| Commit message (Collapse) | Author | Age | Files | Lines |
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Seems like trying to widen in the same instruction as the add.s does a
non-sign-extending widen.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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We disable the vertex attributes, but also disable the VBO fetch details
as well, just in case. Not known to fix anything.
Signed-off-by: Ilia Mirkin <[email protected]>
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Back in the dawn of time, we used to do immediate uploads for the vertex
data, and all was well. However Maxwell dropped support for immediate
vertex data, so we started feeding in a VBO (in all cases). But we
forgot to disable some things that apply in such cases, specifically
primitive restart and index bias. The latter was causing WoW and other
Blizzard games trouble as they use a pattern where they draw with a base
vertex (aka index bias), followed by texture uploads (aka blits,
internally).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91526
Cc: "11.1 11.2" <[email protected]>
Signed-off-by: Ilia Mirkin <[email protected]>
Tested-by: Karol Herbst <[email protected]>
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On Fermi, there's an argument in front of the coords that combines array
and indirect handle, while on Kepler the array and the indirect handle
are separate (and in front of the coords). We were previously only
accounting for the array bit of it, if there were an indirect access it
wouldn't be counted in the formula.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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Apparently there's no post-FS clamping logic, so we have to do this by
hand. The depth will never be outside of the 0..1 range, even on
floating point zeta buffers, so this should be safe.
Fixes dEQP-GLES3.functional.fbo.depth.*clamp.* which tests writing
invalid values on various zeta buffer formats.
Signed-off-by: Ilia Mirkin <[email protected]>
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v2: move the nr_cbufs check above the loop
Reviewed-by: Ilia Mirkin <[email protected]> (v1)
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The st_texture_object documentation says:
"the number of 1D array layers will be in height0"
We can't minify that.
Spotted by luck. No app is known to hit this issue.
Reviewed-by: Ilia Mirkin <[email protected]>
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v2: comment about the purpose of the code
v3: also compare texFormat,
add a perf debug message,
formatting fixes
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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This fixes crash when post-processing is enabled in SW:KotOR.
v2: fix const-ness
v3: move assignment into the if() block
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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v2: fix arithmetic for special opcodes,
fix fog state, cleanup
v3: simplify handling of special opcodes,
fix rebinding with different textargets or fog equation,
lots of formatting fixes
v4: adapt to the compile early, fix later architecture,
formatting fixes
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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the state tracker will use it
Acked-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Miklós Máté <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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While here, remove itermediate glsl_feature_level variable.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Commit `d4e847ea` introduced a warning about making an
integer from a pointer without a cast, fix it here.
Signed-off-by: Edward O'Callaghan <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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This reduces some of the craziness required for handling buffer
blocks. The problem is each shader stage holds its own information
about a block in memory, we were copying that information to a
program wide list but the per stage information remained meaning
when a binding was updated we needed to update all versions of it.
This changes the per stage blocks to instead point to a single
version of the block information in the program list.
Acked-by: Kenneth Graunke <[email protected]>
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Fixes recent regressions with the VMware gallium driver.
Reviewed-by: Charmaine Lee <[email protected]>
Tested-by: Charmaine Lee <[email protected]>
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- Affinitize hot-tile memory to specific NUMA nodes.
- Only do BE work for macrotiles assoicated with the numa node
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references it completes
Rather than waiting for the API thread to re-use it.
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With global allocator this doesn't seem to affect performance at all.
Overall memory consumption drops by up to 85%.
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Reduce list traversal during Alloc and Free.
Add ability to have multiple lists based on alloc size (not used for now)
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re-allocation.
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NullPS backend.
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upon reclaim of DC
Keeps overall memory consumption lower.
Also, remove unused knobs.
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One innocuous (uninitialized variable), and one not so innocuous
(stack corruption).
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Guard against enquing work to invalid tiles
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