| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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When used in a GS pipeline, the VS doesn't end with the END
instruction. Instead it chains to the GS, which continues running with
the same register allocation. The intended use cases seems to be that
you can compile a regular VS (ie outputs in registers and ending with
END) but then tack on link-time generated code past the END to write
the outputs using STLW, in case the VS is used with GS.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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We don't know what kind of loads we might have to wait on when coming
in from chsh in the VS so set both sync flags.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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These sysvals have to be unclobbered by VS and in the same registers
in both VS and GS, since the chsh from VS to GS doesn't reload the
values. We use the pre-color argument to ir3_ra() to always place
these values in r0.x and r0.y.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Inputs are the GS header, which contains vertex ID, local primitive ID
and thread ID as well as primitive ID. The setup is a little different
from other sysvals, since we always have to receive them in the VS so
that it can pass them on into the GS.
The vertex flag outputs from GS is set up as a proper nir output in
the lowering pass and doesn't need special handling here.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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This implements the load_vs_primitive_stride_ir3,
load_vs_vertex_stride_ir3 and load_primitive_location_ir3 intrinsics,
used for getting the primitive layout strides and locations.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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This introduces two new lowering passes. One to lower VS to explicit
outputs using STLW and one to lower GS to load input using LDLW and
implement the GS specific functionality.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Since the presence of GS changes how the VS operates we need to track
that in the shader key.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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These intrinsics will let us do all the offset calculations in nir,
which is nicer to work with and lets nir_opt_algebraic eat it all up.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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These access memory used for passing data between geometry stages.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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We'll need to pre-color certain input registers betwee VS and GS
shaders.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Before, offset held the offset, which can be either immediate or a
register. Use a third register to hold the offset so that we can use
a register.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Just add the constructors for now and special case similar to END so
we don't remove them.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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We know what these do an either write them in the program stateobj or
don't need to write them.
Signed-off-by: Kristian H. Kristensen <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
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trivial
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trivial
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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so that we immediately set the no-op dispatch
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Tests the combinations of cases of RAW, WAW and WAR hazards involving
both inorder and outoforder instructions. Also tests that
dependencies combine and propagate correctly through control
flow (loops and conditionals).
v2: Add an extra test illustrating that the non-logical CFG edge
between then-block and else-block is being taking into
account. (Curro)
Reviewed-by: Francisco Jerez <[email protected]>
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This fixes a graphical corruption in HotS.
No pipelinedb changes other than that.
Reviewed-by: Rhys Perry <[email protected]>
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LLVM 8 did remove both the signed and unsigned sse2/avx intrinsics in
the end, and provide arch-independent llvm intrinsics instead.
Fixes a crash when using snorm framebuffers (tested with piglit
arb_color_buffer_float-render GL_RGBA8_SNORM -auto).
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
CC: <[email protected]>
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Previous fix was pretty bogus.
This fixes a rendering regression with Nier (minimap too large).
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1943
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1952
Fixes: ea92273cea8 ("radv: fix DCC fast clear code for intensity formats")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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If two jobs use the same GEM object at the same time, the job that
finishes first will (previous to this commit) close the GEM object, even
if there's a job still referencing it.
To prevent this, have all jobs use the same panfrost_bo for a given GEM
object, so it's only closed once the last job is done with it.
Signed-off-by: Tomeu Vizoso <[email protected]>
Signed-off-by: Boris Brezillon <[email protected]>
Reviewed-by: Daniel Stone <[email protected]>
Reviewed-by: Rohan Garg <[email protected]>
Reviewed-by: Alyssa Rosenzweig <[email protected]>
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it was never used
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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A new throttle fence was initialized to 1, and increased by 1
again when it's put in drawable->throttle_fence; the ref was
decreased by 1 when it's removed from drawable->throttle_fence,
and never reached to 0, caused leak.
Fixes: ff77bf5cbf7 ("gallium: simplify throttle implementation")
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/1949
Signed-off-by: James Xiong <[email protected]>
Reported-by: Florian Wesch <[email protected]>
Reviewed-by: Jose Maria Casanova Crespo <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This triggers lowering in the state-tracker, which makes things a bit
simpler.
Reviewed-by: Marek Olšák <[email protected]>
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This triggers lowering in the state-tracker, which makes things a bit
simpler.
Reviewed-by: Marek Olšák <[email protected]>
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This triggers lowering in the state-tracker, which makes things a bit
simpler.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This allows us to make sure clipdist is emitted as a scalar array rather
than two vec4s. This matches SPIR-V semantics, and will be useful for
Zink.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This uses the NIR pass to lower flatshading when the driver
requests it.
Reviewed-by: Marek Olšák <[email protected]>
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This allows the driver to request flatshade lowering.
(NIR drivers only so far).
Reviewed-by: Marek Olšák <[email protected]>
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This takes any color or backcolor that has unspecified
shading and converts it to flat shading.
Reviewed-by: Marek Olšák <[email protected]>
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This actually corresponds to legal GL depth-ranges, because depth-clear
values are always in the 0..1 range in OpenGL.
Reviewed-by: Marek Olšák <[email protected]>
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