| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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The main issue is that the current logic looked into cso->u.tex, which
is the wrong side of the union to look into for texture buffers. While I
was at it, it was easy enough to add the logic to handle offsets
(first_element).
- reduce texture buffer size limit (determined experimentally)
- don't look at first/last levels, instead look at first/last element
- include the first element offset
- set offset alignment to 16 (determined experimentally)
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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A smarter implementation would make it possible to attach this to emit
state for the BY_REGION versions to avoid breaking the tiling. But this
is a start.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Also throw in LATC while we're at it (same exact format). This could be
made more efficient by keeping a shadow compressed texture to use for
returning at map time. However... it's not worth it for now...
presumably compressed textures are not updated often.
Lastly fix up Z32S8 transfers to non-0 layers.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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The previously RE'd formats were from an ES driver implementing
OES_vertex_type_10_10_10_2 and thus backwards. A future change could add
the 2_10_10_10 support.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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We'd end up in a state where shader uses no inputs, yet num_elements is
greater than zero. Triggered by a TF vertex shader which did:
gl_Position = vec4(0.0, 0.0, 0.0, 0.0);
resulting in a binning pass variant with no inputs.
Includes equiv fix in a4xx, even though we don't have binning-pass
enabled yet on a4xx.
Signed-off-by: Rob Clark <[email protected]>
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point_size_per_vertex is always TRUE for GLES, causing us to configure
the hw as if gl_PointSize was written, even if it was not. Which makes
for grumpy hw.
Signed-off-by: Rob Clark <[email protected]>
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In nv50, and in the python script that Rob circulated, we do:
bld.mkCmp(OP_SET, CC_GE, TYPE_U32, (s = bld.getSSA()), TYPE_U32, m, b);
Do the same in the nir div lowering pass. This fixes the large-udiv-udiv
piglit tests on freedreno.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Signed-off-by: Rob Clark <[email protected]>
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This patch disables the use of VSX instructions, as they cause some
piglit tests to fail
For more details, see: https://llvm.org/bugs/show_bug.cgi?id=25503#c7
With this patch, ppc64le reaches parity with x86-64 as far as piglit test
suite is concerned.
v2:
- Added check that we have at least LLVM 3.4
- Added the LLVM bug URL as a comment in the code
v3:
- Only disable VSX if Altivec is supported, because if Altivec support
is missing, then VSX support doesn't exist anyway.
- Change original patch description.
Signed-off-by: Oded Gabbay <[email protected]>
Cc: "11.0" <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Looks like this was forgotten in the commit which added the AFETCH
logic.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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3DSTATE_TE has partitioning, output topology, and domain fields,
each of which has several enumerated values. We'll also need to
switch on the domain, so enums (rather than #defines) seem like a
natural fit.
I chose to put these in brw_compiler.h because they'll be stored
in struct brw_tes_prog_data, which will live there.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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We always want to prefer the VGPU10 formats over the VGPU9 ones when
we have VGPU10 support.
Original patch by Jose and updated by Brian.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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This is important for the case of sampling from a depth texture. In
that case, we need to sample the texture as if it were a single-channel
color texture. For other/color formats, we can use the format as-is.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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This will be important for perfcounter queries.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
[Fixed a rebase conflict and re-tested before pushing.]
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We will need the clear_result override for the batch query implementation.
Reviewed-by: Marek Olšák <[email protected]>
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The idea here is that driver queries implemented outside of common code
will use the same query buffer handling with different logic for starting
and stopping the corresponding counters.
Reviewed-by: Marek Olšák <[email protected]>
[Fixed a rebase conflict and re-tested before pushing.]
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Move r600_query and r600_query_hw into the header because we will want to
reuse the buffer handling and suspend/resume logic outside of the common
radeon code.
Reviewed-by: Marek Olšák <[email protected]>
[Fixed a rebase conflict and re-tested before pushing.]
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Software queries are all queries that do not require suspend/resume
and explicit handling of result buffers.
Reviewed-by: Marek Olšák <[email protected]>
[Fixed a rebase conflict and re-tested before pushing.]
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The goal here is to be able to move the implementation details of hardware-
specific queries (in particular, performance counters) out of the common code.
Reviewed-by: Marek Olšák <[email protected]>
[Fixed a rebase conflict and re-tested before pushing.]
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More query-related structures will have to be moved into their own
header file to support hardware-specific performance counters.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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There are currently a bunch of formats that behave strangely when
sampling the cleared color from the MCS buffer on SKL. They seem to
mostly be formats that don't have an alpha component, although it's
not all of them, and we haven't yet found anything in the specs which
would explain this. For now to be on the safe side this patch just
prevents fast clears for MSRTs on SKL altogether so that when fast
clears are eventually enabled it will only be for single-sampled
surfaces. The assumption is that clears are probably more likely to be
used in single-sampled applications anyway so we can at least get them
working and we can enable MSRTs later once we understand the problem
better.
This patch should have no functional effect other than perhaps
receiving fewer perf_debug messages on SKL+.
v2: Improve the commit message to avoid saying the patch disables fast
clears because it will be merged before fast clears are enabled
for any surfaces so it doesn't actually disable anything.
Reviewed-by: Ben Widawsky <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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DEQP likes to do math on uniforms, and the "fmaxabs dst, uni, uni" to get
the absolute value would get lowered. The lowering doesn't bother to try
to restrict the lifetime of the lowered uniforms, so we'd end up register
allocation failng due to this on 5 of the tests (More tests still fail in
RA, which look like we'll need to reduce lowered uniform lifetimes to
fix).
No changes on shader-db, though fewer extra MOVs are generated on even
glxgears (MOVs pair well enough that it ends up being the same instruction
count).
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This does actually happen in the wild (particularly fabs of a uniform), so
we'd like to support it.
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It looks like nir_lower_idiv is going to use it soon, so add support.
With Ilia's change, this fixes one case in fs-op-div-large-uint-uint (with
GL 3.0 forced on).
Cc: "11.0" <[email protected]>
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PIPE_CONTOL!!!
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This helps address a coverity warning and prevents future questions about this
code.
Reported-by: Coverity (via Ilia)
Cc: Ilia Mirkin <[email protected]>
Signed-off-by: Ben Widawsky <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We basically just need to uncomment Ben's code.
v2: Fix obvious bugs caught by Ben.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Change name from validate -> apply to more accurately describe what
the function does.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Checking that the flag has been set is all the validation thats
needed here.
Also not calling the binding validation function will make things
much simpler when adding compile time constant support as we
won't need to resolve the binding value.
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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Previously if the member was an array of matrices then a
warning message would be incorrectly given.
Also the struct case could never be met so it has been removed.
Reviewed-by: Emil Velikov <[email protected]>
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Previously we only gave the location for some members and never
gave the variable location. In those cases we were just giving
the location of the struct/block.
Reviewed-by: Emil Velikov <[email protected]>
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For struct and block members previously we were doing it for
every variable declaration.
So for example
struct S {
atomic_uint x, y, z;
};
Would previously generate three error messages when one is sufficient.
Reviewed-by: Emil Velikov <[email protected]>
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As of the previous commit this function handles only struct/iface
members.
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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We now also only apply these rules to variables rather than also
trying to apply them to function params.
V2: move code for handling stream layout qualifier
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Even though both tessellation shader stages must be used together, I
still think it makes sense to add separate debug flags for each stage.
It makes it possible to read the TCS/HS, rule out problems, then read
the TES/DS separately, without sifting through as much printed text.
I decided to add both the GL names (tcs/tes) and hardware names (hs/ds)
so they can be used interchangeably.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
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This is needed for the FILE * type in brw_print_vue_map().
Apparently, all files that include brw_compiler.h already pick this up
via some include chain, so this isn't actually a build fix. However,
I have patches which introduce new consumers of brw_compiler.h that
fail to build because of the missing #include.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Boyan Ding <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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v2: from Martin Peres
- Replace a tab with spaces
v3: from Martin Peres
- disable EGL_KHR_image_pixmap when is_different_gpu is set (Axel Davy)
Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Martin Peres <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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