| Commit message (Collapse) | Author | Age | Files | Lines |
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It's a large structure, apparently.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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These are unsigned so the clamp-positive is redundant.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Useless check.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Coverity.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Coverity.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This allows nodes to be unsigned and prevents a class of weird
signedness bugs identified by Coverity.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This path shouldn't be possible for in-spec shaders, but let's be
defensive. (Because security, right? Mostly because Coverity.)
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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The checks confuse Coverity, so let's make it explicit what's going on.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's small; this way we don't leak memory.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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So many duplicated switch statements....
Reviewed-by: Kenneth Graunke <[email protected]>
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This better matches all the other atomic intrinsics such as those for
SSBOs and shared variables where the sign is part of the intrinsic
opcode. Both generators (GLSL and SPIR-V) know the sign from the type
of the image variable or handle. In SPIR-V, signed min/max are separate
opcodes from unsigned.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We can smush this into one-line per record as per usual. We still need
more validation and cleaning this up, especially around instancing. But
for LINEAR records, it works okay already.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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No need to break it out into extra lines.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This consolidates texture format and dimensionality into something simple:
tiled rgba8_unorm.rgb1: 512x512
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This is another bit field describing layout.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We can just stick an "s" in if it's sRGB.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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No need to be so verbose.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Textures of a smaller dimension don't need higher dimensions printed.
This allows us to be more compact, while enforcing verification that
higher dimensions must be zero.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's massive and hugely nested indentation -- break it out so it's
legible.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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unknown3A I think I've actually seen on T6xx but.. we'll see what
happens in traces going forward. We don't want the zero noise normally,
and if they show up in the wild, we want to draw attention to them.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This dramatically reduces visual clutter: now an entire
attribute/varying record looks something like:
rgba32f attribute_0[16].bgra;
which is equivalent to the raw structure:
{
.index = 0,
.format = MALI_FORMAT_RGBA32F,
.swizzle = (MALI_CHANNEL_BLUE << 9) | ....,
.src_offset = 16,
}
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's just noise.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We want to make sure we don't access a component in the swizzle that
doesn't exist in the format, since that is (as far as I know) undefined.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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We've never seen them, so if they come up in trace, we want to draw
attention to that.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Varying discard is not used by Panfrost, but the blob uses it sometimes
to have some padding in the varyings table, probably to minimize
per-draw overhead. (...We should maybe consider this ourselves!)
Let's check for this and ensure the rest of the record is consistent
with a discarded varying.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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What *is* this?
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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One should be zero. The other has always been seen as set, so check
this.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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It's a legacy GL thing... we don't really need to handle it *right* now,
but we shouldn't crash..
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This CAP controls a desktop-only extension. If the corresponding support
exists in the hardware, we don't know how to use it.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Subtle issue masked by how we emitted SET_VALUE jobs, but this case can
and does occur, so let's fix it.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Signed-off-by: Alyssa Rosenzweig <[email protected]>
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This normalizes the printed format. It also makes it easier for the
future when we may introduce semantic _warn and _error handlers.
A tripped zero is essentially a hazard to check for.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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If this bit is clear, MFBD preload will be enabled, and you.. don't want
that. (At least, when the bit is clear, the old contents of the
framebuffer will be preserved. I'm assuming this is what "MFBD preload"
refers to in kbase.)
Validate that this bit is always set.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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There is no "chunknown" structure; that part of the union is an artefact
from falsely believing vertex/tiler MFBDs could have render targets
attached (they can't). These are just plain old AFBC fields, and if
there is no AFBC, it's error to set these field.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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For our purposes of driver debugging, the contents of uniform buffers
are rarely interesting; we're more concerned about the metadata setting
them up.
We do need to be careful to validate the sizes of both uniforms and
uniform buffers.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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Many structures in the command stream have a GPU address and size
determined statically. We should check that the pointers we are passed
are valid and the buffers they point to are big enough for the given
size. If they're not, an MMU fault would be raised.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
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