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* broadcom/vc5: Fix mipmap filtering enums.Eric Anholt2017-11-072-8/+32
| | | | | | | | The ordering of the values was even less obvious than I thought, with both the mip filter and the min filter being in different bits depending on whether the mip filter is none. Fixes piglit fs-textureLod-miplevels.shader_test
* broadcom/vc5: Fix height padding of small UIF slices.Eric Anholt2017-11-071-1/+5
| | | | | | | | The HW doesn't pad the slice's height to make a full 4x4 group of UIF blocks. We just need to pad to columns, and the start of the next column appears in the bottom of the previous column's last block. Fixes piglit fs-textureOffset-2D.
* broadcom/vc5: Print the actual offsets in HW for our resource layout debug.Eric Anholt2017-11-071-34/+55
| | | | | The alignment of level 0 is non-obvious, so it's hard to turn a faulting address into a slice without this.
* broadcom/vc5: Set the available VS outputs to match the FS inputs.Eric Anholt2017-11-071-1/+4
| | | | Fixes piglit glsl-es-3.00/minimum-maximums.txt.
* broadcom/vc5: Set the max texture LOD bias.Eric Anholt2017-11-071-1/+1
| | | | | The field is signed 8.8, so the usual 16.0f fits. Fixes piglit gl-2.1-minmax.
* broadcom/vc5: Fix translation of stencil ops.Eric Anholt2017-11-072-8/+30
| | | | | They aren't quite in the same order as the gallium defines. Fixes piglit gl-2.0-two-sided-stencil.
* broadcom/vc5: Move stencil state packing to the CSO.Eric Anholt2017-11-073-27/+47
| | | | Only the stencil ref comes in as dynamic state at emit time.
* broadcom/vc5: Introduce a helper for pre-packing our V3DXX structs.Eric Anholt2017-11-072-165/+155
| | | | | | This is so much more pleasant to write than the manual V3D33_whatever_pack() calls, and will be useful for when we start doing actual per-V3D compiles.
* broadcom/vc5: Add a cl_emit() variant for merging with a pre-packed struct.Eric Anholt2017-11-072-19/+29
| | | | Cleans up the hand-written code, at the cost of another ugly macro.
* broadcom/vc5: Skip emitting depth offset while disabled.Eric Anholt2017-11-071-1/+4
| | | | | The enable flag is also in the rasterizer state, so it will be emitted once it's needed.
* broadcom/vc5: Don't emit stencil config if not doing stencil test.Eric Anholt2017-11-071-1/+2
| | | | | | As with blending, we'll have the bit flagged again when it gets reenabled in CONFIGURATION_BITS, so there's no need to emit test state if we're not testing.
* broadcom/vc5: Don't emit updated blend factors/funcs while disabled.Eric Anholt2017-11-071-1/+5
| | | | | The dirty bit will be flagged again when re-enbaled. Keeps us from emitting blend state in CLs that never do blending.
* broadcom/vc5: Fix missing enum decode for indexed primitives.Eric Anholt2017-11-071-2/+1
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* broadcom/vc5: Drop padding bits from the bottom of the TSDA address.Eric Anholt2017-11-071-1/+1
| | | | Fixes misaligned-looking addresses in decode.
* broadcom/vc5: Make sure the TMU indirect struct is appropriately aligned.Eric Anholt2017-11-071-0/+2
| | | | | I was hoping that this would help with fbo-generatemipmap hangs, but no luck.
* broadcom/genxml: Fix decoding of groups with small fields.Kenneth Graunke2017-11-071-2/+4
| | | | | | | | | | | | | | | | | Groups containing fields smaller than a byte probably not being decoded correctly. For example: <group count="32" start="32" size="4"> <field name="Vertex Element Enables" start="0" end="3" type="uint"/> </group> gen_field_iterator_next would properly walk over each element of the array, incrementing group_iter. However, the code to print the actual values only considered iter->field->start/end, which are 0 and 3 in the above example. So it would always fetch bits 3:0 of the current byte, printing the same value over and over. Cc: Eric Anholt <[email protected]>
* broadcom/vc5: Use DEPTH24_STENCIL8 for rendering to depth-only textures.Eric Anholt2017-11-071-1/+1
| | | | | | | | | The HW puts the pad bits at the top for DEPTH_COMPONENT24, but we need it at the bottom for texturing. Using the format with stencil probably means we won't be able to do Z24 and separate S8, but I wasn't planning on supporting that anyway. Fixes hiz-depth-read-fbo-d24-s0
* anv: Suffix anv-private 'VK' tokens with 'ANV'Chad Versace2017-11-075-31/+31
| | | | | | | | | | | | | | | | | I saw VK_IMAGE_ASPECT_ANY_COLOR_BIT while hacking anv_formats.c and got confused. "Huh? What extension added that?". No extension defines it; anv_private.h defines it. To remove confusion, rename the anv-private VK tokens as if they were extension tokens with the ANV vendor suffix. I found only two such tokens: VK_IMAGE_ASPECT_ANY_COLOR_BIT VK_IMAGE_ASPECT_PLANES_BITS Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Lionel Landwerlin <[email protected]>
* anv: Remove unused variable 'gen'Chad Versace2017-11-071-4/+0
| | | | | | | In anv_physical_device_get_format_properties(). Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Lionel Landwerlin <[email protected]>
* radeonsi: add si_screen::has_ls_vgpr_init_bugMarek Olšák2017-11-074-3/+5
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* radeonsi: use ac_create_target_machineMarek Olšák2017-11-073-17/+15
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* radeonsi: use ac_get_llvm_processor_nameMarek Olšák2017-11-075-39/+7
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* radeonsi/gfx9: don't set gs_table_depthMarek Olšák2017-11-071-2/+4
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* radeonsi/gfx9: limit the scissor bug workaround to Vega10 and Raven onlyMarek Olšák2017-11-071-4/+4
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* radeonsi: remove unused field in the PCI ID tableMarek Olšák2017-11-073-3/+3
| | | | Reviewed-by: Alex Deucher <[email protected]>
* mesa: fix deleting the dummy ATI_fsMiklós Máté2017-11-071-1/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The DummyShader is used by GenFragmentShadersATI() as a placeholder to mark IDs as allocated. Context cleanup wants to delete everything in ctx->Shared->ATIShaders, and crashes on these placeholders with this backtrace: ==15060== Invalid free() / delete / delete[] / realloc() ==15060== at 0x482F478: free (vg_replace_malloc.c:530) ==15060== by 0x57694F4: _mesa_delete_ati_fragment_shader (atifragshader.c:68) ==15060== by 0x58B33AB: delete_fragshader_cb (shared.c:208) ==15060== by 0x5838836: _mesa_HashDeleteAll (hash.c:295) ==15060== by 0x58B365F: free_shared_state (shared.c:377) ==15060== by 0x58B3BC2: _mesa_reference_shared_state (shared.c:469) ==15060== by 0x578687F: _mesa_free_context_data (context.c:1366) ==15060== by 0x595E9EC: st_destroy_context (st_context.c:642) ==15060== by 0x5987057: st_context_destroy (st_manager.c:772) ==15060== by 0x5B018B6: dri_destroy_context (dri_context.c:217) ==15060== by 0x5B006D3: driDestroyContext (dri_util.c:511) ==15060== by 0x4A1CBE6: dri3_destroy_context (dri3_glx.c:170) ==15060== Address 0x7b5dae0 is 0 bytes inside data symbol "DummyShader" Also, DeleteFragmentShadersATI() should not assert on DummyShader, just remove the hash entry. Normally one would define a shader after GenFragmentShadersATI(), and BindFragmentShaderATI() replaces the placeholder with a real object. However, the specification doesn't say that one has to define a shader for each allocated ID. Signed-off-by: Miklós Máté <[email protected]> Signed-off-by: Marek Olšák <[email protected]>
* gallium: Guard assertions by NDEBUG instead of DEBUGMichel Dänzer2017-11-071-1/+1
| | | | | | | This matches the standard assert.h header. Reviewed-by: Eric Engestrom <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* meson: drop GLESv1 .so version back to 1.0.0Eric Engestrom2017-11-071-1/+1
| | | | | | | | autotools generates libGLESv1_CM.so.1.0.0, so let's make sure meson does the same. Signed-off-by: Eric Engestrom <[email protected]> Reviewed-by: Dylan Baker <[email protected]>
* meson: standardize .so version to major.minor.patchEric Engestrom2017-11-078-7/+8
| | | | | | | | | | | | | | This `version` field defines the filename for the .so. The plan .so as well as .so.$major are always symlinks to this. Unless I'm mistaken, only the major is ever used, so this shouldn't matter, but for consistency with autotools (and in case it does matter), let's always have all 3 major.minor.patch components. (The soname isn't affected, and is always .so.$major) Signed-off-by: Eric Engestrom <[email protected]> Reviewed-by: Dylan Baker <[email protected]>
* ac/nir: for ubo load use correct num_componentsDave Airlie2017-11-071-1/+1
| | | | | | | | | I was hacking something stupid in doom, and hit an assert for the bitcast following this, it definitely looks like this should be the number of 32-bit components, not the instr level ones. Reviewed-by: Nicolai Hähnle <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* nir: fix a typoGwan-gyeong Mun2017-11-061-1/+1
| | | | | Signed-off-by: Mun Gwan-gyeong <[email protected]> Reviewed-by: Dylan Baker <[email protected]>
* glsl: Allow precision mismatch on dead data with GLSL ES 1.00Tomasz Figa2017-11-061-4/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Commit 259fc505454ea6a67aeacf6cdebf1398d9947759 added linker error for mismatching uniform precision, as required by GLES 3.0 specification and conformance test-suite. Several Android applications, including Forge of Empires, have shaders which violate this rule, on a dead varying that will be eliminated. The problem affects a big number of applications using Cocos2D engine and other GLES implementations accept this, this poses a serious application compatibility issue. Starting from GLSL ES 3.0, declarations with conflicting precision qualifiers are explicitly prohibited. However GLSL ES 1.00 does not clearly specify the behavior, except that "Uniforms are defined to behave as if they are using the same storage in the vertex and fragment processors and may be implemented this way. If uniforms are used in both the vertex and fragment shaders, developers should be warned if the precisions are different. Conversion of precision should never be implicit." The word "used" is not clear in this context and might refer to 1) declared (same as GLES 3.x) 2) referred after post-processing, or 3) linked after all optimizations are done. Looking at existing applications, 2) or 3) seems to be widely adopted. To avoid compatibility issues, turn the error into a warning if GLSL ES version is lower than 3.0 and the data is dead in at least one of the shaders. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97532 Signed-off-by: Tomasz Figa <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* i965: disable NIR linking on HSW and belowTimothy Arceri2017-11-071-1/+4
| | | | | | | Fixes: 379b24a40d3d "i965: make use of nir linking" Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103537 Reviewed-by: Iago Toral Quiroga <[email protected]>
* radv: move is_local up to the winsys level.Dave Airlie2017-11-064-3/+6
| | | | | | | | We can avoid adding the buffer in the non-local case, this will avoid all the overhead of the indirect call. Reviewed-by: Samuel Pitoiset <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: wrap cs_add_buffer in an inline. (v2)Dave Airlie2017-11-066-41/+49
| | | | | | | | | The next patch will try and avoid calling the indirect function. v2: add a missing conversion. Reviewed-by: Samuel Pitoiset <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: when loading regs no need to add bufferDave Airlie2017-11-061-2/+0
| | | | | | | | The function that calls us has just added the buffer to the list already, no need to try and add it again. Reviewed-by: Samuel Pitoiset <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* radv: pre-calculate user_data_0 registers and store in pipelineDave Airlie2017-11-065-52/+55
| | | | | | | | There's no point recalculating these the whole time on descriptor emission, just store them at pipeline creation. Reviewed-by: Samuel Pitoiset <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* i965: Enable flush controlNeil Roberts2017-11-062-1/+21
| | | | | | | | Reviewed-by: Adam Jackson <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Neil Roberts <[email protected]>
* drisw: Enable flush control for llvmpipe and softpipeAdam Jackson2017-11-061-0/+1
| | | | | | | | | | | | | | | | Hilariously this is a fairly big win. Neil's multi-context-test improves from ~24 to ~36 fps with llvmpipe on a Core i5-3317U. softpipe also improves, from about 2.25 to 3.09 fps (when it's that slow, you're allowed to be that precise). I'd have added it to swrast classic, but the testcase wants GL 3.0 and shaders, and that's not a thing classic has, so I figured making it work on softpipe was crime enough. Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Signed-off-by: Adam Jackson <[email protected]>
* gallium: Wire up flush controlAdam Jackson2017-11-063-1/+9
| | | | | | | Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Signed-off-by: Adam Jackson <[email protected]>
* egl: Implement EGL_KHR_context_flush_controlAdam Jackson2017-11-066-1/+24
| | | | | | Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Signed-off-by: Adam Jackson <[email protected]>
* glx: Implement GLX_ARB_context_flush_controlNeil Roberts2017-11-067-9/+62
| | | | | | | Reviewed-by: Adam Jackson <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Signed-off-by: Neil Roberts <[email protected]>
* dri: Add a flush control extensionNeil Roberts2017-11-062-2/+21
| | | | | | | | | | This advertises that the driver can accept a new context attribute __DRI_CTX_ATTRIB_RELEASE_BEHAVIOR. Reviewed-by: Adam Jackson <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Signed-off-by: Neil Roberts <[email protected]>
* dri: Change __DriverApiRec::CreateContext to take a struct for attribsNeil Roberts2017-11-0614-131/+152
| | | | | | | | | | | | | | | | | | | | Previously the CreateContext method of __DriverApiRec took a set of arguments to describe the attribute values from the window system API's CreateContextAttribs function. As more attributes get added this could quickly get unworkable and every new attribute needs a modification for every driver. To fix that, pass the attribute values in a struct instead. The struct has a bitmask to specify which members are used. The first three members (two for the GL version and one for the flags) are always set. If the bit is not set in the attribute mask then it can be assumed the attribute has the default value. Drivers will error if unknown bits in the mask are set. Reviewed-by: Adam Jackson <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Signed-off-by: Neil Roberts <[email protected]>
* intel: Don't flush the old context in intelMakeCurrentNeil Roberts2017-11-062-18/+0
| | | | | | | | | | | | | | | | | | | It shouldn't be necessary to flush the context within the driver implementation because the old context is explicitly flushed in _mesa_make_current which is called a little further on. It is useful to only have a single place that flushes when switching contexts to make it easier to later implement the GL_KHR_context_flush_control extension. The flush in intelMakeCurrent was added in commit 5505865 to implement the GLX semantics that the context should be flushed when it is released. When the commit was made there was no flush in _mesa_make_current because it was only added later in 93102b4c. I think that later commit effectively makes the first commit redundant. Reviewed-by: Adam Jackson <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Neil Roberts <[email protected]>
* egl/dri2: Factor out context attribute initializationAdam Jackson2017-11-061-24/+7
| | | | | | | Signed-off-by: Adam Jackson <[email protected]> Reviewed-by: Eric Engestrom <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Emil Velikov <[email protected]>
* etnaviv: Don't over-pad compressed texturesWladimir J. van der Laan2017-11-061-9/+15
| | | | | | | | | HALIGN_FOUR/SIXTEEN has no meaning for compressed textures, and we can't render to them anyway. So use the tightest possible packing. This avoids bugs with non-power-of-two block sizes. Signed-off-by: Wladimir J. van der Laan <[email protected]> Reviewed-by: Christian Gmeiner <[email protected]>
* etnaviv: ASTC texture supportWladimir J. van der Laan2017-11-067-2/+57
| | | | | | | | Add ASTC texture support for hardware that supports this (currently only GC3000 on i.MX6qp is known to have this). Signed-off-by: Wladimir J. van der Laan <[email protected]> Reviewed-by: Christian Gmeiner <[email protected]>
* etnaviv: Update from rnndbWladimir J. van der Laan2017-11-0613-320/+1015
| | | | | | | Updated as of etnav_viv commit 3b4a8ec. Signed-off-by: Wladimir J. van der Laan <[email protected]> Reviewed-by: Christian Gmeiner <[email protected]>
* radv: add initial copy descriptor support. (v2)Dave Airlie2017-11-061-2/+53
| | | | | | | | | | | | It appears the latest dota2 vulkan uses this, and we get a hang in VR mode without it. v2: remove finishme I left in after finishing. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Reviewed-by: Andres Rodriguez <[email protected]> Cc: "17.2 17.3" <[email protected]> Signed-off-by: Dave Airlie <[email protected]>