| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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... otherwise we'll produce uncomplete binaries with introduction of NIR
as alternative IR with next commits.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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This allows us to disable spilling for blorp shaders since blorp state
setup doesn't handle spilling. Without this, blorp fails hard if you run
with INTEL_DEBUG=spill.
Reviewed-by: Francisco Jerez <[email protected]>
Tested-by: Francisco Jerez <[email protected]>
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We were always doing atomics on shared memory location 0 instead of the
originally supplied location. Make sure to pass through the original
symbol and any indirection.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: [email protected] # note: expect minor conflict
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Signed-off-by: Rob Clark <[email protected]>
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Log all the errors, and at the end dump the shader w/ error annotations
to make it easier to see where the problems are.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Prep work for next patch.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Caller can pass a hashtable mapping NIR object (currently instr or var,
but I guess others could be added as needed) to annotation msg to print
inline with the shader dump. As the annotation msg is printed, it is
removed from the hashtable to give the caller a way to know about any
unassociated msgs.
This is used in the next patch, for nir_validate to try to associate
error msgs to nir_print dump.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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ARB_vertex_attrib_64bit was the only feature missing.
v2: we can expose 4.2 instead of 4.1 (Ian Romanick)
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Input attributes can require 2 vec4 or 1 vec4 depending on whether they
are double-precision or not.
Reviewed-by: Kenneth Graunke <[email protected]>
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When computing where the first non-payload GRF starts, we can't rely on
the number of attributes, as each attribute can be using 1 or 2 slots
depending on whether they are a dvec3/4 or other.
Instead, we need to use the number of slots used by the attributes.
Reviewed-by: Kenneth Graunke <[email protected]>
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Do not use total attributes because a dvec3/dvec4 attribute requires two
slots. So rather use total attribute slots.
v2: do not use loop to calculate required attribute slots (Kenneth
Graunke)
Reviewed-by: Kenneth Graunke <[email protected]>
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Double-precision types require 1 slot in VUE for double and dvec2, and 2 slots for
anything else.
Reviewed-by: Kenneth Graunke <[email protected]>
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This bitmap tracks which input attributes are double-precision.
Reviewed-by: Kenneth Graunke <[email protected]>
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VS Thread Payload handles attributes in URB as vec4, no matter if they
are actually single or double precision.
So with double-precision types, value ends up in the registers split in
32bits chunks, in different positions.
We need to shuffle the chunks to get the doubles correctly.
v2:
* Extra blank line. Add { } on if body (Ian Romanick)
* Use dest directly (Kenneth Graunke)
Reviewed-by: Kenneth Graunke <[email protected]>
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The HW has a restriction that only vertical stride may cross register
boundaries. Until now this was only handled on VGRFs at
rw_reg_from_fs_reg, but it is also needed for attributes.
v2:
* Remove reference to commit id on commit message (Juan Suarez)
* Simplify code that compute final exec_size (Ian Romanick)
* Use REG_SIZE on that same code (Kenneth Graunke)
Reviewed-by: Kenneth Graunke <[email protected]>
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Add an assertion to detect this case.
Reviewed-by: Kenneth Graunke <[email protected]>
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From the Broadwell specification, structure VERTEX_ELEMENT_STATE
description:
"When SourceElementFormat is set to one of the *64*_PASSTHRU
formats, 64-bit components are stored in the URB without any
conversion. In this case, vertex elements must be written as 128
or 256 bits, with VFCOMP_STORE_0 being used to pad the output
as required. E.g., if R64_PASSTHRU is used to copy a 64-bit Red component into
the URB, Component 1 must be specified as VFCOMP_STORE_0 (with
Components 2,3 set to VFCOMP_NOSTORE) in order to output a 128-bit
vertex element, or Components 1-3 must be specified as VFCOMP_STORE_0
in order to output a 256-bit vertex element. Likewise, use of
R64G64B64_PASSTHRU requires Component 3 to be specified as VFCOMP_STORE_0
in order to output a 256-bit vertex element."
Uses 128-bits to write double and dvec2 vertex elements, and 256-bits for
dvec3 and dvec4 vertex elements.
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Signed-off-by: Antia Puentes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This commit adds support for PASSTHRU format when pushing
double-precision attributes.
Check glarray->Doubles in order to know if we should choose a format
that does a conversion to float, or just passthru the 64-bit double.
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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These varying have a separate location domain from per-vertex varyings
and need to be handled separately.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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These varyings have a separate location domain from per-vertex varyings
and need to be handled separately.
Reviewed-by: Dave Airlie <[email protected]>
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I recently fixed a bug in the Piglit tests:
https://lists.freedesktop.org/archives/piglit/2016-May/019802.html
With that patch in place, we pass all the tests. So, turn it on.
We could probably expose this earlier than Gen8, but the extension
says that OpenGL 4.0 is required, and all of our tests are written
against GLSL 4.00 (which is only supported on Gen8+).
Signed-off-by: Kenneth Graunke <[email protected]>
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Fixes SCons build.
Trivial. Built locally with SCons and autotools.
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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and get timestamp calculated based on the event's reply
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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We also need render to the front buffer of temporary X pixmap,
this is the case of when we using opengl as video out for vaapi.
the basic implementation is to pass pixmap ID to X server, and
then X will return dma-buf fd, we will get the buffer object
through this dma-buf fd.
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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When drawable size changed, PresentConfigureNotify event will be
emitted, by handling the event to re-allocate resized buffer.
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This will clear presentation area not covered by video content
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Request drawable content in pixmap by calling DRI3 PresentPixmap,
and handle PresentIdleNotify event.
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This implements DRI3 PixmapFromBuffer. Create buffer objects, and
associate it to a dma-buf fd, and then pass this fd with a pixmap
ID to X server for creating pixmap object; also add a function
for wait events.
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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also place holder for present events handling
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Required functions into place for implementation, create screen
with device fd returned from X server, also bail out to DRI2
with certain conditions.
v2: -organize the error out path (Axel)
-squash previous patch 1 and 2 into one (Emil)
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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On my oes_shader_io_blocks branch, this fixes 71
dEQP-GLES31.functional.program_interface_query.* tests.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Coverity issue 1361544 found an instance where the tcs variable is
checked for NULL, but unconditionally dereferenced later in the same
function.
Reviewed-by: Kenneth Graunke <[email protected]>
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Used only in assert().
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Both functions return uint64_t, so I expect the masking/shifting should
be done on 64-bit types.
Reviewed-by: Kristian Høgsberg <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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