| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This is done in autotools, and is an oversight in the meson build.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Tested-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
It's supposed to be linked with pthread-stubs (if the platform needs
pthread-stubs). Pthread stubs support isn't (yet) implemented in the
meson build, so add a TODO.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Andrey Grodzovsky <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
| |
DOW3 appears to hit this path.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
| |
The u_format_other.c users sqrtf, which on some systems require
a math-library. So let's make sure we link with it.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Fixes regression in:
dEQP-VK.api.object_management.alloc_callback_fail.graphics_pipeline
Fixes: 1e84e53712ae "radv: add cache items to in memory cache when reading from disk"
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This patch modifies the ARB_indirect_parameters logic in
brw_draw_prims, so that our implementation isn't affected if
another application attempts to use predicates. Previously we
were using a predicate with a DELTAS_EQUAL comparison operation
and relying on the MI_PREDICATE_DATA register being 0. Our code
to initialize MI_PREDICATE_DATA to 0 was incorrect, so we were
accidentally using whatever value was written there. Because the
kernel does not initialize the MI_PREDICATE_DATA register on
hardware context creation, we might inherit the value from whatever
context was last running on the GPU (likely another process).
The Haswell command parser also does not currently allow us to write
the MI_PREDICATE_DATA register. Rather than fixing this and requiring
an updated kernel, we switch to a different approach which uses a
SRCS_EQUAL predicate that makes no assumptions about the states of any
of the predicate registers.
Fixes Piglit's spec/arb_indirect_parameters/tf-count-arrays test.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103085
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Due to a gaffe on my part, we were re-emitting all binding table entries
on every single draw call. The push_constant_packets atom listens to
BRW_NEW_DRAW_CALL, but skips emitting 3DSTATE_CONSTANT_XS for each stage
unless stage_state->push_constants_dirty is true. However, it flagged
BRW_NEW_SURFACES unconditionally at the end, by mistake.
Instead, it should only flag it if we actually emit 3DSTATE_CONSTANT_XS
for a stage. We can move it a few lines up, inside the loop - the early
continues will skip over it if push constants aren't dirty for a stage.
With INTEL_NO_HW=1 set, improves performance of GFXBench5 gl_driver_2
on Apollolake at 1280x720 by 1.01122% +/- 0.470723% (n=35).
Reviewed-by: Rafael Antognolli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Groups containing fields smaller than a DWord were not being decoded
correctly. For example:
<group count="32" start="32" size="4">
<field name="Vertex Element Enables" start="0" end="3" type="uint"/>
</group>
gen_field_iterator_next would properly walk over each element of the
array, incrementing group_iter, and calling iter_group_offset_bits()
to advance to the proper DWord. However, the code to print the actual
values only considered iter->field->start/end, which are 0 and 3 in the
above example. So it would always fetch bits 3:0 of the current DWord
when printing values, instead of advancing to each element of the array,
printing bits 0-3, 4-7, 8-11, and so on.
To fix this, we add new iter->start/end tracking, which properly
advances for each instance of a group's field.
Caught by Matt Turner while working on 3DSTATE_VF_COMPONENT_PACKING,
with a patch to convert it to use an array of bitfields (the example
above).
This also fixes the decoding of 3DSTATE_SBE's "Attribute Active
Component Format" fields.
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
| |
Trivial
Signed-off-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
Fixes fbo-blending-formats on RGB8 and 565. We will still need to demote
blending to shader code in the MRT case to fix it in general, but that can
be added when we start doing 32F blending (which also needs to be done in
the shader).
|
|
|
|
| |
Fixes many of the fbo-blending-formats tests.
|
|
|
|
|
|
|
|
|
|
| |
The previous packing I did got us all the R*16F and R*32F formats, where
the pipe format basically matched the TLB's format, but since the clear
color will just be memcpyed to the TLB, we should be looking at its format
for deciding how to pack.
Fixes RGB565, RGB5_A1 and RGBA10 fbo-clear-formats tests and improves
4444.
|
|
|
|
| |
The HW's format actually matches the gallium format.
|
|
|
|
| |
This keeps us from needing our own reswizzling of the B vs R fields.
|
|
|
|
|
|
|
|
| |
The output formats are consistent with their channels appearing from low
to high in their name. Textures are interpreted the same way, but their
names may have the channels swapped around. I'm retaining the texture
names so that we are consistent with the documentation, but I want to
leave a warning for others.
|
| |
|
|
|
|
|
| |
I had the rest of stencil state set up, but forgot to actually enable it
in the higher level configuration bits packet.
|
|
|
|
|
|
|
|
| |
In the case of fneg(0.0), we were getting back 0.0 instead of -0.0. We
were also needing an immediate 0 value for ineg, when there's an opcode to
do the job properly.
Fixes fs-floatBitsToInt-neg.shader_test.
|
|
|
|
|
| |
It gets most of EXT_framebuffer_multisample-formats passing, but doesn't
really work for texture views.
|
|
|
|
|
| |
This should help with texture views, though I just noticed this while
reading the code.
|
|
|
|
|
| |
Similar to stores, but we also need to emit dummy stores in between each
load, to flush out the previous queued load.
|
|
|
|
|
|
|
|
|
|
|
| |
We were storing the resolved pixels in all cases, but nr_samples > 0 means
we should be keeping the per-sample values.
We will probably want to change the job structure at some point, as we'll
want to recognize full-buffer resolves and do the resolved store in the
same job as the original rendering, meaning we'll need to track both the
MSAA and single-sample resources in the job. However, this will be enough
to build the rest of the MSAA support.
|
|
|
|
|
|
|
|
|
| |
The HW has no native sampler support for multisample textures, but since
we only need to support txf_ms and the layout is UIF, we just need to
scale up the texcoords and then add in the sample.
This drops the old TEXTURE_MSAA_ADDR special uniform, since we're treating
MSAA textures as textures, rather than basically texbos like VC4 had to.
|
|
|
|
|
|
| |
We just need to multiply width/height by 2 each, and always set them up as
UIF tiling, since that's how the TLB will store them in raw (per-sample)
mode.
|
|
|
|
| |
The equivalent load already had the pad separated out.
|
| |
|
| |
|
|
|
|
| |
Improves CLIF dumping output.
|
|
|
|
|
|
|
| |
We were handing the intra-byte padding fine, but with a 24-bit address
(bottom 8 bits implied 0) we would end up off by 8 bytes in our shift,
impacting vc5's load/store general packets (all other packets we have had
<8 bits of padding).
|
|
|
|
| |
This is the real meat of the RCL, so let's get it printed again.
|
|
|
|
| |
This will let me reuse the printing for processing branches to other CLs.
|
|
|
|
|
|
| |
We only have 2x16 unpacking in our ALUs. To enable this, we also need
lower_fdiv for its new instructions, which had been handled at a higher
level previously.
|
|
|
|
|
|
| |
I already had the texture's wrapping set up to use different behavior for
nearest or linear, so we just needed to saturate the coordinates in linear
mode to get the "proper" blend between the edge and border values.
|
|
|
|
| |
We don't seem to have a way to generally handle gl_SkipComponents.
|
|
|
|
| |
Fixes glsl-arb-fragment-coord-conventions.
|
|
|
|
|
|
| |
1D is the exception to "all V3D textures are tiled", since tiling 1D
textures would just waste memory and cache space. This ended up being a
problem once we started actually marking 1D textures as 1D instead of 2D.
|
|
|
|
|
| |
I've debugged two nasty errors now due to copy-and-pasting a bool type
when writing a uint field. Make sure I don't do that again.
|
|
|
|
|
| |
We don't set this field using the XML codegen, but this would help us
decode the right value in case of 16x (VG) oversampling.
|
|
|
|
| |
Fixes non-2D texturing.
|
|
|
|
|
|
| |
Like VC4, we need to at least have one element set up, but unlike VC4 it
seems we don't need to read it to keep the HW happy. Fixes GPU hangs with
glsl-no-vertex-attribs.shader_test.
|
|
|
|
|
| |
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
>From GLSL 4.5 spec, section "7.1 Built-In Language Variables", page 130 of
the PDF states:
"If multiple shaders using members of a built-in block belonging to
the same interface are linked together in the same program, they must
all redeclare the built-in block in the same way, as described in
section 4.3.9 “Interface Blocks” for interface-block matching, or a
link-time error will result."
Fixes:
* GL45-CTS.CommonBugs.CommonBug_PerVertexValidation
v2 (Neil Roberts):
Explicitly look for gl_PerVertex in the symbol tables instead of
waiting to find a variable in the interface.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102677
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Eduardo Lima Mitev <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This effectively factorizes a couple of similar routines.
v2 (Neil Roberts): Non-trivial rebase on master
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Eduardo Lima Mitev <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Some symbols gathered in the symbols table during parsing are needed
later for the compile and link stages, so they are moved along the
process. Currently, only functions and non-temporary variables are
copied between symbol tables. However, the built-in gl_PerVertex
interface blocks are also needed during the linking stage (the last
step), to match re-declared blocks of inter-stage shaders.
This patch adds a new utility function that will factorize current code
that copies functions and variables between two symbol tables, and in
addition will copy explicitly declared gl_PerVertex blocks too.
The function will be used in a subsequent patch.
v2 (Neil Roberts):
Allow the src symbol table to be NULL and explicitly copy the
gl_PerVertex symbols in case they are not referenced in the exec_list.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Eduardo Lima Mitev <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
|