| Commit message (Collapse) | Author | Age | Files | Lines |
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The output formats are consistent with their channels appearing from low
to high in their name. Textures are interpreted the same way, but their
names may have the channels swapped around. I'm retaining the texture
names so that we are consistent with the documentation, but I want to
leave a warning for others.
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I had the rest of stencil state set up, but forgot to actually enable it
in the higher level configuration bits packet.
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In the case of fneg(0.0), we were getting back 0.0 instead of -0.0. We
were also needing an immediate 0 value for ineg, when there's an opcode to
do the job properly.
Fixes fs-floatBitsToInt-neg.shader_test.
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It gets most of EXT_framebuffer_multisample-formats passing, but doesn't
really work for texture views.
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This should help with texture views, though I just noticed this while
reading the code.
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Similar to stores, but we also need to emit dummy stores in between each
load, to flush out the previous queued load.
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We were storing the resolved pixels in all cases, but nr_samples > 0 means
we should be keeping the per-sample values.
We will probably want to change the job structure at some point, as we'll
want to recognize full-buffer resolves and do the resolved store in the
same job as the original rendering, meaning we'll need to track both the
MSAA and single-sample resources in the job. However, this will be enough
to build the rest of the MSAA support.
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The HW has no native sampler support for multisample textures, but since
we only need to support txf_ms and the layout is UIF, we just need to
scale up the texcoords and then add in the sample.
This drops the old TEXTURE_MSAA_ADDR special uniform, since we're treating
MSAA textures as textures, rather than basically texbos like VC4 had to.
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We just need to multiply width/height by 2 each, and always set them up as
UIF tiling, since that's how the TLB will store them in raw (per-sample)
mode.
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The equivalent load already had the pad separated out.
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Improves CLIF dumping output.
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We were handing the intra-byte padding fine, but with a 24-bit address
(bottom 8 bits implied 0) we would end up off by 8 bytes in our shift,
impacting vc5's load/store general packets (all other packets we have had
<8 bits of padding).
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This is the real meat of the RCL, so let's get it printed again.
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This will let me reuse the printing for processing branches to other CLs.
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We only have 2x16 unpacking in our ALUs. To enable this, we also need
lower_fdiv for its new instructions, which had been handled at a higher
level previously.
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I already had the texture's wrapping set up to use different behavior for
nearest or linear, so we just needed to saturate the coordinates in linear
mode to get the "proper" blend between the edge and border values.
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We don't seem to have a way to generally handle gl_SkipComponents.
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Fixes glsl-arb-fragment-coord-conventions.
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1D is the exception to "all V3D textures are tiled", since tiling 1D
textures would just waste memory and cache space. This ended up being a
problem once we started actually marking 1D textures as 1D instead of 2D.
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I've debugged two nasty errors now due to copy-and-pasting a bool type
when writing a uint field. Make sure I don't do that again.
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We don't set this field using the XML codegen, but this would help us
decode the right value in case of 16x (VG) oversampling.
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Fixes non-2D texturing.
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Like VC4, we need to at least have one element set up, but unlike VC4 it
seems we don't need to read it to keep the HW happy. Fixes GPU hangs with
glsl-no-vertex-attribs.shader_test.
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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>From GLSL 4.5 spec, section "7.1 Built-In Language Variables", page 130 of
the PDF states:
"If multiple shaders using members of a built-in block belonging to
the same interface are linked together in the same program, they must
all redeclare the built-in block in the same way, as described in
section 4.3.9 “Interface Blocks” for interface-block matching, or a
link-time error will result."
Fixes:
* GL45-CTS.CommonBugs.CommonBug_PerVertexValidation
v2 (Neil Roberts):
Explicitly look for gl_PerVertex in the symbol tables instead of
waiting to find a variable in the interface.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102677
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Eduardo Lima Mitev <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
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This effectively factorizes a couple of similar routines.
v2 (Neil Roberts): Non-trivial rebase on master
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Eduardo Lima Mitev <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
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Some symbols gathered in the symbols table during parsing are needed
later for the compile and link stages, so they are moved along the
process. Currently, only functions and non-temporary variables are
copied between symbol tables. However, the built-in gl_PerVertex
interface blocks are also needed during the linking stage (the last
step), to match re-declared blocks of inter-stage shaders.
This patch adds a new utility function that will factorize current code
that copies functions and variables between two symbol tables, and in
addition will copy explicitly declared gl_PerVertex blocks too.
The function will be used in a subsequent patch.
v2 (Neil Roberts):
Allow the src symbol table to be NULL and explicitly copy the
gl_PerVertex symbols in case they are not referenced in the exec_list.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Eduardo Lima Mitev <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
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Fixes: 2c873060d3578c7004c0 "i965: Delete unused
brw_vs_prog_data::nr_attributes field."
Cc: Kenneth Graunke <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Cc: Rob Herring <[email protected]>
Cc: Tomasz Figa <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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NIR does not have these instructions. TGSI and Mesa IR both implement
them using < and >=, repsectively. Removing them deletes a bunch of
code and means I don't have to add code to the SPIR-V generator for
them.
v2: Rebase on 2+ years of change... and fix a major bug added in the
rebase.
text data bss dec hex filename
8255291 268856 294072 8818219 868e2b 32-bit i965_dri.so before
8254235 268856 294072 8817163 868a0b 32-bit i965_dri.so after
7815339 345592 420592 8581523 82f193 64-bit i965_dri.so before
7813995 345560 420592 8580147 82ec33 64-bit i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Without the lexer changes, tests/glslparsertest/glsl2/tex_rect-02.frag
fails. Before this change, the parser would determine that
sampler2DRect is not a valid type because the call to
state->symbols->get_type() in ast_type_specifier::glsl_type() would
return NULL. Since ast_type_specifier::glsl_type() is now going to
return the glsl_type pointer that it received from the lexer, it doesn't
have an opportunity to generate an error.
text data bss dec hex filename
8255243 268856 294072 8818171 868dfb 32-bit i965_dri.so before
8255291 268856 294072 8818219 868e2b 32-bit i965_dri.so after
7815195 345592 420592 8581379 82f103 64-bit i965_dri.so before
7815339 345592 420592 8581523 82f193 64-bit i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This allows us to use a single token for every built-in type except void.
text data bss dec hex filename
8275163 269336 294072 8838571 86ddab 32-bit i965_dri.so before
8255243 268856 294072 8818171 868dfb 32-bit i965_dri.so after
7836963 346552 420592 8604107 8349cb 64-bit i965_dri.so before
7815195 345592 420592 8581379 82f103 64-bit i965_dri.so after
Yes, the 64-bit binary shrinks by 21k.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Passing YYSTYPE into classify_identifier enables a later patch.
text data bss dec hex filename
8310339 269336 294072 8873747 876713 32-bit i965_dri.so before
8275163 269336 294072 8838571 86ddab 32-bit i965_dri.so after
7845579 346552 420592 8612723 836b73 64-bit i965_dri.so before
7836963 346552 420592 8604107 8349cb 64-bit i965_dri.so after
Yes, the 64-bit binary shrinks by 8k.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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There are two callers of the constructor, and they are right next to
each other. Move the "#anon_struct" name handling to the parser so that
the conditional can be removed.
I've also deleted part of the comment (about the memory leak) because I
don't think it's quite accurate or relevant.
text data bss dec hex filename
8310399 269336 294072 8873807 87674f 32-bit i965_dri.so before
8310339 269336 294072 8873747 876713 32-bit i965_dri.so after
7845611 346552 420592 8612755 836b93 64-bit i965_dri.so before
7845579 346552 420592 8612723 836b73 64-bit i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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glsl/glsl_parser_extras.cpp: In constructor ‘ast_struct_specifier::ast_struct_specifier(void*, const char*, ast_declarator_list*)’:
glsl/glsl_parser_extras.cpp:1675:50: warning: unused parameter ‘lin_ctx’ [-Wunused-parameter]
ast_struct_specifier::ast_struct_specifier(void *lin_ctx, const char *identifier,
^~~~~~~
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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glsl/standalone_scaffolding.cpp: In function ‘GLbitfield _mesa_program_state_flags(const gl_state_index*)’:
glsl/standalone_scaffolding.cpp:103:66: warning: unused parameter ‘state’ [-Wunused-parameter]
_mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
^
glsl/standalone_scaffolding.cpp: In function ‘char* _mesa_program_state_string(const gl_state_index*)’:
glsl/standalone_scaffolding.cpp:109:67: warning: unused parameter ‘state’ [-Wunused-parameter]
_mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
^
glsl/standalone_scaffolding.cpp: In function ‘void _mesa_delete_shader(gl_context*, gl_shader*)’:
glsl/standalone_scaffolding.cpp:115:40: warning: unused parameter ‘ctx’ [-Wunused-parameter]
_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
^~~
glsl/standalone_scaffolding.cpp: In function ‘void _mesa_delete_linked_shader(gl_context*, gl_linked_shader*)’:
glsl/standalone_scaffolding.cpp:123:47: warning: unused parameter ‘ctx’ [-Wunused-parameter]
_mesa_delete_linked_shader(struct gl_context *ctx,
^~~
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Having moved gallium_dri.so library to /vendor/lib/dri
also symlinks need to be coherently created using TARGET_OUT_VENDOR instead of TARGET_OUT
or all non Intel drivers will not be loaded with Android N and earlier,
thus causing SurfaceFlinger SIGABRT
(v2) simplification of post install command
Fixes: c3f75d483c ("Android: move libraries to /vendor")
Cc: 17.3 <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]> (v1)
Reviewed-by: Rob Herring <[email protected]> (v1)
Reviewed-by: Emil Velikov <[email protected]>
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This reverts commit 27d5a7bce09aef83d3349cca5f3777007b3b94b6.
I fat fingered it, failing to reset the checkout before applying the
sequential commit.
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Signed-off-by: Emil Velikov <[email protected]>
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It seems nobody's using the string hashing function. If you try to
pass it directly to the hashtable creation function, you'll get
compiler warning for non matching prototypes. Let's make them match.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103513
Fixes: de889794134e ("radv: Implement VK_AMD_shader_info")
Signed-off-by: Alex Smith <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Otherwise we will leak them, load duplicates from disk rather
than memory and never write items loaded from disk to the apps
pipeline cache.
Fixes: fd24be134ffd 'radv: make use of on-disk cache'
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Patch uses mem_ctx for allocation to ensure param array gets freed
later.
==6164== 48 bytes in 1 blocks are definitely lost in loss record 61 of 193
==6164== at 0x4C2EB6B: malloc (vg_replace_malloc.c:299)
==6164== by 0x12E31C6C: ralloc_size (ralloc.c:121)
==6164== by 0x130189F1: fs_visitor::assign_constant_locations() (brw_fs.cpp:2095)
==6164== by 0x13022D32: fs_visitor::optimize() (brw_fs.cpp:5715)
==6164== by 0x13024D5A: fs_visitor::run_fs(bool, bool) (brw_fs.cpp:6229)
==6164== by 0x1302549A: brw_compile_fs (brw_fs.cpp:6570)
==6164== by 0x130C4B07: blorp_compile_fs (blorp.c:194)
==6164== by 0x130D384B: blorp_params_get_clear_kernel (blorp_clear.c:79)
==6164== by 0x130D3C56: blorp_fast_clear (blorp_clear.c:332)
==6164== by 0x12EFA439: do_single_blorp_clear (brw_blorp.c:1261)
==6164== by 0x12EFC4AF: brw_blorp_clear_color (brw_blorp.c:1326)
==6164== by 0x12EFF72B: brw_clear (brw_clear.c:297)
Fixes: 8d90e28839 ("intel/compiler: Allocate pull_param in assign_constant_locations")
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Cc: [email protected]
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We were dividing by 4 twice. This also papered over a bug where we
were neglecting to clamp the sampler count to the [0, 16] range.
This should have no functional impact, it only affects prefetching.
v2 [Kenneth Graunke]:
- Clamp sampler_count to [0, 16] to avoid overflowing the valid values
for this field. Write a commit message.
Signed-off-by: Kevin Rogovin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This avoids recompiles for shaders that don't use explicit derivatives
when ctx->Hint.FragmentShaderDerivative == GL_NICEST.
For example, GFXBench 5 Aztec Ruins sets the GL_NICEST hint before
compiling any shaders, but none of them use dFdx() or dFdy() - only
implicit derivatives. This doesn't eliminate any recompiles, but
does eliminate one of the reasons for doing so.
Reviewed-by: Jason Ekstrand <[email protected]>
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i965 turns fddx/fddy into their coarse/fine variants based on the
ctx->Hint.FragmentShaderDerivative setting. It needs to know whether
this can impact a shader in order to better guess NOS settings.
Reviewed-by: Jason Ekstrand <[email protected]>
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Also, reorder them to match the structure's field order, to make it
easier to check that they're all present.
Acked-by: Jason Ekstrand <[email protected]>
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