| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Jason Ekstrand <[email protected]>
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This is more correct and should also be a tiny bit faster since we're
just comparing pointers instead of calling nir_src_equal.
Reviewed-by: Timothy Arceri <[email protected]>
Cc: "13.0" <[email protected]>
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before commit f871946594129500a67c05a6d9fe99db54b4bb64
image_loader_extension was always present in dri2_dpy->extensions,
after that commit it is only present for render nodes.
Its removal broke partial render based on buffer age on (at least)
raspberry pi.
Fixes: f8719465941 "egl/dri2: rework dri2_egl_display::extensions storage"
Signed-off-by: Derek Foreman <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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In parse_identifier, it doesn't stop copying '*pcur'
untill encounter the NULL. As the 'ret' has a
fixed-size buffer, if the '*pcur' has a long string,
there will be a buffer overflow. This patch avoid this.
Signed-off-by: Li Qiang <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
Reviewed-by: Marc-André Lureau <[email protected]>
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Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Fixes building error due to dependency on nir generated headers
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This set context req seq was in the wrong place.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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this is to avoid following compilation error on Android:
error: control may reach end of non-void function [-Werror,-Wreturn-type]
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Geometry and Tessellation stages do handle this as a system value instead.
Fixes:
dEQP-VK.geometry.basic.primitive_id
Reviewed-by: Dave Airlie <[email protected]>
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Sometimes it is useful to disable the "growable" cmdstream buffers for
debugging. (See 419a154d in libdrm)
Signed-off-by: Rob Clark <[email protected]>
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Now that issues glamor was hitting w/ glsl>=130 (aka missing INSTANCED
bit in vertex attribute state) is fixed, remove hack.
Signed-off-by: Rob Clark <[email protected]>
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Add missing bit, now that we know where it is.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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When there are no framebuffer attachments, fb->width and fb->height will
be 0. Subtracting 1 results in 4294967295 which is too large for the
field, causing genxml assertions when trying to create the packet.
In this case, we can just program it to 1.
Caught by dEQP-VK.tessellation.tesscoord.triangles_equal_spacing.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Merge more TCS/TES info.
v3: Fix caching keys.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Use anv_pipeline_has_stage rather than tess_info != NULL.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> [v1]
Reviewed-by: Jason Ekstrand <[email protected]>
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In Vulkan, we always have both the TCS and TES available in the same
pipeline, so we can simply use the TCS OutputVertices execution mode
value as the TES PatchVertices built-in.
For GLSL, we handle this in the linker. But we could use this pass
in the case when both TCS and TES are linked together, if we wanted.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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...when the capability bit is set.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> [v1]
Reviewed-by: Jason Ekstrand <[email protected]>
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Iago suggested tidying this.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We need to:
- handle the extra array level for per-vertex varyings
- handle the patch qualifier correctly
- assign varying locations
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Use info->tess.
v3: Handle more things in either TCS/TES.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]> [v1]
Reviewed-by: Iago Toral Quiroga <[email protected]> [v1]
Reviewed-by: Jason Ekstrand <[email protected]>
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Annoyingly, SPIR-V lets you specify all of these fields in either the
TCS or TES, which means that we need to be able to store all of them
for either shader stage. Putting them in a union won't work.
Combining both is an easy solution, and given that the TCS struct only
had a single field, it's pretty inexpensive.
This patch renames the combined struct to "tess" to indicate that it's
for tessellation in general, not one of the two stages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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"Function Enable" is what the other stages use.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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With shaders using a lot of inputs/outputs, like this (from Gtk+) :
layout(location = 0) in vec2 inPos;
layout(location = 1) in float inGradientPos;
layout(location = 2) in flat int inRepeating;
layout(location = 3) in flat int inStopCount;
layout(location = 4) in flat vec4 inClipBounds;
layout(location = 5) in flat vec4 inClipWidths;
layout(location = 6) in flat ColorStop inStops[8];
layout(location = 0) out vec4 outColor;
we're missing the programming of the input_slots_valid field leading
to an assert further down the backend code.
v2: Use valid slots of the geometry or vertex stage (Jason)
v3: Use helper to find correct vue map (Jason)
v4: Set the valid slots off the previous stages (Jason)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fix this build error with GCC 4.4.7.
CC nir/nir_opt_copy_prop_vars.lo
nir/nir_opt_copy_prop_vars.c: In function ‘copy_prop_vars_block’:
nir/nir_opt_copy_prop_vars.c:765: error: unknown field ‘deref’ specified in initializer
nir/nir_opt_copy_prop_vars.c:765: warning: missing braces around initializer
nir/nir_opt_copy_prop_vars.c:765: warning: (near initialization for ‘(anonymous).<anonymous>’)
nir/nir_opt_copy_prop_vars.c:765: warning: initialization from incompatible pointer type
Fixes: 62332d139c8f ("nir: Add a local variable-based copy propagation pass")
Signed-off-by: Vinson Lee <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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This just adds the nir->llvm support, enabling
the extension causes some failures on llvm 3.9 at least,
but this code seems fine.
NIR passes the sampler in src[1].x, and we LLVM/SI requires
it as the last parameters in the coords (coord[2] for 2D,
coord[3] for 2DArray).
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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According to OpenGL Shading Language 4.50 spec, Section 8.7 "Vector
Relational Functions", functions of this type do not operate on scalar
types, so remove scalar types from signature definitions to make the
behavior consistent with glslangValidator and other drivers.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Boyan Ding <[email protected]>
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The foreach loop was called both in the else case and right after. The
indentation seems to indicate that the extra call was from a previous
version with an else section with out curly brackets.
Reviewed-by: Jason Ekstrand <[email protected]>
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We want vue_map->num_slots to be one more than the final slot.
When assigning fixed slots, built-in slots, and non-SSO user varyings,
we do slot++. This leaves "slot" as one past the most recently assigned
slot. But for SSO user varyings, we computed slot based on the varying
location value...and left it at that slot value.
To work around this inconsistency, I made num_slots be "slot + 1" if
separate and "slot" otherwise. The problem is...if there are no user
varyings in SSO mode...then we would have done slot++ when assigning
built-ins, so it would be off by one. This resulted in loops from 0
to vue_map->num_slots hitting a bonus BRW_VARYING_SLOT_PAD at the end.
This used to break the SIMD8 VS/TES backends, but I fixed that in
commit 480d6c1653713dcae617ac523b2ca5deee01c845. It's probably safe
at this point, but we should fix it anyway.
To fix this, do slot++ in all cases. For SSO mode, we overwrite slot
for every varying, so this increment only matters on the last varying.
Because we process varyings in order, this will set slot to 1 more
than the highest assigned slot.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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vtn_ssa_value() can produce variable loads, and the cursor might
be after a return statement, causing nir_builder assert failures
about not inserting instructions after a jump.
This fixes:
dEQP-VK.spirv_assembly.instruction.graphics.barrier.in_if
dEQP-VK.spirv_assembly.instruction.graphics.barrier.in_switch
Cc: "13.0 12.0" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This fixes broken depth texturing after:
commit 22639a6e19f95902aef23474ad672bf489231ea7
Author: Timothy Arceri <[email protected]>
Date: Mon Nov 21 00:29:29 2016 +1100
st/mesa: get Version from gl_program rather than gl_shader_program
Reviewed-by: Roland Scheidegger <[email protected]>
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Also changed RADV_SHOW_QUEUES to a no compute queue option. That
would make more sense later when the compute queue is established,
but the transfer queue still experimental.
v2: Don't include the trace flag.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This is for handling chained command buffers and secondary command
buffers. It doesn't handle the trace id for secondary command buffers
yet, but I don't think that is possible in general with just writes,
as we could call a secondary command buffer multiple times.
I think this is good enough for now, as the most useful case is the
chaining when we grow an IB.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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v2:
- Now use the filename specified by RADV_TRACE_FILE env var.
- Use the same var to enable tracing.
I thought we could as well always set the filename explicitly
instead of having some arbitrary defaults, and at that point
we don't need a separate feature enable.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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v2: do it properly
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98238
Reviewed-by: Nicolai Hähnle <[email protected]>
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This has no effect because no code uses those members with ranged decls.
Tested-by: Edmondo Tommasina <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This fixes layered rendering Vulkan CTS tests with cube (arrays). We
also do this in the GL driver, see this code from gen8_depth_state.c
for example:
case GL_TEXTURE_CUBE_MAP_ARRAY:
case GL_TEXTURE_CUBE_MAP:
/* The PRM claims that we should use BRW_SURFACE_CUBE for this
* situation, but experiments show that gl_Layer doesn't work when we do
* this. So we use BRW_SURFACE_2D, since for rendering purposes this is
* equivalent.
*/
surftype = BRW_SURFACE_2D;
depth *= 6;
break;
So I guess we simply forgot to port this workaround to Vulkan.
v2: tweak the conditions so the special case is cube texture sampling
rather than anything else (Jason)
Fixes:
dEQP-VK.geometry.layered.cube*
Reviewed-by: Jason Ekstrand <[email protected]>
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