| Commit message (Collapse) | Author | Age | Files | Lines |
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V2: remove code duplication and one unnessecary variable, minor whitespace fix
Signed-off-by: Marek Olšák <[email protected]>
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Tested-by: Benedikt Schemmer <[email protected]>
Reviewed-by: Christian König <[email protected]>
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The operation performed is all the same as LODQ, but with the usual
differences between dx10 and GL texture opcodes, that is separate resource
and sampler indices (plus result swizzling, and setting z/w channels
to zero).
Reviewed-by: Jose Fonseca <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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FPS increase 10-20% in starting locations on Core i5-4570 +
Radeon R9 270.
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For 1080p video transcode, the height will be scaled to 1088 when deint
to progressive buffer. Set dst rect to make sure no scale.
Fixes: 3ad8687 "st/va: use new vl_compositor_yuv_deint_full() to deint"
Signed-off-by: Leo Liu <[email protected]>
Reviewed-by: Christian König <[email protected]>
Acked-by: Andy Furniss <[email protected]>
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Note: this causes spurious regressions in some current piglit tests,
because the tests incorrectly assume that there is no denorm support for
doubles. I'm going to send out a fix for those tests as well.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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The LLVM intrinsic has existed for a long time. The current name was
established in LLVM 3.9.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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The status quo is quite the mess:
1. tgsi_exec will do a per-channel computation, and store the dst[0]
result (significand) correctly for each channel. The dst[1] result
(exponent) will be written to the first bit set in the writemask.
So per-component calculation only works partially.
2. r600 will only do a single computation. It will replicate the
exponent but not the significand.
3. The docs pretend that there's per-component calculation, but even
get dst[0] and dst[1] confused.
4. Luckily, st_glsl_to_tgsi only ever emits single-component instructions,
and kind-of assumes that everything is replicated, generating this for
the dvec4 case:
DFRACEXP TEMP[0].xy, TEMP[1].x, CONST[0][0].xyxy
DFRACEXP TEMP[0].zw, TEMP[1].y, CONST[0][0].zwzw
DFRACEXP TEMP[2].xy, TEMP[1].z, CONST[0][1].xyxy
DFRACEXP TEMP[2].zw, TEMP[1].w, CONST[0][1].zwzw
Settle on the simplest behavior, which is single-component calculation
with replication, document it, and adjust tgsi_exec and r600.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Sourcing the exponent for the zw destination pair from Z is consistent
with both tgsi_exec and gallivm. In practice, st_glsl_to_tgsi always
generates per-channel instructions anyway.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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GLSL ES requires both, and while GLSL explicitly doesn't require correct
overflow handling, it does appear to require handling input inf/denorms
correctly.
Fixes dEQP-GLES31.functional.shaders.builtin_functions.precision.ldexp.*
Cc: [email protected]
Acked-by: Matt Turner <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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A tempting alternative fix would be adding a lock/unlock pair in
util_queue_fence_is_signalled. However, that wouldn't actually
improve anything in the semantics of util_queue_fence_is_signalled,
while making that test much more heavy-weight. So this lock/unlock
pair in util_queue_fence_destroy for "flushing out" other threads
that may still be in util_queue_fence_signal looks like the better
fix.
v2: rephrase the comment
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Gustaw Smolarczyk <[email protected]>
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This fixes a warning caused by the fork (note the change in the function
signature):
../../../../../mesa-src/src/gallium/drivers/r600/r600_state_common.c: In function ‘r600_init_common_state_functions’:
../../../../../mesa-src/src/gallium/drivers/r600/r600_state_common.c:2974:36: warning: assignment from incompatible pointer type [-Wincompatible-pointer-types]
rctx->b.set_occlusion_query_state = r600_set_occlusion_query_state;
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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This fixes the extremely unlikely case that an application uses
0x80000000 or 0x3f800000 as border color for an integer texture and
helps in the also, but perhaps slightly less, unlikely case that 1 is
used as a border color.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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The hardware does this automatically for unorm formats, but we need to
do it manually for unorm depth formats that have been upgraded to
Z32_FLOAT.
Fixes dEQP-GLES31.functional.texture.border_clamp.range_clamp.nearest_unorm_depth
and others.
Fixes: d4d9ec55c589 ("radeonsi: implement TC-compatible HTILE")
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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The hardware usually does this automatically. However, we upgrade
depth to Z32_FLOAT to enable TC-compatible HTILE, which means the
hardware no longer clamps the comparison value for us.
The only way to tell in the shader whether a clamp is required
seems to be to communicate an additional bit in the descriptor
table. While VI has some unused bits in the resource descriptor,
those bits have unfortunately all been used in gfx9. So we use
an unused bit in the sampler state instead.
Fixes dEQP-GLES3.functional.texture.shadow.2d.linear.equal_depth_component32f
and many other tests in dEQP-GLES3.functional.texture.shadow.*
Fixes: d4d9ec55c589 ("radeonsi: implement TC-compatible HTILE")
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Not that those are super common or useful, but hey! Fun corner cases
of the API...
Fixes dEQP-GLES31.functional.geometry_shading.emit.*
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Avoid a v_cndmask: the absolute value is free due to input modifiers.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Fix the custom cube coord selection sequence to be identical to
the hardware v_cubesc/tc and OpenGL spec. Affects texture sampling
with user-provided derivatives.
Fixes dEQP-GLES3.functional.shaders.texture_functions.texturegrad.*
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Overriding the default (no-op) swizzle is clearly counter-productive,
since the whole point is putting the destination register as one of
the source operands so that it remains unmodified when the assignment
condition is false.
Fragment depth and stencil outputs are a special case due to how their
source swizzles are manipulated in translate_src when compiling to
TGSI.
Fixes dEQP-GLES2.functional.shaders.conditionals.if.*_vertex
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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Found by address sanitizer.
The loop here tries to be safe, but in doing so, it ends up doing
exactly the wrong thing: the safe foreach is for when the loop
variable (inst) could be deleted and nothing else. However, this
particular can delete inst's successor, but not inst itself.
Fixes: 8c6a0ebaad72 ("st/mesa: add st fp64 support (v7.1)")
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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It has to happen after descriptor uploads since otherwise we'll print out
the wrong GPU list / incorrectly claim descriptor corruption.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Redundant with the recently added ac_llvm_context::chip_class.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Triggering the push model when 64-bit inputs are involved is not easy due to
the constrains on the maximum number of registers that we allow for this mode,
however, for GS with 'points' primitive type and just a couple of double
varyings we can trigger this and it just doesn't work because the
implementation is not 64-bit aware at all. For now, let's make sure that we
don't attempt this model whith 64-bit inputs and we always fall back to pull
model for them.
Also, don't enable the VUE handles in the thread payload on the fly when we
find an input for which we need the pull model, this is not safe: if we need
to resort to the pull model we need to account for that when we setup the
thread payload so we compute the first non-payload register properly. If we
didn't do that correctly and we enable it on-the-fly here then we will end up
VUE handles on the first non-payload register which will probably lead to
GPU hangs. Instead, always enable the VUE handles for the pull model so we
can safely use them when needed. The GS is going to resort to pull model
almost in every situation anyway, so this shouldn't make a significant
difference and it makes things easier and safer.
v2: Always enable the VUE handles for pull model, this is easier and safer
and the GS is going to fallback to pull model almost always anyway (Ken)
v3: Only clamp the URB read length if we are over the maximum reserved for
push inputs as we were doing in the original code (Ken).
v4: No need to clamp the urb read length if invocations > 1
Reviewed-by: Kenneth Graunke <[email protected]>
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This way, when NIR_PASS_V makes a clone of the shader (for testing
nir_clone), the new and lowered version gets re-assigned to prog->nir.
[[email protected]: Tested NIR_TEST_CLONE=1 with valgrind]
Tested-by: Jordan Justen <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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[[email protected]: Tested NIR_TEST_CLONE=1 with valgrind]
Tested-by: Jordan Justen <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The way NIR_PASS works (and, by extension, nir_optimize) is that they
may clone the shader and throw the old one away. (We use this for
testing nir_clone.) It's better if we just make a temporary variable,
use it for everything, and re-assign to the gl_program at the end.
[[email protected]: Tested NIR_TEST_CLONE=1 with valgrind]
Tested-by: Jordan Justen <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Fix a compile error with G++ 4.4
string_buffer_test.cpp:43: error: ISO C++ forbids initialization of
member ‘str1’
string_buffer_test.cpp:43: error: making ‘str1’ static
string_buffer_test.cpp:43: error: invalid in-class initialization of
static data member of non-integral type ‘const char*’
Tested-by: Vinson Lee <vlee at freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103002
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Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Silences a compiler warning.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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We don't have vasprintf() on Windows so we need to implement it ourselves.
v2: compute actual length of output string, per Nicolai Hähnle.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Since our driver support arb_provoking_vertex, we can start
advertising PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION
Fixes ./clipflat & ./arb-provoking-vertex-render piglit tests
Tested piglit, glretrace on Hw 11 and Hw 13
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Cc: 17.1 17.2 <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Currently we are blitting the whole resource when the RS is used to
de-/tile a resource. This can be very inefficient for large resources
where the transfer is only changing a small part of the resource
(happens a lot with glTexSubImage2D).
Optimize this by only blitting the tile aligned subregion of the
resource, which the transfer is going to change.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-By: Wladimir J. van der Laan <[email protected]>
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This is useful if we only need to copy part of a larger resource, mostly
when using the RS engine to de-/tile on pipe transfers.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-By: Wladimir J. van der Laan <[email protected]>
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The RS can blit abitrary tile aligned subregions of a resource by
adjusting the buffer offset.
Signed-off-by: Lucas Stach <[email protected]>
Reviewed-By: Wladimir J. van der Laan <[email protected]>
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The function pipe_buffer_map() is only for linear pipe buffer,
with height as 0, and it's not for any 2D textures.
Signed-off-by: Leo Liu <[email protected]>
Cc: [email protected]
Cc: Mark Thompson <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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To check a valid usage requirement.
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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To check a valid usage requirement.
CID: 1401616
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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It adds reference links for arguments usage and bind of resource_create().
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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