| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Erik Faye-Lund <[email protected]>
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Reviewed-by: Tapani Pälli <[email protected]>
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Required for the following test:
bin/compressedteximage GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
pass when emulating GL on GLES.
Reviewed-by: Erik Faye-Lund <[email protected]>
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Without this we do not end up with a deterministic NIR because
temporary register variables are added in random order. NIR must
be deterministic because we use it to produce a sha for the
radeonsi backends disk cache.
This fixes the shader cache for a bunch of shaders.
Another positive is that this results in a large reduction in the
size of the NIR that the state tracker stores to the disk cache.
Reviewed-by: Kenneth Graunke <[email protected]>
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for meson all C++ code is already compiled as C++11, so it's
unnecessary. It's also the wrong way to do this, if we really needed
this the correct way is to set:
```meson
executable(
...
override_options : ['cpp_std=c++11'],
)
```
Which ensures not only that the correct syntax for the current
compiler is used, but also that meson doesn't create arguments like
`-std=c++14 ... -std=c++11`
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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The `:` in options should always have one space before and after `foo
: bar`, and lists do not get spaces around the braces: `[foo]` not `[
foo ]`
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Which is and has always been the default. This is largely an artifact
of how the building of these tools was controlled when the meson build
was originally created.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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We need to initialize all fields in rs->prim explicitly while
creating new rastpos stage.
Fixes: bac8534267 ("st/mesa: allow glDrawElements to work with GL_SELECT
feedback")
v2: Initializing all fields in rs->prim as per Ilia.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Android.mk and autotools disagree about where generated files should
go, which wasn't a problem until we wanted to build a dist
tarball. This corrects the problem by changing the output and include
paths to be the same on android and autotools (meson already has the
correct include path).
Fixes: 7d7b30835cfb9eb89beca9fb8593d0954f79b84d
("automake: Fix path to generated source")
Reviewed-by: Tapani Pälli <[email protected]>
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radeonsi has 8 and will probably have 9 soon.
Reviewed-by: Roland Scheidegger <[email protected]>
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This was copy-and-paste fail, that oddly showed up in the CTS's
reinterprets of r32f, rgba8, and srgba8 to rgba8i, but not r32ui and r32i
to rgba8i or reinterprets to other signed int formats.
Fixes: 6281f26f064a ("v3d: Add support for shader_image_load_store.")
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One of the CTS cases tries to invalidate just stencil of packed
depth/stencil, and we incorrectly lost the depth contents.
Fixes dEQP-GLES3.functional.fbo.invalidate.whole.unbind_read_stencil
Fixes: 0c42b5f3cb90 ("mesa: wire up InvalidateFramebuffer")
Reviewed-by: Marek Olšák <[email protected]>
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Fixes: aa0fed10d35 freedreno: move ir3 to common location
Signed-off-by: Rob Clark <[email protected]>
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Fixes: b4476138d5a freedreno: move drm to common location
Reviewed-by: Eric Engestrom <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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v1.1: fix size define.
Reviewed-by: Gurchetan Singh <[email protected]>
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GL underneath always has GL_TIME_ELAPSED so always enable these.
Reviewed-by: Gurchetan Singh <[email protected]>
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same as radeonsi
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trivial
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same as AMDVLK.
GL_NV_alpha_to_coverage_dither_control allows controlling this behavior.
The default is implementation-dependent.
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Some drivers (notabily SWR) are written in C++, and as such they need
access to C headers with extern "C". So lets add that.
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As of Nov/30/2018 the extension is also valid for OpenGL >= 1.2, so
enable it accordingly and also add the required view class entry.
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This fixes serious stuttering in Shadow Of The Tomb Raider.
Fixes: 50fd253bd6e ("radv/winsys: Add priority handling during submit.")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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The extension spec has been updated to include GLES 2 support, so let's
enable it there.
v2: fixup ABI-check as well
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reported by Coverity: in the case of unsupported modifier request, the
code does not jump to the “fail” label to destroy the acquired resource.
CID: 1435704
Signed-off-by: Ernestas Kulik <[email protected]>
Fixes: 45bb8f295710 ("broadcom: Add V3D 3.3 gallium driver called "vc5", for BCM7268.")
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Reported by Coverity: in the case where there exist hardware and
non-hardware queries, the code does not jump to err_free_query and leaks
the query.
CID: 1430194
Signed-off-by: Ernestas Kulik <[email protected]>
Fixes: 9ea90ffb98fb ("broadcom/vc4: Add support for HW perfmon")
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I can't imagine the new HW block being paired with a v6 CPU, so don't
bother with the CPU detection that vc4 had to do.
Improves 1024x1024 TexImage on my 7278 by 47.3229% +/- 0.679632%
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Earlier commit addressed 7 of the 8 instances available.
v2: Rebase patch back to master (by anholt)
Cc: Carsten Haitzler (Rasterman) <[email protected]>
Cc: Eric Anholt <[email protected]>
Fixes: 300d3ae8b14 ("vc4: Declare the cpu pointers as being modified in NEON asm.")
Signed-off-by: Emil Velikov <[email protected]>
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Fixes: 6281f26f064ada36b57d45feb68d8e7d783198c9
("v3d: Add support for shader_image_load_store.")
Reviewed-by: Jordan Justen <[email protected]>
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Fixes: b63a1f8e40b6705d6a1d806fbd38dcd197d4229b
("glsl: Create file to contain software fp64 functions")
Reviewed-by: Jordan Justen <[email protected]>
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Fixes: b63a1f8e40b6705d6a1d806fbd38dcd197d4229b
("glsl: Create file to contain software fp64 functions")
Reviewed-by: Jordan Justen <[email protected]>
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Use the trick of adding and then subtracting 2**52 (52 is the number of
explicit mantissa bits a double-precision floating-point value has) to
implement round-to-even.
Cuts the number of instructions on SKL of the piglit test
fs-roundEven-double.shader_test from 109 to 21.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Noticed while looking at the gitlab-CI MR.
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This batch->cleared value is only used to decide to use sysmem rendering
or not, so it should include any buffers that are affected by a clear.
This is required because the a2xx fast clear doesn't work with sysmem
rendering. The a22x "normal" clear path doesn't work with sysmem either.
Signed-off-by: Jonathan Marek <[email protected]>
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Depth can be used even when there is no restore/resolve of depth. This
happens when the depth buffer is invalidated after rendering to avoid
the resolve operation.
Signed-off-by: Jonathan Marek <[email protected]>
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Set dirty bits on invalidate to trigger invalidate logic in fd_draw_vbo.
Also, resource_written for color needs to be after the invalidate logic.
Signed-off-by: Jonathan Marek <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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And before someone actually starts implementing DiscardFramebuffer()
lets rework the interface to something that is actually usable.
Signed-off-by: Rob Clark <[email protected]>
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This allows freedreno to be aware of the depth invalidate when flushing
batches on flush_resource.
AFAIK, the only other driver which might care about this change is vc4,
where I think it should help by allowing the depth invalidate to work with
GALLIUM_HUD.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Check if a pixel format is supported by the Wayland servers gpu driver
before exposing it to the client via wl_drm, so we avoid reporting formats
to the client which the server gpu can't handle.
Restrict this reporting to the new color depth 30 formats for now, as the
ARGB/XRGB8888 and RGB565 formats are probably supported by every gpu under
the sun.
Atm. this is mostly useful to allow proper PRIME renderoffload for depth
30 formats on the typical Intel iGPU + NVidia dGPU "NVidia Optimus" laptop
combo.
Tested on Intel, AMD, NVidia with single-gpu setup and on a Intel + NVidia
Optimus setup.
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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Support PRIME render offload between a Wayland server gpu and a Wayland
client gpu with different channel ordering for their color formats,
e.g., between Intel drivers which currently only support ARGB2101010
and XRGB2101010 import/display and nouveau which only supports ABGR2101010
rendering and display on nv-50 and later.
In the wl_visuals table, we also store for each format an alternate
sibling format which stores colors at the same precision, but with
different channel ordering, e.g., ARGB2101010 <-> ABGR2101010.
If a given client-gpu renderable format is not supported by the server
for import, but the alternate format is supported by the server, expose
the client-gpu renderable format as a valid EGLConfig to the client. At
eglSwapBuffers time, during the blitImage() detiling blit from the client
backbuffer to the linear buffer, the client format is converted to the
server supported format. As we have to do a copy for PRIME anyway,
this channel swizzling conversion comes essentially for free.
Note that even if a server gpu in principle does support sampling
from the clients native format, this conversion will be a performance
advantage if it allows to convert to the servers preferred format
for direct scanout, as the Wayland compositor may then be able to
directly page-flip a fullscreen client wl_buffer onto the primary
plane, or onto a hardware overlay plane, avoiding an extra data copy
for desktop composition.
Tested so far under Weston with: nouveau single-gpu, Intel single-gpu,
AMD single-gpu, "Optimus" Intel server iGPU for display + NVidia
client dGPU for rendering.
v2: Implement minor review comments by Eric Engestrom: Add some
comment and assert, and some style fixes for clarity.
No functional change.
Signed-off-by: Mario Kleiner <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
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Surface reads don't need them because they just have the one address
payload. With surface writes, on the other hand, we can put the address
and the data in the different halves and avoid building the payload all
together.
The decrease in register pressure and added freedom in register
allocation resulting from this change reduces spilling enough to improve
the performance of one customer benchmark by about 2x.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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