| Commit message (Collapse) | Author | Age | Files | Lines |
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In cases where it is used it is always 1.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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With this we don't have any operations on a pool with non-freeable
descriptors left that have O(#descriptors) complexity.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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v2: Handle out of pool memory error.
v3: Actually use VK_ERROR_OUT_OF_POOL_MEMORY_KHR for the error condition.
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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If VDPAU is installed in the non-default location, we'll fail to find
the headers and error at build time.
../../src/gallium/include/state_tracker/vdpau_dmabuf.h:37:25: fatal error: vdpau/vdpau.h: No such file or directory
#include <vdpau/vdpau.h>
^
Fixes: faba96bc60b ("st/vdpau: add new interop interface")
Cc: Christian König <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Resolves build issues like the following:
src/gallium/winsys/sw/dri/dri_sw_winsys.c:203:31: error: pointer of type ‘void *’ used in arithmetic [-Werror=pointer-arith]
data = dri_sw_dt->data + (dri_sw_dt->stride * box->y) + box->x * blsize;
^
src/gallium/winsys/sw/dri/dri_sw_winsys.c:203:62: error: pointer of type ‘void *’ used in arithmetic [-Werror=pointer-arith]
data = dri_sw_dt->data + (dri_sw_dt->stride * box->y) + box->x * blsize;
^
Cc: <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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V2: move MESA_VERBOSE checks back into the common code path.
Reviewed-by: Nicolai Hähnle <[email protected]>
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V2: add missing FLUSH_CURRENT() to no_error path
Reviewed-by: Nicolai Hähnle <[email protected]>
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These checks do not generate any errors. Move them so we can add
KHR_no_error support and still make sure we do these checks.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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The only caller we don't update is update_arrays(), we leave that to the
following commit.
Reviewed-by: Nicolai Hähnle <[email protected]>
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We also move _mesa_update_array_format() into the caller.
This gets these functions ready for KHR_no_error support.
V2: Updated function comment as suggested by Brian.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This will help us split array validation from array update.
V2: add const to ctx param
Reviewed-by: Nicolai Hähnle <[email protected]>
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This will be used for adding KHR_no_error support.
Reviewed-by: Nicolai Hähnle <[email protected]>
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V2: restore lost comment, add static to validate_uniform(),
simplify array offset logic.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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V2: typo know -> known
V3: add security check (Suggested by Nicolai)
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Ported from radeonsi. Testing with Kane&Lynch2 shows ≈1k skipped updates per
frame on average.
No piglit changes with tests/gpu.py, gbm mode.
Signed-off-by: Constantine Kharlamov <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixes a bug in
KHR-GL45.shader_draw_parameters_tests.ShaderMultiDrawArraysParameters.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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When any count[i] is negative, we must skip all draws.
Moving to vbo makes the subsequent change easier.
v2:
- provide the function in all contexts, including GLES
- adjust validation accordingly to include the xfb check
v3:
- fix mix-up of pre- and post-xfb prim count (Nils Wallménius)
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The same logic needs to be applied to glMultiDrawArrays.
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Found by inspection.
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This fixes the build after:
commit 399ebd2a84a133bd2ca3da388a059fd3bafe33f5
Author: Dave Airlie <[email protected]>
Date: Wed Apr 19 06:18:23 2017 +1000
radv/meta: add common shader vertex generation function
Signed-off-by: Mike Lothian <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes the build after:
commit 224cf2906a8f38ce47411afc93a223ac0e41795f
Author: Dave Airlie <[email protected]>
Date: Mon Apr 17 13:01:52 2017 +1000
radv/ac: add initial pre-pass for shader info gathering
Signed-off-by: Mike Lothian <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The vs vertex generate and fs noop shaders are used in a few places,
so refactor them out.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This generates the position info using the vertex shader.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Generate the position vertices.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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For depth clears we have to pass the depth in the 2nd
component, we can use push constants for some of this
later to drop the vertex buffer completely
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This removes the vertex buffer, and just generates the values
in the shader.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Avoids having to setup vertex buffers.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Instead of passing in the same 1.0, -1.0 combinations via
vertex buffers, we can just use vertex id to have the vertex
shader build them. This function introduces the generator
code needed, later patches will use this.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Some of the shaders could just generate the vertex data in the
shader, so add helpers to allow us to move to doing that.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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This bumps the limit to the number of sets to 32, now that
we have proper support for it. It also uses 1u in a few places
to make things a bit safer.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We want to expose more descriptor sets to the applications,
but currently we have a 1:1 mapping between shader descriptor
sets and 2 user sgprs, limiting us to 4 per stage. This commit
check if we don't have enough user sgprs for the number of
bound sets for this shader, we can ask for them to be indirected.
Two sgprs are then used to point to a buffer or 64-bit pointers
to the number of allocated descriptor sets. All shaders point
to the same buffer.
We can use some user sgprs to inline one or two descriptor sets
in future, but until we have a workload that needs this I don't
think we should spend too much time on it.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds an initial implementation to allocate the user
sgprs and make sure we don't run out if we try to bind
a bunch of descriptor sets.
This can be enhanced further in the future if we add
support for inlining push constants.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This pre calculates the used descriptor sets.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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mostly documenting things, since with modern llvm we always have the
spill enabled.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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First step to optimising push constants.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In practice this will probably just drop draw id in a few places.
v2: just do draw_id for now. (Bas)
it might be possible to do something more if we need it in the
future. (nha)
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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There is some radv specific info we need to gather from shaders
before we get into converting nir->llvm, so we can make
better decisions especially around user sgpr allocation.
This is just an initial placeholder to gather if sample positions
are required in the frag shader.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In particular, move per-shader-stage info out to a seperate array of
enum's indexed by shader stage. This will make it easier to add more
shader stages as well as new per-stage state (like SSBOs).
Signed-off-by: Rob Clark <[email protected]>
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a3xx/a4xx use the generic u_blitter path, which will make state dirty
bits be set appropriately thanks to the automagic of generic code
setting generic state in the driver. And a5xx has a blit/dma engine
(actually, two) so it doesn't need these extra dirty bits set.
Signed-off-by: Rob Clark <[email protected]>
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This makes it easier to deal with adding additional stages which have
their own driver-params. The duplicated code this introduces can be
refactored out after a later patch moves to per-shader-stage dirty
flags.
Signed-off-by: Rob Clark <[email protected]>
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Note that this involves juggling around a bit when we emit and clear
texture state. So split out from the patch that adds the helper to set
all state dirty.
Signed-off-by: Rob Clark <[email protected]>
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