| Commit message (Collapse) | Author | Age | Files | Lines |
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Acked-by: Bas Nieuwenhuizen <[email protected]>
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Acked-by: Bas Nieuwenhuizen <[email protected]>
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The scratch registers move again in a6xx.. so for post-a4xx let's just
move this into the backend, and move the one place it used to be needed
in core into fd5_emit_ib(). For a6xx we will do similar, calling
emit_marker6() from fd6_emit_ib().
Signed-off-by: Rob Clark <[email protected]>
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dEQP-GLES31.stress.vertex_attribute_binding.buffer_bounds.bind_vertex_buffer_offset_near_wrap_10
This is kind of a hack, but really the only problem is the
debug_assert() in OUT_RELOC(). But the debug_assert() is
useful to catch real issues. So just add some #ifdef DEBUG
code to filter things out before we hit the assert.
Signed-off-by: Rob Clark <[email protected]>
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It is impolite, and a bit annoying with dEQP (all tests running in
single process).
Signed-off-by: Rob Clark <[email protected]>
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Fixes a problem seen with dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.row_major_mat4
Signed-off-by: Rob Clark <[email protected]>
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If we aren't going to get full occupancy, then use TWO_QUAD.
Signed-off-by: Rob Clark <[email protected]>
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Need a bit of hand-holding for stencil bordercolor, and add border color
values for sRGB.
Signed-off-by: Rob Clark <[email protected]>
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These never got updated in fd_context_all_dirty() so actually trying to
rely on them (in the case of fd5_emit_images()) ends up in some cases
where state is not emitted but should be. Best to just rip this out.
Signed-off-by: Rob Clark <[email protected]>
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I think this ends up just setting uniform/const memory. But we upload
x/y/z stride differently. At best this is unneeded, at worst it could
possibly clobber other uniform/const memory.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Similar to txf case, we need to insert a 2nd coordinate (zero).
Signed-off-by: Rob Clark <[email protected]>
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Unlike textures, this doesn't get lowered for us. (Would be nice
if they were.. at least until we are ready to deal w/ indirect
indexing..)
Signed-off-by: Rob Clark <[email protected]>
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Seems I previously toally forgot about 2d-arrays, etc..
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Run this pass late (after opt loop) to move load_const instructions back
into the basic blocks which use the result, in cases where a load_const
is only consumed in a single block.
This helps reduce register usage in cases where the backend driver
cannot lower the load_const to a uniform.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We can have arrays of images or samplers. But I forgot to handle that
case long ago. Suprised no one complained yet.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Save the next person from digging through the code to figure out what
the indirect_mask parameter actually does.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Just something I stumbled across.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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We treat coherent and non-coherent buffers the same.
And move external_usage for better packing.
Tested-by: Dieter Nützel <[email protected]>
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This improves performance for certain games.
Cc: 18.1 <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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The values for the radeon winsys were copied from the kernel driver.
Tested-by: Dieter Nützel <[email protected]>
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AMDVLK uses 64 (distributed) and 16 (non-distributed).
radeonsi will use 63 and 16.
* This might improve tessellation performance on Hawaii, Bonaire, Tahiti,
Pitcairn. (they will use 16)
* I'm not sure if this matters for 1 SE configs.
Tested-by: Dieter Nützel <[email protected]>
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Tested-by: Dieter Nützel <[email protected]>
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"64 / max * 4" is less than "64 * 4 / max".
Tested-by: Dieter Nützel <[email protected]>
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This is the case for the simulator environment, and broke many blitter
tests by trying to texture from linear while the HW can only actually do
UIF/UBLINEAR/LT. Just make a temporary and copy into it with the CPU,
then blit from that.
This is the kind of path that should use the TFU, but I haven't exposed
that hardware yet.
Fixes dEQP-GLES3.functional.fbo.blit.default_framebuffer.*
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The #define existed and was checked in the driver.
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Some fprintfs were probably left unintentionally a few years ago and are
a bit of a nuisance.
Fixes: 2d3301e4d513 ("virgl: fix reference counting of prime handles")
Cc: Rob Herring <[email protected]>
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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The prog->Shaders[i]->IsES check was accidentally removed causing
ES linking rules to be applied to desktop GLSL.
Fixes: 725b1a406dbe ("mesa/util: add allow_glsl_relaxed_es driconfig override")
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Reviewed-by: Dave Airlie <[email protected]>
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This relaxes a number of ES shader restrictions allowing shaders
to follow more desktop GLSL like rules.
This initial implementation relaxes the following:
- allows linking ES shaders with desktop shaders
- allows mismatching precision qualifiers
- always enables standard derivative builtins
These relaxations allow Google Earth VR shaders to compile.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Google Earth VR shaders uses builtins in constant expressions with
GLSL 1.10. That feature wasn't allowed until GLSL 1.20.
Reviewed-by: Dave Airlie <[email protected]>
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Glibc has the same code to get program_invocation_short_name. However
for some reason the short name gets mangled for some wine apps.
For example with Google Earth VR I get:
program_invocation_name:
"/home/tarceri/.local/share/Steam/steamapps/common/EarthVR/Earth.exe"
program_invocation_short_name:
"e"
Acked-by: Eric Engestrom <[email protected]>
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We HTILE compress stencil-only surfaces too.
CC: 18.1 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The Vulkan API has only one patch version shared among all of the
major.minor versions. We should also advertise the same patch version
regardless of major.minor.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106941
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This is required for compatibility profile support.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This should fix TF across a glFlush() or TF pause/restart. Fixes
dEQP-GLES3.functional.transform_feedback.array.interleaved.lines.highp_float
and many, many others.
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Tested-by: Dieter Nützel <[email protected]>
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If we are on gen8+ and have context isolation support, just make that
constant buffer address be absolute, so we can use it for push UBOs too.
v2: Do not duplicate constant_buffer_0_is_relative flag (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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It's a bit late to round up after an integer division.
Fixes: de889794134e6245e08a2 "radv: Implement VK_AMD_shader_info"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Alex Smith <[email protected]>
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Fixes: 67f40dadaa6666dacd90 "mesa: add support for ARB_sample_locations"
Cc: Rhys Perry <[email protected]>
Cc: Brian Paul <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Drops the number of time we set the scissor by 4x for F1 2017,
which results in a consistent performance improvement of about 4%.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Fixes: 922cd38172b8a2bc286bd "radv: implement out-of-order rasterization when it's safe on VI+"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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