| Commit message (Collapse) | Author | Age | Files | Lines |
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In particular it's been hard to find the point where we switch from
dumping pre-optimization QIR and post-optimization QIR.
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It's not doing anything according to shader-db now that we're using NIR.
It would have had to be reworked significantly anyway, to handle control
flow.
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We were generating piles of FRAG_W for interpolation, only to CSE them
away immediately. Since this is the only thing that CSE is doing for us
any more, just avoid making the CSE work necessary.
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This is one of two uses of the current QIR CSE pass according to
shader-db. The NIR pass means that we'll end up doing Newton-Raphson on
our RCP, which we weren't doing before, but that's probably actually a
good thing.
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Now that we're using NIR for our optimization, there's no need for this
tricky code.
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That format has first_non_void < 0. This fixes a regression in piglit
arb_shader_image_load_store-semantics that was introduced by commit 76b8c5cc602,
while hopefully still shutting Coverity up (and failing in a more obvious way
if a similar error should re-appear).
Reviewed-by: Jakob Sinclair <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The GL4.1 spec bumps this to 2048, so we should do so.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is part of OES_shader_image_atomic.txt.
Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Spotted by Coverity
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Vinson Lee <[email protected]>
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Spotted by Coverity
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Vinson Lee <[email protected]>
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Signed-off-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The file(s) within are already picked thanks to the build rule of the
respective test. No need to have the folder in EXTRA_DIST.
Signed-off-by: Emil Velikov <[email protected]>
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From Section 7.3.1.1 (Naming Active Resources) of the OpenGL 4.5 spec:
"For the property LOCATION_COMPONENT, a single integer indicating the first
component of the location assigned to an active input or output variable is
written to params. For input and output variables with a component specified
by a layout qualifier, the specified component is written. For all other
input and output variables, the value zero is written."
Reviewed-by: Anuj Phogat <[email protected]>
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I don't think this will do much as it's a compiler error
to use component without location which is already in the
table but its good to be consistent.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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This is needed so we don't optimise away the varying when more than
one shares the same location.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This change checks for component overlap, including handling overlap of
locations and components by doubles. Previously there was no validation
for assigning explicit locations to a location used by the second half
of a double.
V3: simplify handling of doubles and fix double component aliasing
detection
V2: fix component matching for matricies
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We make use of the existing IR field location_frac used for tracking
component locations.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Analogous to previous commit.
Cc: "11.2 11.1" <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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align_malloc() is used to allocate dri_sw_dt->data, thus we should not
be using FREE() but align_free().
Cc: "11.2 11.1" <[email protected]>
Signed-off-by: Chih-Wei Huang <[email protected]>
[Emil Velikov: tweak commit summary/shortlog]
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Cc: "11.2 11.1" <[email protected]>
Signed-off-by: Chih-Wei Huang <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Add support for creating images from Android native buffers with dma-buf
fd. As dma-buf support also requires DRI image loader extension, add
that as well.
This is based on several originally patches written by Varad Gautam.
I've collapsed them into logical changes and done a bit of reformatting.
Using dma-bufs vs. GEM handles is now a runtime decision similar to the
wayland EGL instead of being compile time selection. The dma-buf support
is also re-written to use common dri2_create_image_dma_buf function in
egl_dri2.c.
Cc: Varad Gautam <[email protected]>
Cc: Rob Clark <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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In preparation to use the same code for dma-bufs, factor out the code to a
separate function.
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Use of __DRI_DRI2_LOADER extension is only supported for card nodes. In
order to support dmabufs, Android will be moving to using render nodes and
we need to disable the DRI2 loader extension.
This is based on the Wayland EGL code.
Cc: Rob Clark <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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OpenGL 4.5 Core Profile section 7.1, in the documentation for
CompileShader, says: "Changing the source code of a shader object with
ShaderSource does not change its compile status or the compiled shader
code."
According to Karol Herbst, the game "Divinity: Original Sin - Enhanced
Edition" depends on this odd quirk of the spec.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93551
Signed-off-by: Jamey Sharp <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Missed with commit 100796c15c3 "gallium/radeon: drop support for LLVM
3.5"
v2: s/LLVN/LLVM/ in shortlog (Nicolai)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]>
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Namely the python script, the ICD header and private headers. We could
get the system version of the ICD ones, although there is no .pc file to
easily locate and/or manage them.
Signed-off-by: Emil Velikov <[email protected]>
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Otherwise we won't be able to regenerate the source file(s).
Signed-off-by: Emil Velikov <[email protected]>
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Add the missing header(s), generation scripts, README ...
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Thanks to last commit we can nuke it.
Signed-off-by: Emil Velikov <[email protected]>
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Rather than using cat + cpp feed the file(s) directly into the latter.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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i.e do not use -lfoo directly.
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Otherwise we risk picking the possibly outdated file in the source dir
over the fresh one in the builddir.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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It should ease people with all the interaction and platforms and how
they interact (at least from a build POV) with each other.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Analogous to previous commit.
Signed-off-by: Emil Velikov <[email protected]>
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The variable covers more than just EGL, let's try to untangle the
confusion it brings.
Signed-off-by: Emil Velikov <[email protected]>
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Add the missing include to AM_CPPFLAGS and use it throughout the
makefile.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Similar to earlier commit - move all the common bits into a single
place, thus improving readability and allowing us to see what's missing.
Also don't forget to add the missing bits. This commit should allows us
to build wayland only vulkan ;-)
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Vulkan API already has equivalent, so simplify things as just use it.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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Rather than having things split out in multiple places, consolidate it
and add all the missing bits. Also ensure that we use the already built
static library libwayland-drm.la.
v2 Add missing '\' in the CFLAGS.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]> (v1)
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We'll reuse the existing wayland-drm static library with next commit.
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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