| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
We've probably never seen this ridiculous pattern in the wild, so it
didn't matter.
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
| |
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
| |
I wanted all of these for NIR-to-TGSI.
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
|
|
|
| |
I wanted to use it for nir-to-tgsi. The equivalent ureg_src_register() is
also located here.
Reviewed-by: Roland Scheidegger <[email protected]>
|
|
|
|
| |
Reviewed-by: Glenn Kennard <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This expects (0,0,0,0), though it can be changed to something else or allow
more than one set of values to be considered correct.
This is currently the radeonsi behavior.
Reviewed-by: Glenn Kennard <[email protected]>
|
|
|
|
| |
v2: allow one of the two values
|
|
|
|
| |
Reviewed-by: Glenn Kennard <[email protected]>
|
|
|
|
| |
Reviewed-by: Glenn Kennard <[email protected]>
|
|
|
|
| |
Reviewed-by: Michel Dänzer <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
ADD R6.y.1, R5.w.1, ~1|3f800000
ADD R6.y.2, |R6.y.1|, -0.0001|b8d1b717
was wrongly being converted to
ADD R6.y.1, R5.w.1, ~1|3f800000
ADD R6.y.2, R5.w.1, -1.0001|bf800347
because abs() modifier was ignored.
Signed-off-by: Xavier Bouchoux <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
|
|
|
|
|
|
|
|
| |
Since alu does not support abs() modifier on source operands, spill
and apply the modifiers to a temp register when needed.
Signed-off-by: Xavier Bouchoux <[email protected]>
Reviewed-by: Glenn Kennard <[email protected]>
|
|
|
|
|
|
|
| |
v2: incorporated changes from Marek Olšák
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: David Heidelberg <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
v2 (Ian Romanick)
- Move the check to the lexer before rallocing a copy of the large string.
Fixes the following 2 dEQP tests:
dEQP-GLES3.functional.shaders.keywords.invalid_identifiers.max_length_vertex
dEQP-GLES3.functional.shaders.keywords.invalid_identifiers.max_length_fragment
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
We were incorrectly attributing VS time to FS8 on Gen8+, which now use
fs_visitor for vertex shaders.
We don't hit this for geometry shaders yet, but we may as well add
support now - the fix is obvious, and we'll just forget later.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, we special cased FB writes and URB writes in the register
allocation code. What we really wanted was to handle any message with
EOT set.
This saves us from extending the list with new opcodes in the future.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This helper function basically just checks inst->eot, but also asserts
that only opcodes we expect to terminate threads have EOT set. As far
as I'm aware, we've never had such a bug.
Removing it means that we don't have to extend the list for new opcodes.
Cherryview and Skylake introduce an optimization where sampler messages
can have EOT set; scalar GS/HS/DS will likely introduce new opcodes as
well.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The latter currently implies CPU read access, so only PIPE_USAGE_STAGING
can be expected to be fast.
Mesa demos src/tests/streaming_rect on Kaveri (radeonsi):
Unpatched: 42 frames in 1.023 seconds = 41.056 FPS
Patched: 615 frames in 1.000 seconds = 615.000 FPS
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88658
Cc: "10.3 10.4" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Use a dummy vertex buffer object when vs inputs have no corresponding
entries in the vertex declaration. This dummy buffer will give to the
shader float4(0,0,0,0).
This fixes several artifacts on some games.
Signed-off-by: Axel Davy <[email protected]>
Signed-off-by: Tiziano Bacocco <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The drm fd wasn't released, causing a crash
for wine tests on nouveau, which seems to have
a bug when a lot of device descriptors are open.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
We weren't releasing hal and ref, causing some issues (threads not released, etc)
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When on a render node the unique ioctl doesn't work.
This patch drops the code to detect the device, which relied
on an ioctl, and replaces it by the mesa loader function.
The mesa loader function is more complete and won't fail for render-nodes.
Alternatively we could also have used the pipe cap to
determine the vendor and device id from the driver.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
render to
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
framebuffer bound
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Tiziano Bacocco <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Axel Davy <[email protected]>
Reviewed-by: David Heidelberg <[email protected]>
Signed-off-by: Tiziano Bacocco <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Tiziano Bacocco <[email protected]>
|
|
|
|
|
|
|
|
| |
This seems to be the behaviour on Win. Previous behaviour led
to different issues depending on the driver.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
If has_present_buffers was false at first,
but after a device reset, it turns true (for
example if we begin to render to a multisampled
back buffer), there was a crash due to present_buffers
being uninitialised.
This patch fixes it.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
Fixes wine test test_vertex_declaration_alignment()
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Previous code wasn't checking against the correct limit: 224
for sm3 hardware, but 256.
Fixes wine test test_pixel_shader_constant()
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Wine tests, and probably some apps, check for errors by checking for NULL
instead of error codes.
Fixes wine test test_surface_blocks()
Reviewed-by: Axel davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
|
|
|
|
|
|
|
| |
Likely a rebase error
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
|
|
|
|
|
|
|
|
| |
Add returncode E_FAIL.
Return E_FAIL for any vertexdeclaration element with type unused.
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
|
|
|
|
|
|
|
| |
of usage_map fails
Reviewed-by: Axel Davy <[email protected]>
Signed-off-by: Patrick Rudolph <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
ATOC is an hack for Alpha to coverage
that is supported by NV and Intel.
You need to check the support for it
with CheckDeviceFormat.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This D3D hack is supposed to be supported
by all AMD SM2+ cards. Apps use it without
checking if they are on AMD.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This depth buffer format, like D3DFMT_INTZ, can be used to read
the depth buffer values when bound to a shader.
Some apps may use this format to get better performance when
they don't need the precision of INTZ (24 bits for depth, 8 for
stencil, whereas DF16 is just 16 bits for depth)
We don't add support for DF24 yet, because it implies support
for FETCH4, which we don't support for now.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
| |
These values are taken from wine.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Some drivers support PIPE_FORMAT_S8_UINT_Z24_UNORM,
some others PIPE_FORMAT_Z24_UNORM_S8_UINT, some both.
It doesn't matter which one we use, since the d3d formats
they map to aren't lockable (app can read it directly).
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Move the checks of whether the format is supported
into a common place.
The advantage is that allows to handle when a d3d9
format can be mapped to several formats, and that
cards don't support all of them.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The order of the format is changed to have
an increasing ordering of the d3d9 format values.
Some missing formats are added and matched to PIPE_FORMAT_NONE
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Because the debug output of this function was cut in two parts,
sometimes the second part wasn't print when we would return earlier,
whereas we would like to get it.
The reason of the separation was that it's only at the end of the function
we can print what we map to the d3d9 arguments, but we can always retrieve
that info by hand.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This D3D hack allows to resolve a multisampled
depth buffer into a single sampled one.
Note that the implementation is slightly incorrect.
When querying the content of D3DRS_POINTSIZE,
it should return the resz code if it has been set.
This behaviour will be implemented when state changes
will be reworked. For now the current behaviour is ok,
since apps use the D3DCREATE_PUREDEVICE flag when creating
the device, which means they won't read states and in exchange
get better performance.
Reviewed-by: Tiziano Bacocco <[email protected]>
Signed-off-by: Axel Davy <[email protected]>
|