| Commit message (Collapse) | Author | Age | Files | Lines |
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The recent unaligned fix successfully prevented RCL blits that weren't
aligned inside of the surface, but we also want to be able to do RCL blits
for the whole surface when the width or height of the surface aren't
aligned (we don't care what renders inside of the padding).
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I keep typing variants of this while debugging RCL blits for MSAA.
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This was a typo in 3a508a0d94d020d9cd95f8882e9393d83ffac377 that didn't
show up in testcases at that moment.
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I missed this when bringing over the kernel changes.
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This commit pushes makes uniform offsets be terms of bytes starting with
nir_lower_io. They get converted to be in terms of vec4s or floats when we
cram them in the UNIFORM register file but reladdr remains in terms of
bytes all the way down to the point where we lower it to a pull constant
load.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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The one and only place where the FS backend allows reladdr is on uniforms.
For locals, inputs, and outputs, we lower it away before the backend ever
sees it. This commit gets rid of the dead indirect handling code.
Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "11.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92909
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, the VS_OPCODE_PULL_CONSTANT_LOAD opcode operated on
vec4-aligned byte offsets on Iron Lake and below and worked in terms of
vec4 offsets on Sandy Bridge. On Ivy Bridge, we add a new *LOAD_GEN7
variant which works in terms of vec4s. We're about to change the GEN7
version to work in terms of bytes, so this is a nice unification.
Cc: "11.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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It is legal to have a texture view of a single layer from a 2D array texture;
you can sample from it, or render to it. Intel hardware needs to be made aware
when it is using a 2d array surface in the surface state. The texture view is
just a 2d surface with the backing miptree actually being a 2d array surface.
This caused the previous code would not set the right bit in the surface state
since it wasn't considered an array texture.
I spotted this early on in debug but brushed it off because it is clearly not
needed on other platforms (since they all pass). I have no idea how this works
properly on other platforms (I think gen7 introduced the bit in the state, but I
am too lazy to check). As such, I have opted not to modify gen7, though I
believe the current code is wrong there as well.
Thanks to Chris for helping me debug this.
v2: Just use the underlying mt's target type to make the array determination.
This replaces a bug in the first patch which was incorrectly relying only
on non-zero depth (not sure how that had no failures). (Ilia)
Cc: Chris Forbes <[email protected]>
Reported-by: Mark Janes <[email protected]> (Jenkins)
References: https://www.opengl.org/registry/specs/ARB/texture_view.txt
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92609
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Cc: "11.1" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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For some reason this has been disabled for integers ever since codegen
was merged, despite there being emission code for IMAD. Seems to work.
Signed-off-by: Ilia Mirkin <[email protected]>
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According to nvdisasm both the immediate and non-imm cases use the same
bits. Both of these flags are quite rarely set though.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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From the 3DSTATE_URB_DS documentation:
"Project: IVB, HSW
If Domain Shader Thread Dispatch is Enabled then the minimum number of
handles that must be allocated is 10 URB entries."
"Project: BDW+
If Domain Shader Thread Dispatch is Enabled then the minimum number of
handles that must be allocated is 34 URB entries."
When the HS is run in SINGLE_PATCH mode (the only mode we support
today), there is no minimum for HS - it's just zero.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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For now, this just splits the existing code to disable these stages into
separate atoms/files. We can then replace it with real code.
v2: Bump the render atoms in this patch so it compiles (in my branch,
I'd bumped it in an earlier patch). 61 seems to be the minimum
that works, which doesn't match the old value + the number of atoms
I added in this patch, so apparently we had some slop before.
v3: Actually disable the DS unit on Gen8+.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]> [v1]
Reviewed-by: Matt Turner <[email protected]>
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We actually leave the sampler unset for OP_TXF, which caused the GK104+
logic to treat some texel fetches as indirect. While this works, it's
incredibly wasteful. This only happened when the texture was > 0 (since
sampler remained == 0).
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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Cc: 11.1 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Fiji: Fixed tiled resource failures
Signed-off-by: Sonny Jiang <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
v2: fix a compile failure (typo) - Marek
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Signed-off-by: Sonny Jiang <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Signed-off-by: Sonny Jiang <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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The workarounds are too hacky to enable them by default
and otherwise MPEG4 doesn't work reliably.
v2: add docs/envvars.html, CC stable and fix typos
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Emil Velikov <[email protected]> (v1)
Reviewed-by: Ilia Mirkin <[email protected]> (v1)
Cc: "11.1.0" <[email protected]>
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v2: actually copy all of it
Signed-off-by: Christian König <[email protected]>
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_mesa_is_array_texture provides the same functionality and:
1. it returns bool instead of GLboolean
2. it's not related to the texture format (texformat.c)
3. the name's a little shorter
v2: remove _mesa_tex_target_is_array instead (Brian Paul)
Reviewed-by: Brian Paul <[email protected]>
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Both methods provide the same functionality, so one would be
removed.
v2: use _mesa_is_array_texture and not the other way (Brian Paul)
Reviewed-by: Brian Paul <[email protected]>
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The elemental demo hits this case.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.0 11.1" <[email protected]>
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Use the new debug callback hook to report conformance, performance
and fallbacks to the state tracker. The state tracker, in turn can
report this issues to the user via the GL_ARB_debug_output extension.
More issues can be reported in the future; this is just a start.
v2: remove conditionals around pipe_debug_message() calls since the
check is now done in the macro itself.
v3: remove unneeded dummy %s substitutions
Acked-by: Ilia Mirkin <[email protected]>,
Reviewed-by: José Fonseca <[email protected]>
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So the callers don't have to do it.
v2: also check cb!=NULL in the macro
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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v2 (Francisco Jerez):
- Rename HSW_GATHER_CONSTANTS_RESERVED to HSW_GATHER_POOL_ALLOC_MUST_BE_ONE.
- Rename BRW_GATHER_* prefix to HSW_GATHER_CONSTANT_*.
Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Abdiel Janulgue <[email protected]>
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This function is unfinished there is a bunch more validation rules
that need to be applied here. We will still want to call it for desktop
GL we just don't want to validate precision so move the ES check to
reflect this.
Reviewed-by: Tapani Pälli <[email protected]>
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The validation api doesn't trigger this error so just move it to the
code called during rendering.
Reviewed-by: Tapani Pälli <[email protected]>
Cc: Kenneth Graunke <[email protected]>
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_mesa_validate_program_pipeline()
This allows validation to be done on rendering calls also.
Fixes 3 dEQP-GLES31.functional.separate tests.
Cc: "11.1" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Cc: Kenneth Graunke <[email protected]>
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Cc: "11.1" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Cc: Kenneth Graunke <[email protected]>
https://bugs.freedesktop.org/show_bug.cgi?id=93180
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At last on ARUBA this is required to stop tessellation hanging
in heaven.
This removes one of the SIMDs from use by the HS/LS.
Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This was adding one after a CUT which broke end primitive
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pointed out by Marek.
Signed-off-by: Dave Airlie <[email protected]>
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This enables tessellation for evergreen/cayman,
This will need changes before committing depending
on what hw works etc.
working are CAYMAN/REDWOOD/BARTS/TURKS/SUMO/CAICOS
v2: only enable on evergreen and above.
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this allows tess apps to start
Signed-off-by: Dave Airlie <[email protected]>
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these stop tess hangs here.
Signed-off-by: Dave Airlie <[email protected]>
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This just makes sure they register at least one stack
usage frame like vertex shaders.
Signed-off-by: Dave Airlie <[email protected]>
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Reads from the queue shouldn't be merged for now read operations.
Reads from the queue shouldn't be merged for now, or put in
T slots.
Signed-off-by: Dave Airlie <[email protected]>
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LDS ops must be scheduled in X slot, and barrier should be on its
own in a group.
Signed-off-by: Dave Airlie <[email protected]>
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This should be enabled for tessellation shaders as well.
Signed-off-by: Dave Airlie <[email protected]>
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Trivial patch just to enable dumping more.
Signed-off-by: Dave Airlie <[email protected]>
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At least one SIMD must be kept away from the HS/LS
stages in order to avoid a hw issue on evergreen/cayman.
This patch implements this workaround.
Signed-off-by: Dave Airlie <[email protected]>
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