| Commit message (Collapse) | Author | Age | Files | Lines |
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If the name of a compressed texture format has ‘FLOAT’ in it it will now set
the data type of the format to GL_FLOAT. This will be needed for the BPTC
half-float formats.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The signed and unsigned half-float BPTC-compressed formats were being reported
as having a base format of GL_RGBA but they don't store an alpha channel so it
should be GL_RGB.
Reviewed-by: Ian Romanick <[email protected]>
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This adds a boolean in the gl_extensions struct for
GL_ARB_texture_compression_bptc as well as an entry in extension_table.
Reviewed-by: Ian Romanick <[email protected]>
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The initial firmware for hawaii does not support type3 nop packet.
Detect the new hawaii firmware with query RADEON_INFO_ACCEL_WORKING2.
If the returned value is 3, then the new firmware is used.
This patch uses type2 for the old firmware and type3 for the new firmware.
It fixes the cases when the old firmware is used and the user wants to
manually enable acceleration.
The two possible scenarios are:
- the kernel has no support for the new firmware.
- the kernel has support for the new firmware but only the old firmware
is available.
Additionaly this patch disables GPU acceleration on hawaii if the kernel
returns a value < 2. In this case the kernel hasn't the required fixes
for proper acceleration.
v2:
- Fix indentation
- Use private struct radeon_drm_winsys instead of public struct radeon_info
- Rename r600_accel_working2 to accel_working2
v3:
- Use type2 nop packet for returned value < 3
v4:
- Fail to initialize winsys for returned value < 2
Cc: [email protected]
Cc: Alex Deucher <[email protected]>
Cc: Jérôme Glisse <[email protected]>
Cc: Marek Olšák <[email protected]>
Cc: Michel Dänzer <[email protected]>
Signed-off-by: Andreas Boll <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
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This patch adds a limit to the maximum surface size which is
based on the maximum size of a single mob. If this value is not
available, the maximum surface size is by default set to 128 MB.
Reviewed-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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To fix MSVC build failure.
Trivial.
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Replace the plain sampler index with a register reference to a sampler.
We also need to keep track of the sampler array size when there is a
relative reference so that we can mark the whole array used.
To facilitate implementation, we add a separate ADDR register that
exclusively handles the sampler relative address. Other approaches would
be more invasive.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We need to get the new gpu_address as well when
reallocating the cs buffer.
Bug: https://bugs.freedesktop.org/show_bug.cgi?id=82428
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Kai Wasserbäch <[email protected]>
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If the array index is not a constant expression, the existing support
will assume a zero offset (giving us the sampler index of the base of
the array).
For dynamically uniform indexing of sampler arrays, we need both that
and the indexing expression.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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V2: Expand comment to explain what dynamically uniform expressions are
about.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Fixes non-termination in various Piglit tests.
Reviewed-by: Jason Ekstrand <[email protected]>
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This mostly fixes glxgears rendering.
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This gets glxgears partially rendering again.
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This isn't passing all tests (glsl-fs-fragcoord-zw-ortho, for example),
but it does get a bunch more tests passing.
v2: Rebase on helpers change.
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This makes some space for handling special inputs like fragcoords.
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This prevents some simulator assertion failures, but it does mean (since
I've dropped the "* 16" padding) that on real hardware you need a kernel
that does overflow memory management (currently, "drm/vc4: Add support for
binner overflow memory allocation." in my kernel tree).
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These #defines are 0, but it should help make math above make more sense.
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This should reduce a bunch of spurious failures in sim.
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When you're debugging validation, it's nice to know what the BOs are for.
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In addition to reducing sim-specific code, it also avoids our local handle
allocation conflicting with the host GEM's handle numbering, which was
causing vc4_gem_hindex() to not distinguish between winsys BOs and the
same-numbered non-winsys bo.
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Otherwise it'll stick around forever.
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... and reject everything else, for now.
v2: Rebase on v2 of the rendering config validation change.
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It's not relevant to our command streams any more.
v2: Fix indentation and a typo in the comment.
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It turns out they aren't packed when attributes are missing, according to
both docs and simulation.
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It turns out they aren't packed when attributes are missing, according to
both docs and simulation.
v2: Drop unused variable.
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v2: Fix a build break after some previous rebase.
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We don't care if things like vertex data get smashed by render target
data, but we do need to make sure that shader code doesn't get rendered
to.
v2: Fix overflowing read of gl_relocs[] that incorrect flagged of some
VBOs as shader code.
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It's not a real VC4 hardware packet, but I've put in a comment to explain
it.
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The comment conflicted with the support in the code, so I moved the TMU
write validation to where the comment was, and dropped some dead arguments
from the functions while changing their signatures.
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This fixes the remaining failure in depthfunc.
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This doesn't load/store the Z contents across submits yet. It also
disables early Z, since it's going to require tracking of Z functions
across multiple state updates to track the early Z direction and whether
it can be used.
v2: Move the key setup to before the search for the key.
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This should prevent a bunch of unnecessary flushes for things like
updating immediate vertex data.
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Now we actally get multiple draw calls per submit.
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Otherwise, the low address bits will end up being interpreted as attribute
counts.
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Otherwise, once we're not flushing at the end of every draw, we'll free
things like gallium resources, and free the backing GEM object, before
we've flushed the rendering using it to the kernel.
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render_cl_size/bin_cl_size includes relocations, while the hardware buffer
doesn't. If you don't emit a HALT packet, the command parser continues
until the end register's value. We can't allow executing unvalidated
buffer contents (and it's actually harmful in the render lists Mesa is
emitting, since VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF doesn't trigger a
halt).
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I was confused looking at my addresses in dumps because I was seeing the
tile branch offsets jumping all over.
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This is a step toward queueing more than one draw per frame.
Fixes piglit attribute0 test, since we get a working clear color now.
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We only want to set up render target config and clear colors once per
frame.
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