| Commit message (Collapse) | Author | Age | Files | Lines |
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It doesn't work (decodes to garbage) with most videos on UVD 3.0. Worse
yet, it often results in random memory corruption or GPU hangs. Rumor
has it only the newest UVD hardware could do it anyway.
Reviewed-by: Christian König <[email protected]>
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The DPB size calculations seem to be off; there is various random
corruption happening, even with advanced profile. Always assuming
a minimum number of references appears to fix it, similarly to
H.264. This might overallocate the DPB. Also clean up the SPS/PPS
field setup so that it matches VC-1 specifications better.
With these changes, all advanced profile VC-1 files I could get my
hand on work fine.
Reviewed-by: Christian König <[email protected]>
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UVD can only support NV12 in the case of hardware decoding, but we
can still use all other formats for software decoding. Use the UNKNOWN
profile to signal that we're not interesting in hardware decoding.
v2: use profile instead of entrypoint
Reviewed-by: Christian König <[email protected]>
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which contains -Wl,-Bsymbolic. If I understand it correctly, it prevents
symbols from clashing if multiple drivers are loaded at the same time.
Tested-by: Emil Velikov <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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This doesn't fix any known issue. I'm just following the docs.
Reviewed-by: Michel Dänzer <[email protected]>
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Copy sechalf to the new register, otherwise we would read wrong HW registers.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When the instruction to send the sampler message is forced uncompressed or
sechalf, send SIMD8 one even in SIMD16 mode.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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SIMD8 sampler messages are allowed in SIMD16 mode, and they could not work
without BRW_COMPRESSION_2NDHALF. Later PRMs (gen5 and later) do not
explicitly state whether BRW_COMPRESSION_2NDHALF is allowed, but they do have
examples using send with SecHalf. It should be safe to assume SecHalf is
valid.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes "Uninitialized scalar field" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
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gl_PointSize is stored in the w component of VARYING_SLOT_PSIZ, but
the geometry shader infrastructure assumes that it should look for all
geometry shader inputs of type float in the x component. So when
compiling a geomtery shader that uses a gl_PointSize input, fix it up
during the shader prolog by moving the w component to the x component.
This is similar to how we emit fixups and workarounds for vertex
shader attributes.
Fixes piglit test spec/glsl-1.50/execution/geometry/core-inputs.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This corresponds to the lowering of gl_ClipDistance to
gl_ClipDistanceMESA for vertex and geometry shader outputs. Since
this lowering pass occurs after lower_named_interface blocks, it deals
with 2D arrays (gl_ClipDistance[vertex][clip_plane]) rather than 1D
arrays in an interface block
(gl_in[vertex].gl_ClipDistance[clip_plane]).
v2 (Paul Berry <[email protected]>): Fix indexing order for
gl_ClipDistance input lowering. Properly lower bulk assignment of
gl_ClipDistance inputs. Rework for GLSL 1.50 style geometry shaders.
Reviewed-by: Jordan Justen <[email protected]>
v3 (Paul Berry <[email protected]>): Add comments and assertions
to clarify that the 2D version of clip distance is only used for
geometry shader inputs.
Reviewed-by: Ian Romanick <[email protected]>
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Previously, builtin_variables.cpp was written assuming that we
supported ARB_geometry_shader4 style geometry shader inputs, meaning
that each built-in varying input to a geometry was supplied via an
array variable whose name ended in "In", e.g. gl_PositionIn or
gl_PointSizeIn.
However, in GLSL 1.50 style geometry shaders, things work
differently--built-in inputs are supplied to geometry shaders via a
built-in interface block called gl_in, which contains all the built-in
inputs using their usual names (e.g. the gl_Position input is supplied
to the geometry shader as gl_in[i].gl_Position).
This patch adds the necessary logic to builtin_variables.cpp to create
the gl_in interface block and populate it accordingly for geometry
shader inputs. The old ARB_geometry_shader4 style varyings are
removed, though they can easily be added back in the future if we
decide to support ARB_geometry_shader4.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This patch adds a "location" element to struct glsl_struct_field, so
that we can keep track of the gl_varying_slot associated with each
built-in geometry shader input.
In lower_named_interface_blocks, we use this value to populate the
"location" field in the ir_variable that stores each geometry shader
input.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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For a few reasons.
1: In the (current) common case, these conditionals are never true. All
we're doing by checking them is slowing down MakeCurrent. The server
does these checks already anyway.
2: GLX >= 3.0 contexts may legally be made current without a bound
framebuffer.
This does not fix piglit/glx-create-context-current-no-framebuffer, but
is a prerequisite for fixing it.
Cc: "9.1 9.2" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Adam Jackson <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
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Reviewed-by: Tom Stellard <[email protected]>
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Reviewed-by: Wladimir J. van der Laan <[email protected]>
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Otherwise it is fairly confusing.
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The new sampler bind sends us NULL samplers, so we need to count
the number of valid samplers ourselves. This fixes ~500 piglit
regressions from the sampler rework.
While we're at it, let's also support start.
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In 3DSTATE_DEPTH_BUFFER, we set Width and Height to the miptree slice's
physical dimensions. (Logical and physical dimensions may differ for
multisample surfaces).
However, in SURFACE_STATE, we always set Width and Height to the slice's
logical dimensions. We should do the same for 3DSTATE_DEPTH_BUFFER,
because the hw docs say so.
No Piglit regressions (-x glx -x glean) on Ivybridge with Wayland.
v2: No Piglit regressions, for real this time.
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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The registers in the architecture register file don't share much in
common, so there's no point in grouping them together. Use the HW_REG
class instead. The vec4 backend already does this.
Reviewed-by: Kenneth Graunke <[email protected]>
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accumulator.
Accidentally pushed an old version of the patch.
v2: Set destination register using brw_null_reg().
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Make accumulator's type match the type of the operation. Noticed by
Ken.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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CSE would otherwise combine the two mul(8) emitted by [iu]mulExtended:
mul(8) acc0 x y
mach(8) null x y
mov(8) lsb acc0
...
mul(8) acc0 x y
mach(8) msb x y
Into:
mul(8) temp x y
mov(8) acc0 temp
mach(8) null x y
mov(8) lsb acc0
...
mov(8) acc0 temp
mach(8) msb x y
But mul(8) into the accumulator produces more than 32-bits of precision,
which is required and lost if multiplying into a general register and
moving to the accumulator.
Reviewed-by: Eric Anholt <[email protected]>
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These built-ins have two "out" parameters, which makes implementing them
efficiently with our current compiler infrastructure difficult. Instead,
implement them in terms of the existing ir_binop_mul IR (to return the
low 32-bits) and a new ir_binop_mul64 which returns the high 32-bits.
v2: Rename mul64 -> imul_high as suggested by Ken.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Using the ADDC and SUBB instructions on Gen7.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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i965 implements this with a single (multiple destination) instruction,
SUBB. Emitting SUBB directly from usubBorrow() would be ideal, but our
optimization passes don't know how to copy with expressions with
side-effects.
Radeon has an SUBB_UINT instruction that only generates the borrow
bit. I've chosen to go this route and implement usubBorrow() by doing the
subtraction and the borrow operations separately.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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i965 implements this with a single (multiple destination) instruction,
ADDC. Emitting ADDC directly from uaddCarry() would be ideal, but our
optimization passes don't know how to copy with expressions with
side-effects.
Radeon has an ADDC_UINT instruction that only generates the carry
bit. I've chosen to go this route and implement uaddCarry() by doing the
addition and the carry operations separately.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Calculates the carry out of the addition of two values and the
borrow from subtraction respectively. Will be used in uaddCarry() and
usubBorrow() built-in implementations.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The only GLSL extension that is not enabled is AMD_vertex_shader_layer.
I think the standalone-compiler could enable this (as shading language
support is complete), but no driver enables it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Makes it a little easier to see which ones are missing.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Not just when there's an error.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Infer whether or not to use ES based on the GLSL version (100 or 300 are
for ES). This replaces the --glsl-es command line option. Set various
compiler limits based on the minimums required for the specified GLSL
version.
Signed-off-by: Ian Romanick <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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The choices aren't just 0 and 1, so using the enum names is much more
clear.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This allows application developers to use Mesa's compiler as a
standalone validator for their shaders.
This is mostly a revert of commit 569f0e4.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Pull the data directly from the context like the other varying related
limits. The parser state shadow copies were added back when the parser
state didn't have a pointer to the context. There's no reason to do it
now days.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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gl_MaxVertexOutputVectors => ctx->Const.VertexProgram.MaxOutputComponents
gl_MaxFragmentInputVectors => ctx->Const.FragmentProgram.MaxInputComponents
v2: Add types so that the code compiles. Pointed out by Brian.
v3: Leave gl_MaxVaryingFloats et al. as-is. Suggested by Paul.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]> [v2]
Reviewed-by: Marek Olšák <[email protected]> [v2]
Reviewed-by: Paul Berry <[email protected]> [v2]
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Starting with OpenGL 3.2 input limits and output limits for stages may
not match. This means they need to be accounted separately.
No piglit regressions.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Signed-off-by: Emilio Pozuelo Monfort <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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http://llvm.org/viewvc/llvm-project?view=revision&revision=191922
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