| Commit message (Collapse) | Author | Age | Files | Lines |
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This involves extending our fake extension a bit to allow for additional
querying and passing of modifier information. The added bits are
intended to look a lot like the draft of VK_EXT_image_drm_format_modifier.
Once the extension gets finalized, we'll simply transition all of the
structs used in wsi_common to the real extension structs.
Reviewed-by: Daniel Stone <[email protected]>
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Not yet used anywhere.
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Not currently used.
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This was originally intended to make sure the remap location
was not -1. However the code has changed alot since then,
the location is now never set to -1 and we also handle
components meaning this old assert has been doing comparisions
with the pointer to the array of component data.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105183
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Fixes assert in the glsl-1.50-gs-max-output-components piglit test.
Note that the double handling will only work for doubles that
don't take up multiple slots i.e. double and dvec2. However
dual slot double handling is an existing bug which is made no
worse by this patch.
Reviewed-by: Marek Olšák <[email protected]>
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Delaying unrolling and allowing NIR to do it instead has been shown
to result in better code in drivers such as i965. shader-db results
appear to show the same is true for radeonsi.
The other advantage is that using NIR unrolling improves compile
times significantly.
Totals from affected shaders:
SGPRS: 9624 -> 10016 (4.07 %)
VGPRS: 6800 -> 6464 (-4.94 %)
Spilled SGPRs: 0 -> 2 (0.00 %)
Spilled VGPRs: 0 -> 0 (0.00 %)
Private memory VGPRs: 0 -> 0 (0.00 %)
Scratch size: 0 -> 0 (0.00 %) dwords per thread
Code Size: 359176 -> 332264 (-7.49 %) bytes
LDS: 0 -> 0 (0.00 %) blocks
Max Waves: 1355 -> 1432 (5.68 %)
Wait states: 0 -> 0 (0.00 %)
Reviewed-by: Marek Olšák <[email protected]>
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Fixes the following piglit tests:
tests/spec/arb_tessellation_shader/execution/double-array-vs-tcs-tes.shader_test
tests/spec/arb_tessellation_shader/execution/double-vs-tcs-tes.shader_test
Reviewed-by: Marek Olšák <[email protected]>
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We need this to be able to load 64bit varyings.
Reviewed-by: Marek Olšák <[email protected]>
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The DRI3 drawable info struct currently stores a boolean for whether the
last completed operation was a flip or not. As we need to track the full
completion mode for handling suboptimal returns, change the 'flipping'
field to the raw present completion mode from the server.
Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Daniel Stone <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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It's true for depth HiZ clears because we only have HiZ on single-slice
images right now. However, for stencil-only clears there is no such
restriction.
Tested-by: Rafael Antognolli <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Rafael Antognolli <[email protected]>
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Enable UVD encode for HEVC main profile
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
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Add UVD hevc encode pipe video codec creation entry
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
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Implement UVD hevc encode functions
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
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Implement required IBs for UVD HEVC encode.
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
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Add hevc encode hardware interface for UVD
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
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Support UVD HEVC encode in amdgpu cs
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Boyuan Zhang <[email protected]>
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Based on amdgpu hardware query information to check if UVD hevc enc support
Signed-off-by: James Zhu <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We have to increase the file index also for 0x10000 not just for values
greater than 0x10000.
Fixes: 37b67db6ae34fb6586d640a7a1b6232f091dd812
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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For consistency.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This doesn't fix anything known but it should definitely be set.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This looks like it should be protected by the assume() about
nr_color_regions, but my compiler warns anyway.
Reviewed-by: Matt Turner <[email protected]>
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Fixes: d32956935edf ("glsl: Walk a list of ir_dereference_array to mark array elements as accessed")
Reviewed-by: Ian Romanick <[email protected]>
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My build was producing:
../src/loader/loader.c:121:67: warning: ‘%1u’ directive output may be truncated writing between 1 and 3 bytes into a region of size 2 [-Wformat-truncation=]
and we can avoid this careful calculation by just using asprintf (as we do
elsewhere in the file).
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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They should probably get unit tests implemented, but this cleans up a
bunch of warnings in my build for now.
Fixes: 59f458cd8703 ("glsl: Add 16-bit types")
Cc: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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We never use it in the shaders.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just avoids passing this value via user sgprs.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Just consolidates some code to make it easier to change.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just removes an unneeded variable.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just avoids marking it as a used output if we don't
actually use it.
Reviewed-by: Samuel Pitoiset <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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dEQP-VK.tessellation.invariance.outer_edge_symmetry.triangles_equal_spacing_ccw
was hitting an llvm assert due to one value being an int and the
other a float.
This just casts both values to integer and fixes the test.
Fixes: dEQP-VK.tessellation.invariance.outer_edge_symmetry.triangles_equal_spacing_ccw
Cc: [email protected]
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Instead of having aux usage and ANV_AUX_USAGE_DEFAULT to mean "give me
something reasonable" we now use anv_layout_to_aux_usage whenever a
layout is available. If a layout is available, we ignore the aux_usage
parameter. For the cases where we have an explicit aux usage such as
clears and aux ops, we have a new ANV_IMAGE_LAYOUT_EXPLICIT_AUX layout.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Checking the sample count is almost as good as aux usage in this case.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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If we don't have HiZ, then anv_layout_to_aux_usage will return NONE for
both layouts. If the two layouts are the same, they will get the aux
usage. In either case, the code below will give us ISL_AUX_OP_NONE and
we'll return without doing anything.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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This is quite a bit cleaner because we now sync the clear values at the
same time as we do the fast clear. For loading the clear values into
the surface state, we now do it once when we handle the LOAD_OP_LOAD
instead of every subpass.
Reviewed-by: Nanley Chery <[email protected]>
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This requires us to ditch the VkAttachmentReference struct in favor of
an anv-specific struct. However, we can now easily identify from just
the subpass attachment what kind of an attachment it is. This will make
iteration over anv_subpass::attachments a little easier in some case.
Reviewed-by: Nanley Chery <[email protected]>
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These are the same as pending clear aspects only for the "load"
operation.
Reviewed-by: Nanley Chery <[email protected]>
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This unifies things a bit because we now handle depth and stencil at the
same time.
Reviewed-by: Nanley Chery <[email protected]>
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This moves the decision out of begin_subpass and into BeginRenderPass
like the decision for color clears. We use a similar name for the
function for depth/stencil as for color even though no aux usage is
really getting computed.
v2 (Jason Ekstrand):
- Don't always disable HiZ clears by accident
- Use the initial layout to decide whether to do fast clears
Reviewed-by: Nanley Chery <[email protected]>
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Reviewed-by: Nanley Chery <[email protected]>
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This is similar to blorp_gen8_hiz_clear_attachments except that it takes
actual images instead of trusting in the already set depth state.
Reviewed-by: Nanley Chery <[email protected]>
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This doesn't really change much now but it will give us more/better
control over clears in the future. The one interesting functional
change here is that we are now re-emitting 3DSTATE_DEPTH_BUFFERS and
friends for each clear. However, this only happens at begin_subpass
time so it shouldn't be substantially more expensive.
Reviewed-by: Nanley Chery <[email protected]>
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This is a bit less awkward than passing in the subpass because it means
we don't have to extract the subpass id from the subpass.
Reviewed-by: Nanley Chery <[email protected]>
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