| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Rob Clark <[email protected]>
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We can't rely on what we get from the assembler if we have indirect
addressing of constant file, since the assembler doesn't know the array
index. This got lost in the transition to NIR.
Signed-off-by: Rob Clark <[email protected]>
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Desktop GLSL < 130 and GLSL ES < 300 allow sampler array indexing where
index can contain a loop induction variable. This extra check will warn
during linking if some of the indexes could not be turned in to constant
expressions.
v2: warning instead of error for backends that did not enable
EmitNoIndirectSampler option (have dynamic indexing)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Cc: "10.5" and "10.6" <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: "10.5" and "10.6" <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Cc: "10.5" and "10.6" <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Cc: "10.5" and "10.6" <[email protected]>
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Patch provides new compiler option for backend to force unroll loops
that have non-constant expression indexing on sampler arrays.
This makes sure that we can never end up with a shader that uses loop
induction variable as sampler array index but does not unroll because
of having too much instructions. This would not work without dynamic
indexing support.
v2: change option name as EmitNoIndirectSampler
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Cc: "10.5" and "10.6" <[email protected]>
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Dynamic indexing of sampler arrays is prohibited by GLSL ES 3.00.
Earlier versions allow 'constant-index-expression' indexing, where
index can contain a loop induction variable.
Patch allows dynamic indexing for sampler arrays when GLSL ES < 3.00.
This change makes 'sampler-array-index.frag' parser test in Piglit
pass + fishgl.com works when running Chrome on OpenGL ES 2.0 backend
v2: small change and some more commit message (Tapani)
v3: refactor checks to make it more readable (Ian Romanick)
v4: change warning comment in GLSL ES case (Curro)
Signed-off-by: Tapani Pälli <[email protected]>
Signed-off-by: Kalyan Kondapally <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Cc: "10.5" and "10.6" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=84225
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91056
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.5 10.6" <[email protected]>
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From the "apparently I don't know C" files...GCC apparently supports:
x ?: y
which is equivalent to
x ? x : y
except that it doesn't cause side-effects to occur twice. See:
https://gcc.gnu.org/onlinedocs/gcc/Conditionals.html#Conditionals
This was confusing and looked like a typo. It doesn't really buy us
anything, so just write the obvious code in normal C.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Performing a goto crosses the initialization of 'BWindow* win'
breaking the build. We also fix a missing semicolon.
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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A clear will do a partial validate, which will in turn reference all the
buffers in the bufctx again. However the fragprog last validated might
have already been deleted. So reset the bufctx when updating state.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Otherwise we return 0, which is out of spec. Return 64 like all the
other nouveau drivers.
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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This patch enables using XY_FAST_COPY_BLT only for Yf/Ys tiled buffers.
It can be later turned on for other tiling patterns (X,Y) too.
V3: Flush in between sequential fast copy blits.
Fix src/dst alignment requirements.
Make can_fast_copy_blit() helper.
Use ffs(), is_power_of_two()
Move overlap computation inside intel_miptree_blit().
V4: Use _mesa_regions_overlap() function.
Add check for src_buffer == dst_buffer.
Simplify horizontal and vertical alignment computations.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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In case of I915_TILING_{X,Y} we need to pass tiling format to libdrm
using drm_intel_bo_alloc_tiled(). But, In case of YF/YS tiled buffers
libdrm need not know about the tiling format because these buffers
don't have hardware support to be tiled or detiled through a fenced
region. libdrm still need to know buffer alignment value for its use
in kernel when resolving the relocation.
Using drm_intel_bo_alloc_for_render() for YF/YS tiled buffers
satisfy both the above conditions.
V2: Delete min/max buffer size restrictions not valid for i965+.
Remove redundant align to tile size statements.
Remove some redundant code now when there are no min/max buffer size.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Buffers with Yf/Ys tiling end up using meta upload / download
paths or the blitter for cases where they used tiled_memcpy paths
in case of Y tiling. This has exposed some bugs in meta path. To
avoid any piglit regressions on SKL this patch keeps the Yf/Ys
tiling disabled at the moment.
V3: Make brw_miptree_choose_tr_mode() actually choose TRMODE. (Ben)
Few cosmetic changes.
V4: Get rid of brw_miptree_choose_tr_mode().
Take care of all tile resource modes {Yf, Ys, none} for all
generations at one place.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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In order to save a small leak if mesa is continously loaded and
unloaded, let's free the locale when the shared object is unloaded.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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_mesa_strtod and _mesa_strtof are only used from the GLSL compiler and
the ARB_[vertex|fragment]_program code, meaning that the locale doesn't
need to be initialized before the first OpenGL context gets initialized.
So let's use explicit initialization from the one-time init code instead
of depending on a C++ compiler to initialize at image-load time.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This function only gets called while mesa is unloading, so there's
no potential of racing or multiple calls at the same time. So let's
just get rid of the locking.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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There's no point in calling _mesa_destroy_shader_compiler multiple
times on exit; the resources will only be released once anyway.
So let's move the atexit-call into the part that is only called
once.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This function is for deleting per-screen resources, and the shader
compiler resources are not of such nature. Besides, dri shouldn't
need to even know about the presence of a shader compiler.
These resources will already be released when mesa gets unloaded,
and that should be sufficient.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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All of these enums are now in use around in the code, so there's no need
to explicitly use them here any more.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Work-group size should always be aligned to subgroup size; this is a
basic requirement, otherwise some work-items will be no-operation.
It might make sense to refine the value according to a kernel's
resource usage, but that's a possible optimization for the future.
Reviewed-by: Francisco Jerez <[email protected]>
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We need this to implement OpenCL's
CL_KERNEL_PREFERRED_WORK_GROUP_SIZE_MULTIPLE.
Reviewed-by: Francisco Jerez <[email protected]>
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Since commit 104c8fc2c2aa5621261f8 the GLSL IR will be freed if NIR is
being used. This was causing it to segfault if INTEL_DEBUG=wm is set.
This patch just makes it avoid dumping the GLSL IR in that case.
Reviewed-by: Ben Widawsky <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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This reverts commit c2ff3485b3d48749ea9dcad07bc1a691627dc3e5.
Ilia and I noticed a memory leak caused by this patch: at least with
fixed-function programs, we clone things using ProgramResourceList as
the context before reralloc makes it non-NULL.
I believe Tapani found other bugs with these patches, so I'm just going
to revert them for now and let him pursue them further.
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This reverts commit 104c8fc2c2aa5621261f80aa6b4f76c3163078f1.
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Signed-off-by: Ilia Mirkin <[email protected]>
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Still appears to have issues with negative indices less than -1M, but
that's a corner case of a corner case.
Signed-off-by: Ilia Mirkin <[email protected]>
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Legacy user clipping (using gl_Position or gl_ClipVertex) is handled by
turning those into the modern gl_ClipDistance equivalents.
This is unnecessary in Core Profile: if user clipping is enabled, but
the shader doesn't write the corresponding gl_ClipDistance entry,
results are undefined. Hence, it is also unnecessary for geometry
shaders.
This patch moves the call up to run_vs(). This is equivalent for VS,
but removes the need to pass clip distances into emit_urb_writes().
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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According to the "URB SIMD8 Write > Write Data Payload" documentation,
"The write data payload can be between 1 and 8 message phases long."
Apparently, the simulator considers it an error if you issue an URB
SIMD8 message with only a header and no actual data to write.
v2: Try to put in a better PRM citation, now that the Broadwell docs
actually exist (requested by Jordan).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The HUD doesn't check if query_create() fails and it calls other
pipe_query functions with NULL pointer instead of a valid query object.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The dup'ed fd owned by the nouveau_screen for a device node
must also be used as key for the winsys hash table, instead
of using the original fd passed in for a screen, to make
multi-x-screen ZaphodHeads configurations work on nouveau.
The original fd's lifetime differs from that of the nouveau_screen stored
in the hash. The hash key is the fd, and in order to compare hash entries
we fstat them, so the fd must be around for as long as the screen is.
This is an extension of the fix in commit a59f2bb1 (nouveau: dup fd
before passing it to device).
Cc: "10.3 10.4 10.5 10.6" <[email protected]>
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The meta code was setting a default depth range for all viewports
and 'restoring' all viewports to depth range values saved from viewport 0.
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This isn't pretty and I'd suggest it the pm4 interface builder
could be tweaked to do this more efficently, but I'd need
guidance on how that would look.
This seems to pass the few piglit tests I threw at it.
v2: handle passing layer/viewport index to fragment shader.
fix crash in blit changes,
add support to io_get_unique_index for layer/viewport index
update docs.
v3: avoid looking up viewport index and layer in es (Marek).
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We were not emitting the LOD, which led to message lengths of 1 instead
of 3. Setting has_lod makes us emit the LOD, but I had to make changes
to avoid emitting the non-existent coordinate as well.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91022
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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An immediate has to be the second arg of an ADD operation. However we
were mistakenly propagating the modifier of the non-folded value to the
folded immediate argument.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91117
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "10.5 10.6" <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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brw_miptree_layout_2d tries to ensure that mt->total_width is a
multiple of the compressed block size, presumably because it wouldn't
be possible to make an image that has a fraction of a block. However
it was doing this by aligning mt->total_width to align_w. Previously
align_w has been used as a shortcut for getting the block width
because before Gen9 the block width was always equal to the alignment.
Commit 4ab8d59a2 tried to fix these cases to use the block width
instead of the alignment but it missed this case.
I think in practice this probably won't make any difference because
the buffer for the texture will be allocated to be large enough to
contain the entire pitch and libdrm aligns the pitch to the tile width
anyway. However I think the patch is worth having to make the
intention clearer.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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