| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
| |
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
| |
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
| |
Reviewed-by: Samuel Pitoiset <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
evaluation
Converting from a switch statement that would not allow intermediate sample counts
to use an if-else chain went a bit wrong, so that in some cases the range that
should be inclusive was exclusive and the line for 16 samples was copies wrongly.
v2: elaborate commit message.
Fixes: 91f48cdfe5c817158c533a8f67c60e9aabbe4479
virgl: Add support for glGetMultisample
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Erik Faye-Lund <[email protected]> (v1)
|
|
|
|
|
|
|
|
|
| |
fixes a couple of packed_pixel CTS tests. No regressions inside a CTS run.
v2: simplify the changes a bit
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
|
|
|
|
|
|
|
|
| |
Fixes: 2f181c8c183cc8b4d0450789bb20c2be48d32db3
"glsl_types: vec8/vec16 support"
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
|
|
|
|
|
|
|
|
| |
This fixes a nasty hang in Batman: Arkham City which apparently calls
vkCmdClearColorImage on a linear RGB image.
cc: [email protected]
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
|
|
|
|
|
|
|
|
| |
In this case, the surface faking will give us a R8_UNORM surface and we
need to do an sRGB conversion in the shader. Found by inspection.
cc: [email protected]
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
|
|
|
|
|
|
| |
And the corresponding test case.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
| |
A while ago, we added a bunch of format conversion helpers; we should
use them instead of hand-rolling sRGB conversions.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
| |
This should allow us to use them in nir_lower_tex
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
No requirement, just reduces code duplication.
|
|
|
|
|
|
|
| |
If you load S and clear Z or vice versa, the clear may get lost. Just
fall back to drawing a quad.
Fixes KHR-GLES3.packed_depth_stencil.verify_read_pixels.depth24_stencil8
|
|
|
|
|
|
|
|
|
| |
These are not unit tests, as they rely on the host's XVMC and some user
configuration. Switch them over to being general installed tools, to fix
unit testing.
Fixes: 22a817af8a89 ("meson: build gallium xvmc state tracker")
Reviewed-by: Dylan Baker <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The current spill code checks in each instruction of an instruction group whether
spilling is needed and if so, it adds spilling for each component as a seperate
instruction and it allocates a new temporary for each component and since it takes
the write mask from the TGSI representation, all components might be written
each time and as a result already written components might be overwritten with
garbage like:
...
y: MOV R9.y, [0x42140000 37].x
t: MOV R8.x, [0x42040000 33].y
...
MEM_SCRATCH WRITE_IND_ACK 0 R9.xy__, @R4.x ES:3
MEM_SCRATCH WRITE_IND_ACK 0 R8.xy__, @R4.x ES:3
...
To resolve this isse accumulate spills to the same memory location so that only one
memory write instruction is emitted for an instruction group that writes up to all
four components.
This fixes updated piglits (see https://patchwork.freedesktop.org/series/46064/):
spec/glsl-1.30/execution
fs-large-local-array-vec2.shader_test
fs-large-local-array-vec3.shader_test
fs-large-local-array-vec4.shader_test
v2: fix some typos and add comment about piglits (Roland Scheidegger)
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]> (v1)
|
|
|
|
|
|
| |
These buffer objects are never accessed with the CPU.
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Note that the separate stencil miptree now has the same alloc_flag as
the depth component. Only stencil renderbuffers (as opposed to textures)
have BO_ALLOC_BUSY.
v2: Add note about BO_ALLOC_BUSY in message (Topi).
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The current behavior masked two bugs where the flag was not set to true
after modifying the stencil texture. One case was a regression
introduced with commit bdbb527a65fc729e7a9319ae67de60d03d06c3fd and
another was a bug in the depthstencil mapping code. These have since
been fixed.
To prevent such bugs from being masked in the future, initialize
r8stencil_needs_update to false.
v2: Keep the delayed allocation.
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
| |
Enable a future patch to create the r8stencil_mt in this function.
v2: Explicitly set etc_format to MESA_FORMAT_NONE (Topi).
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
| |
v2: Make mt_fmt const (Topi).
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Note that this maintains BO_ALLOC_BUSY for depth renderbuffers, but not
depth textures.
v2: Add note about BO_ALLOC_BUSY in message (Topi).
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
| |
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
| |
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This enum constant was introduced to enable blit maps with
intel_miptree_create da2880bea05bfc87109477ab026a7f5401fc8f0c. Now that
such maps use the more direct make_surface function which allows you to
specify the tiling directly, the constant is no longer being used.
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
| |
Do this so that we don't have to special case linearly-tiled depth
buffers in miptree_create.
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Fix the case where stencil writes are enabled on a depth stencil
texture. Found by inspection.
v2: Fix message to allow for depth stencil writes (Topi).
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes the regresion introduced with commit
bdbb527a65fc729e7a9319ae67de60d03d06c3fd
"i965: Use ISL for emitting depth/stencil/hiz state on gen6+"
Found by inspection.
Prevents regressing the piglit test, fbo-depth-array stencil-draw, later
on in this series.
Cc: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Found by initializing the r8stencil_needs_update to false in
make_separate_stencil_surface.
Prevents regressing the piglit test arb_stencil_texturing-draw, later on
in the series.
Cc: Jordan Justen <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
| |
This seems to be the most appropriate place.
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
There are no fixed sized array arguments in C, those are simply pointers
to unsized arrays and as the size is passed in anyway, just rely on that.
where possible calls are replaced by nir_channel and nir_channels.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Retile miptrees to a linear tiling less often. Retiling can cause issues
with imported BOs.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106738
Suggested-by: Chris Wilson <[email protected]>
Cc: <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Drop an if statement whose predicate never evaluates to true. row_pitch
belongs to a surface with non-linear tiling. According to
isl_calc_tiled_min_row_pitch, the pitch is a multiple of the tile width.
By looking at isl_tiling_get_info, we see that non-linear tilings have
widths greater than or equal to 128B.
Cc: <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
|
|
|
|
|
|
|
| |
We'd like to reuse this helper.
Cc: <[email protected]>
Reviewed-by: Chris Wilson <[email protected]>
|
|
|
|
|
|
|
| |
It wasn't causing problems since there's nothing to delete, but better
be consistent with the rest of existing codebase.
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The only value in kill_entry is the writemask, which can be stored in
the data pointer of the hash table entry.
Suggested by Eric Anholt.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Since 4654439fdd7 "glsl: Use hash tables for
opt_constant_propagation() kill sets." uses a hash_table for storing
kill_entries, so the structs can be simplified.
Remove the exec_node from kill_entry since it is not used in an
exec_list anymore.
Remove the 'var' from kill_entry since it is now redundant with the
key of the hash table.
Suggested by Eric Anholt.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
|
|
|
|
| |
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
| |
v2: Add unit test. (Eric Anholt)
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
| |
v2: Add unit test. (Eric Anholt)
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Reviewed-by: Alex Deucher <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
For V3D, the HW will interpolate slightly differently along the shared
edge of the trifan. The conformance tests manage to catch this in the
nearest_consistency_* group. To get interpolation to match, we need the
last vertex of the triangle to be shared.
I first tried implementing draw_rectangle to do triangles instead, but
that was quite a bit (147 lines) of code duplication from u_blitter, and
this seems much simpler and less likely to break as u_blitter changes.
Fixes dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_* on V3D.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
These helpers have been unused, and were definitely not useful since
330d0607ed60 ("gallium: remove pipe_index_buffer and set_index_buffer")
made it so that they never had an index buffer passed in.
For an upcoming u_blitter change to use these helpers, I have just 6 bytes
of index data, so pass it as user data until a more interesting caller
comes along.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
I had mistakenly used the COHERENT flag, which can only be set when
PERSISTENT is mapped, but isn't always.
Fixes: a2014c2eb9e0 ("vc4: Simplify the DISCARD_RANGE handling")
|
|
|
|
|
|
|
| |
I had mistakenly used the COHERENT flag, which can only be set when
PERSISTENT is mapped, but isn't always.
Fixes piglit bufferstorage-persistent read
|
|
|
|
|
|
| |
All of our other texture arrays will be tiled, but 1D is an array of
raster mappings and we had the wrong value plugged in here. Fixes piglit
getteximage-targets 1D_ARRAY
|
|
|
|
|
|
|
|
| |
We were only emitting the RT blend state for RT 0 and only enabling it for
RT 0, when the gallium API for !independent_blend is for rt0's state to
apply to all of them.
Fixes piglit fbo-drawbuffers-blend-add.
|