| Commit message (Collapse) | Author | Age | Files | Lines |
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v2 (Jason Ekstrand):
- Remove Vulkan-specific terminology from the commit title.
- Replace '== 7' with '<= 7' to hint that this is a new feature on BDW+.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> (v1)
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Update commit title (Jason Ekstrand)
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> (v1)
Reviewed-by: Jason Ekstrand <[email protected]>
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v2 (Jason Ekstrand):
- Update commit title.
- Check aux level and layer as well.
v3 (Jason Ekstrand):
- Move the non-aux layer check.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> (v1)
Reviewed-by: Jason Ekstrand <[email protected]>
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Currently a resource flush may trigger a self resolve, even if a scanout buffer
exists, but is up to date. If a scanout buffer exists we only ever want to
flush the resource to the scanout buffer. This fixes a performance regression.
Fixes: dda956340ce9 (etnaviv: resolve tile status when flushing resource)
Cc: [email protected]
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Philipp Zabel <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Based on a patch from Wladimir J. van der Laan and untested due
to lack of hardware. Binary blob emits those formats if GPU supports
HALTI1 (faked with ibvivhook).
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Passes texwrap GL_ARB_texture_rg piglit (with faked full texture rg support).
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Passes all ext_texture_swizzle piglits.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-By: Wladimir J. van der Laan <[email protected]>
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Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Fix all lines in src/mesa/main/marshal_generated.c that declare
double-const variables. Below is all such lines, with duplicates
removed:
$ grep 'const const' marshal_generated.c | sort -u
const const GLboolean * pointer = cmd->pointer;
const const GLvoid * indices = cmd->indices;
const const GLvoid * pointer = cmd->pointer;
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fix regression of "no rendering" on simple apps like glxgears by
setting an explicit full surface clear_rect when scissor is not
enabled.
This regressed with commit 00173d91 "st/mesa: don't set 16
scissors and 16 viewports if they're unused" due to an assumption
that a default scissor rect is always set, which was the case prior
to this optimization.
Reviewed-by: Tim Rowley <[email protected]>
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Some combinations of c++ compilers and standard libraries had problems
with the string::replace code we were using previously.
This should fix the travis-ci system.
Tested-by: Eric Engestrom <[email protected]>
Reviewed-by: Bruce Cherniak <[email protected]>
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The hardware doesn't support it, so we just interpolate all array elements
and then use indirect indexing on the resulting vector.
Clearly, this is not very efficient. There is an argument to be had for
adding if/else, or perhaps even pulling the data out of LDS directly.
Both don't really seem worth the effort, considering that it seems nobody
actually uses this feature.
Reviewed-by: Marek Olšák <[email protected]>
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In swrastGetDrawableInfo, set *x and *y, not just *w and *h;
this fixes a crash later in drisw_update_tex_buffer when the
(formerly) uninitialized x and y values are used to construct
an address in a call to llvmpipe_transfer_map.
Fixes crash in Piglit test
"spec@egl 1.4@eglcreatepbuffersurface and then glclear"
(<piglit dir>/bin/egl-create-pbuffer-surface -auto)
that occurred intermittently, e.g. when the uninitialized x and y in
drisw_update_tex_buffer just happened to contain absurd non-zero values.
v2: Initialize in case if function succeeds or fails, just like *w/*h.
Cc: [email protected]
Signed-off-by: Ben Crocker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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The function _eglError() already explicitly returns EGL_FALSE,
explicitly to simplify the callers. Make use of it.
While EGL_FALSE is numerically identical to false, NULL, EGL_NO_FOO,
storage is not the same so we cannot use it for "everything".
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Function cannot fail and always returns true.
v2: Inline the one line function in the header
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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xfb only applies to the latest stage before the fragment shader, so
there is no need to invoke it in the fragment shader.
Fixes:
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list_and_api
v2: do reset only if shaders provide an explicit stride
v3: do not call link_xfb_stride_layout_qualifiers() for fragment shaders
(Timothy)
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
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…and print error in such case. Which probably is not a rare event btw
because fopen doesn't expand ~ to $HOME.
Also get rid of unused "bool ret" variable.
Signed-off-by: Constantine Kharlamov <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=100785
v2: I was too much twiddling whether to initialize nsys_inputs at the beginning of shader initialization or for allocation of system values, and by the time I decided to go with the first one, I forgot to change it back.
Signed-off-by: Constantine Kharlamov <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Constantine Kharlamov <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds support for the GDS operations needed to do atomic
counters.
Signed-off-by: Dave Airlie <[email protected]>
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We don't want vtx/tex instructions ending up in GDS sections.
Signed-off-by: Dave Airlie <[email protected]>
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This just makes sure we can see the index gpr in the asm dumps.
Signed-off-by: Dave Airlie <[email protected]>
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On evergreen we can route vertex fetches via the texture cache,
and this is required for some images support. So add support
to the asm builder for it.
Signed-off-by: Dave Airlie <[email protected]>
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This was found during writing the images code, we need to
make sure we route the correct index register.
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Performance deltas:
Alien Isolation: +17% (it varies depending on the location)
Borderlands 2: +50% (it varies depending on the location)
BioShock Infinite: +76% (benchmark)
Civilization 6: +20% (benchmark)
Reviewed-by: Timothy Arceri <[email protected]>
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This is the key to better performance.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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for later use
Reviewed-by: Timothy Arceri <[email protected]>
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for HUD integration in following commits. This valuable profiling data
will allow us to see on the HUD how well glthread is able to utilize
parallelism. This is better than benchmarking, because you can see
exactly what's happening and you don't have to be CPU-bound.
u_threaded_context has the same counters.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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This mirrors exactly how u_threaded_context works.
If you understand this, you also understand u_threaded_context.
Reviewed-by: Timothy Arceri <[email protected]>
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we are switching to util_queue.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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v2: Don't pass layout to image view usage mask.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Fixes: 0628580eff6 "radv: Specify semantics of HTILE layout helpers."
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These entry points are used by Alien Isolation and caused
synchronization with glthread. The async marshalling implementation
is similar to glBuffer(Sub)Data. However unlike Buffer(Sub)Data
we don't need to worry about EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD,
as this isn't applicable to these DSA variants.
Results in an approximately 6x drop in glthread synchronizations and a
~30% FPS jump in Alien Isolation (Medium preset, Athlon 860K, RX 480).
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes:
dEQP-VK.pipeline.framebuffer_attachment.no_attachments
dEQP-VK.pipeline.framebuffer_attachment.no_attachments_ms
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This reorders things as we need something from the fs for the vs key.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Noticed in passing.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Just noticed in passing.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes: b7d9677d ("nv50/ir: constant fold OP_SPLIT")
Cc: [email protected]
Signed-off-by: Pierre Moreau <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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It's not needed. The hw doesn't fetch ahead over page boundaries.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This trivially adds support for the image offset query, which is needed
for the zwp_linux_dmabuf based EGL platform wayland implementation.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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This prevents glViewport() and friends to always flush and
trigger _NEW_VIEWPORT.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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No need to explain why calling a driver callback is needed.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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