| Commit message (Collapse) | Author | Age | Files | Lines |
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Not sure if this ever worked, but the current logic for setting the
min/max index is definitely wrong for indexed draws. While we're at it,
bring in all the usual logic from the non-indirect drawing path.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109086
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We need a 64-bit value, otherwise we only handle the low 32, and happen to
sign-extend to claim to write all varying slots if VARYING_SLOT_VAR2 was
used.
Fixes: 4d0b2c7aaac3 ("ttn: Update shader->info as we generate code.")
Reviewed-by: Rob Clark <[email protected]>
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We've made the choice not to use fast clears on layer > 0 with
multilayer images. This is partly because we would need to store
multiple clear colors for each layer, making the existing memory
layout, already including aux surfaces, fast clear color, image state,
etc... even more complex.
Partial resolves are the operations transfering the clear colors into
the auxiliary buffers. This operation is currently implemented in
Blorp by loading the clear color from the image's BO, into a shader
that then samples from the auxiliary buffer and writes the color only
if it isn't there already.
The problem here is that because we store only one clear color for all
layers and it is used for partial resolves. If you trigger a partial
clear on a layer > 0, then you're likely to deal with a color that is
not what you actually want. In the particular issues below, we have
multiple layers, each cleared with a different color but the partial
resolve just writes the wrong color into the auxiliary buffers for
layers > 0.
Signed-off-by: Lionel Landwerlin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108910
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108911
Cc: [email protected]
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100 is too small for some games, which triggers recompilations
every frame. Increase to 1024.
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Just like nine_context_box_upload, nine_context_range_upload
should reference the src, which holds the ram source buffer.
Fixes: https://github.com/iXit/Mesa-3D/issues/327
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Cc: [email protected]
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nine_context_box_upload uploads a ram buffer (from src)
to a pipe_resource (dst).
We already have a refcount on the pipe_resource,
what needs to be protected from release is the ram buffer,
thus a reference to src.
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Cc: [email protected]
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The dtor is called on allocation failure,
thus we must check the volumes are allocated
before trying to release them.
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Cc: [email protected]
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This enables to match the window size
on resize on all cases, as it only works
currently with presentation buffers.
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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This patch introduces a structure to release the
present_handles only when they are fully released
by the server, thus making
"DestroyD3DWindowBuffer" actually release the buffer
right away when called.
Signed-off-by: Axel Davy <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Maybe not 100% perfect, but seems to be a pretty good approximation of
that.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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This logic can be re-written as the two cases for 3d (ie. before/after
the miplevel sizes start reducing) vs everything else. I think it is
easier to read this way.
Signed-off-by: Rob Clark <[email protected]>
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We really only need this logic in one place.
Signed-off-by: Rob Clark <[email protected]>
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This was a hold-over from the early TGSI days, and mostly not needed
with NIR. This avoids burning an entire 4 consecutive scalar regs
for vec3 outputs, for example. Which fixes a few places that we were
doing worse that we should on register usage.
Signed-off-by: Rob Clark <[email protected]>
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Fixes the following crash that happened after d6110d4d
The problem happens if we first compile a "vanilla" shader with nothing
lowered in NIR, which perform the final lowering passes on so->shader->
nir (including nir_lower_locals_to_regs()), and then later we have
compile a shader with some lowering. The second time through we would
have already done nir_lower_locals_to_regs().
Arguably this was already a bug, just one we hadn't noticed yet.
Fixes: d6110d4d547 intel/compiler: move nir_lower_bool_to_int32 before nir_lower_locals_to_regs
Signed-off-by: Rob Clark <[email protected]>
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Nobody uses this, so let's drop it. This makes the helper callable
from places without a gl_program.
Reviewed-by: Marek Olšák <[email protected]>
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DrawPixels lowering, for example, adds new varyings that need to be
accounted for in inputs_read. The earlier info gathering at link time
cannot account for this.
Reviewed-by: Marek Olšák <[email protected]>
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They're now identical, so we can just compile it once.
Reviewed-by: Marek Olšák <[email protected]>
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Now that we always copy color, we can just use the util function.
Reviewed-by: Marek Olšák <[email protected]>
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The glDrawPixels passthrough vertex shader copies position and texcoord
vertex attributes to varying outputs. It also optionally copies a third
gl_Color attribute, which sometimes is unnecessary. Until now, we've
compiled separate variants of the shader, one of which does this extra
copy, and the other of which doesn't. We have done this since 2007.
But, the vertex shader runs for a whopping four vertices, and so the
cost of a copying a single input to output is likely inconsequential.
In theory, we could bind one fewer vertex element - but we always bind
all three regardless. So, we don't even get that savings.
This patch unifies the two, so we always copy the optional color,
and save having to compile the variant. It also makes the VS input
interface match up with the vertex element state without any dead
(unused) input attributes.
Reviewed-by: Marek Olšák <[email protected]>
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Dead since 2015 (commit 5142564734bd68f165b02e29e384ebbcf91cce38).
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Trivial.
Fixes: 9f0bfbed11f "radv: Work around non-renderable 128bpp compressed 3d textures on GFX9."
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Whenever llvm removes an intrinsic (we're using), we're hitting segfaults
due to llvm doing calls to address 0 in the jitted code instead.
However, Jose figured out we can actually detect this with
LLVMGetIntrinsicID(), so use this to abort, so we don't have to wonder
what got broken. (Of course, someone still needs to fix the code to
no longer use this intrinsic.)
Reviewed-by: Jose Fonseca <[email protected]>
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This intrinsic disppeared with llvm 6.0, using it ends up in segfaults
(due to llvm issuing call to NULL address in the jited shaders).
Add code doing the same thing as the autoupgrade code in llvm so it
can be matched and replaced back with a pavgb.
While here, also improve lp_test_format, so it tests both with and without
cache (as it was, it tested the cache versions only, whereas cache is
actually disabled in llvmpipe, and in any case even with it enabled
vertex and geometry shaders wouldn't use it). (Although at least for
the unorm8 uncached fetch, the code is still quite different to what
llvmpipe is using, since that would use unorm8x16 type, whereas
the test code is using unorm8x4 type, hence disabling some intrinsic
paths.)
Fixes: 6f4083143bb8 ("gallivm: use llvm jit code for decoding s3tc")
Reviewed-by: Jose Fonseca <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
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Swap '..' with the symbolic inc_glx and add glproto as dependency. That
will pull the correct include, effectively fixing the tests on macOS.
Fixes: a47c525f328 ("meson: build glx")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Accidentally dropped with earlier commit.!
Fixes: 4ccb9816737 ("meson: Use consistent style for tests")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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When producing the final libGL.so/libGLX_mesa.so we only link the local
static helper lib (libglx). Thus there's no reason for the includes.
Fixes: a47c525f328 ("meson: build glx")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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The library itself (libGL) is only built when -Dglx=dri, yet it's
accompanying tests are build even with -Dglx=xlib.
Adjust the guards, so we don't build the tests when they are not
applicable
v2:
- Reword commit message (Dylan)
- Drop build_by_default hunk (Dylan)
Fixes: a47c525f328 ("meson: build glx")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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The library is called libgalliumvl_stub - note singular.
Fixes: 42ea0631f10 ("meson: build clover")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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This is the right channel to report these things, so that end-users don't
need to know each driver's custom debug options.
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This lets the driver use pipe_debug_message() for GL_ARB_debug_output.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is the right channel to report these things, so that end-users don't
need to know each driver's custom debug options.
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This lets the driver use pipe_debug_message() for GL_ARB_debug_output.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The shadow state is now in the sampler.
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i915 render nodes refuse the dumb ioctls, so the simulator would crash on
the original non-apitrace shader-db. Replace them with direct i915 calls
if we detect that we're on one of their gem fds.
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Untested on older chips.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Original patch by Dave Airlie.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The value depends on the number of samples.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We don't ever want to do the fmask lookup on a atomic or
store, the fmask should have been decompressed if the
surface has been moved to IMAGE_LAYOUT.
Original patch by Dave Airlie.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This fixes GPU hangs on GFX9 with
dEQP-VK.memory.external_memory_host.bind_image_memory_and_render.with_zero_offset.*
Copied from RadeonSI.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Exactly what title says, the new addrlib does not allow the above with
certain dimensions that the CTS seems to hit. Work around it by not
allowing the app to render to it via compat with other 128bpp formats
and do not render to it ourselves during copies.
Fixes: 776b9113656 "amd/addrlib: update Mesa's copy of addrlib"
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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The driver needs to decompress all image layers if a fast
depth/color clear has been performed.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This workaround has been introduced by 135e4d434f6 for fixing
DXVK GPU hangs with many games. It is no longer needed since
LLVM r345718.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This workaround has been introduced by 3d41757788a and it
is no longer needed since LLVM r346422.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The former expects to see SSA-only things, but the latter injects registers.
The assertions in the lowering where not seeing this because they asserted
on the bit_size values only, not on the is_ssa field, so add that assertion
too.
Fixes: 11dc1307794e "nir: Add a bool to int32 lowering pass"
CC: [email protected]
Reviewed-by: Jason Ekstrand <[email protected]>
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A long time ago, when this was first implemented, not having a sampler
bound would cause problems on Fermi. I didn't work out the reasons, but
the solution was simple -- just put the samplers back in.
Since then, regular texturing paths appear to have lost their associated
samplers which required a fuller investigation and fix in nouveau. Now
that this is done, this code should no longer need a sampler state for
fetching texels from a buffer texture.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This is (much) faster than using the util fallback.
(Note that there's two methods here, one would use a cache, similar to
the existing code (although the cache was disabled), except the block
decode is done with jit code, the other directly decodes the required
pixels. For now don't use the cache (being direct-mapped is suboptimal,
but it's difficult to come up with something better which doesn't have
too much overhead.)
Reviewed-by: Jose Fonseca <[email protected]>
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Fixes: 44227453ec03f "nir: Switch to using 1-bit Booleans for almost..."
Reviewed-by: Rhys Perry <[email protected]>
Tested-by: Rhys Perry <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Tested-by: Bas Nieuwenhuizen <[email protected]>
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