| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
The Broadwell method of handling uncompressed views of compressed
textures was to make the texture linear and have a tiled shadow copy.
This isn't needed on Sky Lake because the HALIGN and VALIGN parameters
are specified in surface elements and required to be a multiple of 4.
This means that we can just use the X/Y Offset fields and we can avoid
the shadow copy song and dance. This also makes ASTC work because ASTC
can't be linear and so the shadow copy method doesn't work there.
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
| |
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
| |
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In order to get support everywhere, this gets a bit complicated. On Sky
Lake and later, everything is fine because HALIGN/VALIGN are specified
in surface elements and are required to be at least 4 so any offsetting
we may need to do falls neatly within the heavy restrictions placed on
the X/Y Offset parameter of RENDER_SURFACE_STATE. On Broadwell and
earlier, HALIGN/VALIGN are specified in pixels and are hard-coded to
align to exactly the block size of the compressed texture. This means
that, when reinterpreted as a non-compressed texture, the tile offsets
may be anything and we can't rely on X/Y Offset.
In order to work around this issue, we fall back to linear where we can
trivially offset to whatever element we so choose. However, since
linear texturing performance is terrible, we create a tiled shadow copy
of the image to use for texturing. Whenever the user does a layout
transition from anything to SHADER_READ_ONLY_OPTIMAL, we use blorp to
copy the contents of the texture from the linear copy to the tiled
shadow copy. This assumes that the client will use the image far more
for texturing than as a storage image or render target.
Even though we don't need the shadow copy on Sky Lake, we implement it
this way first to make testing easier. Due to the hardware restriction
that ASTC must not be linear, ASTC does not work yet.
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This struct represents a full surface state including the addresses of
the referenced main and auxiliary surfaces (if any). This makes
relocation setup substantially simpler and allows us to move 100% of the
surface state setup logic into anv_image where it belongs. Before, we
were manually fishing data out of surface states when emitting
relocations so we knew how to offset aux address. It's best to keep all
of the surface state emit logic together. This also gets us closer, at
least cosmetically, to a world of no relocations where addresses are
placed in surface states up-front.
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
|
|
|
| |
This gives us a single centralized place where we take an image view and
use it to fill out a surface state.
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
| |
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
It's not SPIR-V that's backwards from GLSL, it's Vulkan that's backwards
from GL. Let's make NIR consistent with the source language and do the
flipping inside the Vulkan driver instead.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
| |
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
v2: wait in map_buffer and map_image as well
v3: use event::wait instead of wait (skips fence wait for hard_event)
v4: use wait_signalled()
Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Aaron Watry <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
And define a method for other threads to wait until the action
function associated with an event has been executed to completion.
For hard events, this will mean waiting until the corresponding
command has been submitted to the pipe driver, without necessarily
flushing the pipe_context and waiting for the actual command to be
processed by the GPU (which is what hard_event::wait() already does).
This weaker kind of event wait will allow implementing blocking memory
transfers efficiently.
Acked-by: Aaron Watry <[email protected]>
Reviewed-by: Jan Vesely <[email protected]>
|
|
|
|
|
| |
Acked-by: Aaron Watry <[email protected]>
Reviewed-by: Jan Vesely <[email protected]>
|
|
|
|
|
|
| |
This makes the C code be justified over to the left.
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
We are really not going to use a winsys which does not need to store
the va, so might as well store it in a standard field.
Not sure this helps perf much though, as most of the cost is in the
cache miss accessing the bo anyway, which we stil need to do.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
|
|
| |
Since most games use only a few, iterating through all of them is
a waste. Simplifies the code too.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Nothing too exciting, just adding the possibility for a pNext pointer,
and batch binding. Our binding is pretty much trivial.
It also adds VK_IMAGE_CREATE_ALIAS_BIT_KHR, but since we store no
state in radv_image, I don't think we have to do anything there.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This uses all the existing code to calculate lod values for mip linear
filtering. Though we'll have to disable the simplifications (if we know some
parts of the lod calculation won't actually matter for filtering purposes due
to mip clamps etc.). For better or worse, we'll also disable lod calculation
hacks (mostly should make a difference for cube maps) always - the issue with
per-pixel lod being difficult is mostly because we then have different mipmaps
needed for the actual texel fetch, which isn't a problem with lodq.
We still use approximation for the log2 - for that reason I believe the float
part of the lod is only accurate to about 4-5 bits (and one bit less with 1d
textures actually) which is hopefully good enough (though d3d10 technically
requires 6 bits - could use quadratic interpolation instead of linear to get
8 bits or so).
Since lodq requires unclamped lod, we also have to move some sampler key
calculations to texture sampling code - even if we know we're going to access
mipmap 0 we still have to calculate lod and apply lod_bias for lodq.
Passes piglit ARB_texture_query_lod tests (after having fixed the test).
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Some DRI image properties weren't properly duplicated in the
new image. Some properties are still missing, but I'm not
certain if there was a good reason to let them out in the first
place.
Signed-off-by: Louis-Francis Ratté-Boulianne <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This fixes a bug with nearest ("point") mip selection when the fractional
part of max_lod is in (0.5,1). In this case, the spec mandates that
we still select the mip level ceil(max_lod) in the clamping case. However,
MIP_POINT_PRECLAMP will clamp before the mip selection, which is wrong.
Supposedly this setting was originally copied from the closed Vulkan
driver, but as far as I can tell, closed Vulkan was actually changed back
recently :)
Fixes dEQP-GLES3.functional.texture.mipmap.2d.max_lod.{nearest,linear}_nearest
Fixes: f7420ef5b464 ("radeonsi: enable some sampler fields to match the closed driver")
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Like for cube map (array) gather, we need to round to nearest on <= VI.
Fixes tests in dEQP-GLES3.functional.shaders.texture_functions.texture.*
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Prevent an overflow caused by too many output variables. To limit the
scope of the issue, write to the assigned array only for the non-ES
fragment shader path, which is the only place where it's needed.
Since the function will bail with an error when output variables with
overlapping components are found, (max # of FS outputs) * 4 is an upper
limit to the space we need.
Found by address sanitizer.
Fixes dEQP-GLES3.functional.attribute_location.bind_aliasing.*
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
| |
Also add new define ETNA_SW_QUERY_BASE.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This change makes etna_get_driver_query_info(..) more generic
and puts the knowledge of supported queries directly besides
the implementation.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
|
|
|
|
|
|
|
| |
Trivial.
Cc: [email protected]
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The Vulkan spec (1.0.61) says:
"The number of scissors used by a pipeline is still specified
by the scissorCount member of VkPipelinescissorStateCreateInfo."
So, the number of scissors is defined at pipeline creation
time and shouldn't be updated when they are set dynamically.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The Vulkan spec (1.0.61) says:
"The number of viewports used by a pipeline is still specified
by the viewportCount member of VkPipelineViewportStateCreateInfo."
So, the number of viewports is defined at pipeline creation
time and shouldn't be updated when they are set dynamically.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
| |
To check some valid usage requirements.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
| |
To check some valid usage requirements.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
| |
To share common dispatch compute code.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
| |
To share common dispatch compute code.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
If we don't have a depth piece, we don't get a correct
swizzle mode and we hit an assert in addrlib.
In case of no depth get the preferrred swizzle mode for
stencil alone.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "17.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
| |
Fixes: 1d0be5b3fe5 ("wayland-drm: constify the callbacks struct")
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Unreal Engine 4 seems to really like this format for some reason. We
don't technically have the hardware format but we do have L8_SRGB. It's
easy enough to fake with that and a swizzle.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
|
|
|
|
| |
Vulkan needs to be able to clear any texture you can create. We want to
add support for VK_FORMAT_R8_SRGB and we need to use L8_UNORM_SRGB to do
that so we need to be able to clear it.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
Shorter, explicit and consistent with the rest of the co debase.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Instead of having three, almost identical but not quite,
_eglDebugReport* functions, simply fold them into one.
While doing so drop the unnecessary arguments 'command' and
'objectLabel'. Former is identical to funcName, while the latter is
already stored (yet unused) in _EGLThreadInfo::CurrentObjectLabel.
Cc: Kyle Brenneman <[email protected]>
Cc: Adam Jackson <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]> (IRC)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Seemingly, the original intent behind _eglError's 'msg' was aimed to
provide a function name.
At some point, people started using it the way EGL_KHR_debug's
callback() message is meant to be used. Aka providing meaningful
information to the developer/user.
Swap the funcName/msg argument order in the _eglDebugReport() call.
The 'funcName' variable is implicitly set, props to the
_eglSetFuncName() call at the start of each public entrypoint.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
| |
Vulkan does not depend on the library or any of the objects
created in the process.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
At the moment wayland-clients, such as the Vulkan drivers were
over-linking against libwayland-server.so.
That went unnoticed, since both client and server code uses the
wl*interface symbols, which are present in both libwayland-client.so and
libwayland-server.so.
I've looked at correcting that, although that's orthogonal to this fix.
Note: wayland-egl does _not_ depend on wayland-client, although it does
need wayland-egl.h. There's no distinct package that provides it (I have
a WIP on the topic) so current solution will do for now.
v2: Rebase with the "...inline wayland_drm_buffer_get" patch removed.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
|
|
|
|
|
|
|
| |
... making the header self-contained.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Due to GCC feature described in previous commit, the expected
deprecation warnings may be missing.
Set the WL_HIDE_DEPRECATED macro which will omit the deprecated
functionality, resulting in more distinct build issues.
That is safe since the symbols guarded within the macro is static.
Signed-off-by: Emil Velikov <[email protected]>
Suggested-by: Pekka Paalanen <[email protected]>
Acked-by: Pekka Paalanen <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Wayland v1.2 with commit 1488c96a5db ("Add accessor functions for
wl_resource and deprecate wl_client_add_resource") paves the way towards
making wl_resource opaque.
Namely, new helpers were introduced and the struct was annotated as
deprecated.
Since wayland headers are normally installed in /usr/include, which is
in -isystem, GCC did not generate warnings as documented in the manual.
"Warnings from system headers are normally suppressed..."
Signed-off-by: Micah Fedke <[email protected]>
Reviewed-by: Pekka Paalanen <[email protected]>
[Emil Velikov: add commit message]
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Unused anywhere throughout the codebase. We could start using it,
although that contradicts to an evil plan* of mine.
* Only wayland servers will make use of the static library, providing
actual distinction between server vs client.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
|