| Commit message (Collapse) | Author | Age | Files | Lines |
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Extension is already implemented in the main code.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Already set by the core code - dri2_create_screen/dri2_setup_screen
Cc: Chad Versace <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Nobody else makes use of this function.
We can always re-export it if someone ever needs it.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Clamp input scalar value to range [-10, +10] to avoid precision problems
when the absolute value of input is too large.
Fixes dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.* test
failures.
v2: added more explanation in the comment.
v3: fixed a typo in the comment.
Signed-off-by: Haixia Shi <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "13.0" <[email protected]>
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This one-off specialization was missed.
Reviewed-by: Bruce Cherniak <[email protected]>
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Inspired by patches from Eric Engestrom.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Cc: Eric Engestrom <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Inspired by patches from Eric Engestrom.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Cc: Eric Engestrom <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Leftovers from anv?
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This is a step towards using NIR optimisations over GLSL IR
optimisations. Delaying adding built-in uniforms until after
we convert to NIR gives it a chance to optimise them away.
V2: move the new code back to brw_link_shader()
Reviewed-by: Kenneth Graunke <[email protected]>
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Large points become pairs of triangles when rasterized, so we must feed
it three clip distances, one for each vertex.
The clip distance is not subject to sprite coord replacement, so there's
no interpolation of it. We just take its value and put it in the "z"
component of the barycentric-ready plane equation.
(We could also just cull it at an earlier point in time, but that would
require larger changes.)
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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Clip distances need to be perspective-divided. This fixes all the
interpolation-*-{distance,vertex} piglits.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Tim Rowley <[email protected]>
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We don't use the nir shader in here at all.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This makes it easier to add new params before the array ones.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This code will have use for copy shaders etc.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just passes the subresource info in and uses it.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This make it easier to add multiple queues later.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Removes some unnecessary functions and pull
some stuff out of the loop.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This isn't needed for later things like geom shader copy shaders,
we won't have NIR.
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Just noticed this file was missing license and any
explaination of what is in it.
(stable just for license header reasons)
Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Cc: "13.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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It must be disabled until the kernel bug is fixed, and then we'll enable CE
based on the DRM version.
Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixes lots of pixel shaders failing to compile with LLVM 3.9 or older.
Trivial.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99013#c4
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We don't set the push constants slot up unless
something will cause us to need it.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This only emits enough descriptor sgprs for the number
of sets in the layout, and only emits the descriptors
necessary for the current stage.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This isn't fully what we want yet, but is a good step on the way.
This allows the compiler to create the information structures
for the state setting side, however the state setting still expects
things to be pretty much in 2 sgpr wide register sets, and can't
handle the indirect setting yet.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just refactors out some common code to make future changes
easier to understand.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just splits some common code into a utility function.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This copies the push constant code and only binds descriptor
sets to the stages that need them. It also now has to dirty
descriptors on pipeline binds.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is another step towards having the compiler decide the
user sgpr layout.
This still emits the descriptors sets for all shader types, but
we will fix this later.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just moves this into a separate function.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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I'll need this later rather than just the layout.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just moves some common code into a utility function
to avoid having to change multiple places later.
v1.1: rename function to better reflect what it does. (Bas)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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It's a literal integer. The next commit will need this.
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The next commit will use this.
Cc: 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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It really happens.
v2: declare "magic" in debug builds only
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This reduces the number of sampler states 3.6x in Batman Arkham: Origins.
(from ~7200 to ~2000)
Reviewed-by: Nicolai Hähnle <[email protected]>
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We've had unused bits.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This fixes random radeonsi GPU hangs in Batman Arkham: Origins (Wine) and
probably many other games too.
cso_cache deletes sampler states when the cache size is too big and doesn't
check which sampler states are bound, causing use-after-free in drivers.
Because of that, radeonsi uploaded garbage sampler states and the hardware
went bananas. Other drivers may have experienced similar issues.
Cc: 12.0 13.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98297
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Enabling this debug switch causes surface shrinking to happen by
default, and lowers the surface size limit which causes blorp blits to
be split.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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