| Commit message (Collapse) | Author | Age | Files | Lines |
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The closed compiler does the same thing.
This fixes: GL45-CTS.texture_gather.*-int-* (18 tests)
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Sometimes it was f32, other times it was i32. Now it's always i32.
This fixes:
GL45-CTS.texture_cube_map_array.image_texture_size.texture_size_compute_sh
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes:
GL45-CTS.tessellation_shader.tessellation_control_to_tessellation_evaluation
.gl_PatchVerticesIn
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes: GL43-CTS.texture_view.view_sampling
v2: fix a typo, merge both if statements
Cc: [email protected]
Reviewed-by: Dave Airlie <[email protected]> (v1)
Reviewed-by: Bas Nieuwenhuizen <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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just do what the comment says
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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For coherency with the current context.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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For coherency with the current context.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Invalidated buffers don't have to go through it.
Split r600_init_resource into r600_init_resource_fields and
r600_alloc_resource.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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X+DRI3 locks up if the returned handle is invalid.
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Currently, due to the inverse order, strcmp will produce negative result
when the needle is towards the start of the haystack. Thus on the next
iteration(s) we'll end up further towards the end and eventually fail to
locate the entry.
Cc: "12.0" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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In aad4f1550, we removed the concept of "fake" edges from NIR. Now, if you
have a block at the end of an infinite loop it really has no predecessors.
This updates the unit tests to match.
Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97587
Tested-by: Aaron Watry <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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We recently starting to always emit the NDV (== dall) bit for quadops.
However it was folded into the wrong code word.
Fixes: e0a067ed48 (nv50/ir: always emit the NDV bit for OP_QUADOP)
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: <[email protected]>
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Fixes building error in libmesa_intel_common static library
Reviewed-by: Jason Ekstrand <[email protected]>
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Unfortunately a3xx does not have a separate disable for depth clipping,
so when depth clamp is enabled, we disable the whole 3d clipper logic.
This in turn also gets rid of the xy clip that it would normally do.
When we detect this would happen, instead we integrate the viewport into
the window scissor. This may have slightly different behavior around
wide points, but it's unlikely that anything depends on this.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97231
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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The hw clipper only handles up to 6 UCPs. If there are more than 6 UCPs,
or a clip vertex, or clip distances are in use, then we must use the
fallback discard-based clipping from the frag shader.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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We were previously ... not clamping. I guess this meant that everything
got clamped to 1/0, which was enough to pass the existing tests. Or
perhaps the clamping would only happen to the rasterized depth value and
not the frag shader's output depth value.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97231
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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changes for GpuTest /test=pixmark_piano /benchmark /no_scorebox /msaa=0
/benchmark_duration_ms=60000 /width=1024 /height=640:
inst_executed: 1.03G
inst_issued1: 614M -> 580M
inst_issued2: 213M -> 230M
score: 1021 -> 1030
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This is the only remaining part of genX_l3.c and there's really no good
reason for it to be in its own file.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Now that we're using gen_l3_config.c, we no longer have one set of l3
config functions per gen and we can simplify a bit. Also, we know that
only compute uses SLM so we don't need to look for it in all of the stages.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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When Jordan first implement L3$ configuration for Vulkan, he copied+pasted
from the GL driver because we had no good place to share it. Now that we
have src/intel/common, we should be sharing these tables.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Generated by:
sed -i -e 's/brw_device_info/gen_device_info/g' src/intel/**/*.c
sed -i -e 's/brw_device_info/gen_device_info/g' src/intel/**/*.h
sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.c
sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.cpp
sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.h
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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The first thing to go in this new library is brw_device_info.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Acked-by: Jason Ekstrand <[email protected]>
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This was let over from aad4f15506c
Reviewed-by: Jason Ekstrand <[email protected]>
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I accidentally added these with 0dc4cab. Oops!
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In 144cbf8 ("nir: Make nir_opt_remove_phis see through moves."), Ken
made nir_opt_remove_phis able to coalesce phi nodes whose sources are
all moves with the same swizzle. However, he didn't add the logic
necessary for handling the fact that the phi may now have multiple
different sources, even though the sources point to the same thing. For
example, if we had something like:
if (...)
a1 = b.yx;
else
a2 = b.yx;
a = phi(a1, a2)
... = a
then we would rewrite it to
if (...)
a1 = b.yx;
else
a2 = b.yx;
... = a1
by picking a random phi source, which in this case is invalid because
the source doesn't dominate the phi. Instead, we need to change it to:
if (...)
a1 = b.yx;
else
a2 = b.yx;
a3 = b.yx;
... = a3;
Fixes 12 CTS tests:
ES31-CTS.functional.tessellation.invariance.outer_edge_symmetry.quads*
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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And re-implement nir_after_cf_node_and_phis() using it.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Curiously OES/EXT_tessellation_shader leave these out, while ES 3.2 adds
them in.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I left this out of my previous commit that went around enabling all of
the other ES 3.2 entrypoints.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is a newly added flag. We always pass false into it from
nv50_clear_texture, but other callers may want to respect the render
condition. (And the functions were originally spec'd to respect it.)
Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Tobias Klausmann <[email protected]>
[imirkin: rewrite to split up the helpers and move more logic to target]
Signed-off-by: Ilia Mirkin <[email protected]>
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When NIR was first introduced, Connor added this fake-edge hack to work
around issues related to unreachable blocks. Thanks to GLSL IR's jump
lowering code, the only unreachable code you can have is a block after an
infinite loop. With SPIR-V, we didn't have the jump lowering code so we
could also end up with the "if (...) { break; } else { continue; }" case
which generates an unreachable block after the if. Because of this, most
of NIR had to be fixed up for handling unreachable blocks. The only
remaining case of not handling unreachable blocks was specifically the
block-after-infinite-loop case in dead_cf which was fixed by the previous
commit. We can now delete the fake edge hack.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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When an application uses a ton of shaders, we need to evict them
when the code segment is full but this is not really a good solution
if monster shaders are used because code eviction will happen a lot.
To avoid this, it seems better to dynamically resize the code
segment area after each eviction. The maximum size is arbitrary
fixed to 8MB which should be enough.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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To avoid the bins list to grow up indefinitely when the code segment
size will be bumped, we need to separate that bin from the SCREEN
one because it contains other resources like the uniform bo.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This function will be helpful for resizing the code segment
area when we need to evict all shaders.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This fixes a very old issue which happens when the code segment
size is full. A bunch of real applications like Tomb Raider,
F1 2015, Elemental, hit that issue because they use a ton of shaders.
In this case, all shaders are evicted (for freeing space) but all
currently bound shaders also need to be re-uploaded and SP_START_ID
have to be updated accordingly.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This refactoring will help for fixing the "out of code space"
eviction issue because we will need to reupload the code for
all currently bound shaders but it's slightly different than
uploading a new fresh code.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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If scissor X or Y was set to a negative value then the previous
code might have indicated noop scissors when the scissor range
actually was masking a portion of the framebuffer.
Since fb->_Xmin, _Xmax, _Ymin and _Ymax take scissors into
account, we can use these to test for a noop scissor.
Cc: [email protected]
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Varying packing would like to mark certain variables as flat.
This works as long as both sides of the interfaces are changed
accordingly. However, with SSO, we disable varying packing on
the outermost stages. We also disable varying packing for
certain tessellation stages.
With SSO, we operate on the producer and consumer separately.
Checks based on the consumer stage and variable are risky, and
can easily lead to altering one half of the interface between
stages, breaking SSO pipeline IO validation.
Just stop monkeying around with interpolation modes unless
required for varying packing. There's no point. This also
disables it in unsafe SSO cases.
Fixes CTS tests:
*.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_MaxPatchVertices_Position_PointSize
Also fixes Piglit's spec/oes_geometry_shader/sso_validation:
- user-defined-gs-input-not-in-block.shader_test
- user-defined-gs-input-in-block.shader_test
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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