| Commit message (Collapse) | Author | Age | Files | Lines |
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Acked-by: Brian Paul <[email protected]>
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No perf loss detected
Acked-by: Brian Paul <[email protected]>
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If the glDrawPixels size changed, we leaked the previously cached
texture, if there was one. This patch fixes the reference counting,
adds a refcount assertion check, and better handles potential malloc()
failures.
Tested with a modified version of the drawpix Mesa demo which changed
the image size for each glDrawPixels call.
Cc: "11.2" <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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It's the same as radeonsi. This adds guard band support to r600g.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Guard band clipping speeds up rasterization for primitives that are
partially off-screen. This change in particular results in small
framerate improvements in a wide range of games.
Started by Grigori Goronzy <[email protected]>.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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and clamp it right before emitting. This is a prerequisite for computing
the guard band.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Just for consistency. This should have no effect, because OpenGL textures
always go to VRAM.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This makes Tonga with vramlimit=128 2x faster in Heaven.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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A better solution will be used.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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this is the default behavior of the closed driver when running on VI
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The closed driver does this, but it looks at base_level and last_level
and uses a conditional assignment, which LLVM can't generate on SGPRs.
That led me to invent this solution that abuses the image descriptor.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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copied from the Vulkan driver
Reviewed-by: Nicolai Hähnle <[email protected]>
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We were overdoing it for non-power-of-two values.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Just for consistency. This is actually not a problem, because both addrlib
and radeon check and fix this.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is a remnant of the times when the DDX was allocating depth-stencil
buffers for windows. Now, st/dri allocates them and doesn't share them.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Only CMASK and DCC clears can use this, because only textures can be so
large.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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print as unsigned instead of signed
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: fail in radeon_winsys_bo_create if size > 32 bits
Reviewed-by: Nicolai Hähnle <[email protected]>
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being able to allocate more than 4 GB may be useful
Reviewed-by: Nicolai Hähnle <[email protected]>
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not used anymore
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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All of them are paused only between IBs.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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r600_set_active_query_state does it better.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Use ZPASS_INCREMENT_DISABLE everywhere.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The caller does the same checking.
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Acked-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Add missing PIPE_SHADER_CAP_INTEGERS for frag shaders to
nv30_screen_get_shader_param().
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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It is incorrect to assume BGRA byte order for the GLES3 sRGB workaround.
v2: use _mesa_get_srgb_format_linear to handle all formats
Signed-off-by: Haixia Shi <[email protected]>
Reviewed-by: Stéphane Marchesin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This adds support for the features requires for ARB_shader_storage_buffer_object
and ARB_shader_atomic_counters, ARB_shader_atomic_counter_ops.
[airlied: some cleanups applied]
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Like the image code, but for shader buffers this time.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds support for doing load/store/atomic operations on
buffer objects.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For atomic operations we really need to avoid executing unnecessary shaders, so for some
tests that just draw a single point we only want one vertex to get processed not 4,
this fixes a number of the atomic counters tests.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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