.29 %) bytes
LDS: 436 -> 436 (0.00 %) blocks
Max Waves: 558670 -> 558571 (-0.02 %)
Wait states: 0 -> 0 (0.00 %)
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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The old code assumed that loop terminators will always be at
the start of the loop, resulting in otherwise unrollable
loops not being unrolled at all. For example the current
code would unroll:
int j = 0;
do {
if (j > 5)
break;
... do stuff ...
j++;
} while (j < 4);
But would fail to unroll the following as no iteration limit was
calculated because it failed to find the terminator:
int j = 0;
do {
... do stuff ...
j++;
} while (j < 4);
Also we would fail to unroll the following as we ended up
calculating the iteration limit as 6 rather than 4. The unroll
code then assumed we had 3 terminators rather the 2 as it
wasn't able to determine that "if (j > 5)" was redundant.
int j = 0;
do {
if (j > 5)
break;
... do stuff ...
if (bool(i))
break;
j++;
} while (j < 4);
This patch changes this pass to be more like the NIR unrolling pass.
With this change we handle loop terminators correctly and also
handle cases where the terminators have instructions in their
branches other than a break.
V2:
- fixed regression where loops with a break in else were never
unrolled in v1.
- fixed confusing/wrong naming of bools in complex unrolling.
Reviewed-by: Nicolai Hähnle <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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do-while loops can increment the starting value before the
condition is checked. e.g.
do {
ndx++;
} while (ndx < 3);
This commit changes the code to detect this and reduces the
iteration count by 1 if found.
V2: fix terminator spelling
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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These instructions will be executed on every iteration of the loop
we cannot drop them.
V2:
- move removal of unreachable terminators from the terminator list
to the same place they are removed from the IR as suggested by
Nicolai.
Reviewed-by: Nicolai Hähnle <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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This adds support for building the classic swrast implementation. This
driver has been tested with glxinfo and glxgears.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This doesn't include egl support, just dri support.
v2: - when gbm is set to 'auto', only build if a dri driver is also
enabled
- Fix conditional to check for x11 modules with vulkan as well as
with dri drivers
v3: - Set pkgconfig libraries.private value
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: - drop with_ from dri_drivers_path variable (Eric A)
v3: - Move HAVE_X11_PLATFORM to the proper patch (Eric A)
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This gets GLX and the loader building. The resulting GLX and i965 have
been tested on piglit and seem to work fine. This patch leaves a lot of
todo's in it's wake, GLX is quite complicated, and the build options
involved are many, and the goal at the moment is to get dri and gallium
drivers building.
v2: - fix typo "vaule" -> "value"
- put the not on the correct element of the conditional
- Put correct description of dri3 option in this patch not the next
one (Eric A)
- fix non glvnd version (Eric A)
- build glx tests
- move loader include variables to this patch (Eric A)
v3: - set the version correctly for GL_LIB_NAME in libglx
v4: - set pkgconfig private fields
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This gets pretty much the entire classic tree building, as well as
i965, including the various glapis. There are some workarounds for bugs
that are fixed in meson 0.43.0, which is due out on October 8th.
I have tested this with piglit using glx.
v2: - fix typo "vaule" -> "value"
- use gtest dep instead of linking to libgtest (rebase error)
- use gtest dep instead of linking against libgtest (rebase error)
- copy the megadriver, then create hard links from that, then delete
the megadriver. This matches the behavior of the autotools build.
(Eric A)
- Use host_machine instead of target_machine (Eric A)
- Put a comment in the right place (Eric A)
- Don't have two variables for the same information (Eric A)
- Put pre_args at top of file in this patch (Eric A)
- Fix glx generators in this patch instead of next (Eric A)
- Remove -DMESON hack (Eric A)
- add sha1_h to mesa in this patch (Eric A)
- Put generators in loops when possible to reduce code in
mapi/glapi/gen (Eric A)
v3: - put HAVE_X11_PLATFORM in this patch
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This was missed in a rebase, and doesn't affect radv or anv, only i965.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This has the same problem as the previous commit, generated headers and
hardcoded paths.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Traversing back through includes is bad idea and should be avoided.
In the case here - indirect_size.h is located in the build directory
$(top_builddir)/src/glx/.
v3: - Update commit message with message provided by Emil
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Saves us from calling util_query_clear_result(..) in every query
type implementation.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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We want the same active handling for every query type. So lets
handle it in the generic layer.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-By: Wladimir J. van der Laan <[email protected]>
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