| Commit message (Collapse) | Author | Age | Files | Lines |
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No change except to the copyright symbol. The next patch will generate
this file with Python, and Unicode + Python = pure rage.
v2: Massive rebase.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This ensures that they remain correct if the list is rearranged or new
opcodes are added. I checked a diff of before and after to ensure that
each ir_last_ had the same value.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Dylan Baker <[email protected]>
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There are differences in where end-of-line comments are placed, but
'diff -wud' is clean.
v2: Massive rebase.
v3: With much help from José Fonseca, fix SCons build.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Dylan Baker <[email protected]>
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The original pipeline cache the Kristian wrote was based on a now-false
premise that the shaders can be stored in the pipeline cache. The Vulkan
1.0 spec explicitly states that the pipeline cache object is transiant and
you are allowed to delete it after using it to create a pipeline with no
ill effects. As nice as Kristian's design was, it doesn't jive with the
expectation provided by the Vulkan spec.
The new pipeline cache uses reference-counted anv_shader_bin objects that
are backed by a large state pool. The cache itself is just a hash table
mapping keys hashes to anv_shader_bin objects. This has the added
advantage of removing one more hand-rolled hash table from mesa.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97476
Acked-by: Kristian Høgsberg Kristensen <[email protected]>
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This new anv_shader_bin struct stores the compiled kernel (as an anv_state)
as well as all of the metadata that is generated at shader compile time.
The struct is very similar to the old cache_entry struct except that it
is reference counted and stores the actual pipeline_bind_map. Similarly to
cache_entry, much of the actual data is floating-size and stored after the
main struct. Unlike cache_entry, which was storred in GPU-accessable
memory, the storage for anv_shader_bin kernels comes from a state pool.
The struct itself is reference-counted so that it can be used by multiple
pipelines at a time without fear of allocation issues.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
Acked-by: Kristian Høgsberg Kristensen <[email protected]>
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All of these worked before because they were depending on prog_data to be
null. Soon, we won't be able to depend on a nice prog_data pointer and
it's nice to be more explicit anyway.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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The range from ANV_MIN_STATE_SIZE_LOG2 to ANV_MAX_STATE_SIZE_LOG2 should
be inclusive and we have asserts that ensure that you never try to allocate
a state larger than (1 << ANV_MAX_STATE_SIZE_LOG2). However, without
adding 1 to the difference, we allocate 1 too few bucckts and so, even
though we have an assert, anything landing in the last bucket will fail to
allocate properly..
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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Found by inspection.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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We hash this data structure so we can't afford to have uninitialized data
even if it is just structure padding.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Caught by Coverity. Likely fixes real issues if an output component
is not present.
CID: 1372278
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Trivial.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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While we are at it, make it static and change the return values
policy to be consistent.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This silences a divergent error found with F1 2015.
Basically, the NDV bit has to be set when a FSWZ instruction is
inside divergent code, but it's not needed otherwise. The correct
fix should be to set it only in divergent code situations.
GM107 emitter already sets that bit.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: <[email protected]>
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Topi asked to have the prefix removed because there's nothing gen7 about
it. However, now that everything is in a single file, there is no good
reason to have it split out into a helper function anyway. Let's just put
the contents in emit_urb_config and call it a day.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Statistics measurement system
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Ported from the i965 commit e7ab358e8186dd8651cf920d4db1500c60ccd2fc.
Cc: 11.2 12.0 <[email protected]>
Cc: Tomasz Figa <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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No longer needed as of last commit, since we no longer add OPENGL to the
ClientAPIs thus, RenderType and Conformant don't have the desktop GL
bit set.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tomasz Figa <[email protected]>
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In the rather unlikely case that the API is considered invalid, don't
add it to the (supported) ClientAPIs bitmask.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tomasz Figa <[email protected]>
---
Strictly speaking we only need this in the Android case for OpenGL.
Adding it everywhere doesn't hurt us since the compiler will const
propagate and optimise/remove these.
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tomasz Figa <[email protected]>
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At the moment one can use OpenGL in eglBindAPI() only to clear the
EGL_OPENGL_BIT from RenderableType and Conformant for _each_ config.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Tomasz Figa <[email protected]>
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This avoids generating fbconfigs whose winsys framebuffers will be
incomplete (see nouveau_check_framebuffer_complete).
Signed-off-by: Ilia Mirkin <[email protected]>
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Experimentally, this is required for glxgears and others to display the
proper colors. This is also what the code used to do before the
referenced commit.
Fixes: c703658b396 (mesa: Drop _EnabledUnits.)
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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NV34 and possibly other NV3x hardware has the capability of exposing the
NV25 graph class. This allows forcing nouveau_vieux to be used instead
of the gallium driver, primarily for testing purposes. (Among other
things, NV2x only ever came as AGP or inside an Xbox, never PCI/PCIe).
Signed-off-by: Ilia Mirkin <[email protected]>
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Commit 7413625ad3 flipped a few functions too many to use
pipe_shader_type. These functions actually take an integer that does not
correspond 1:1 with the enum.
Signed-off-by: Ilia Mirkin <[email protected]>
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Backing views/surfaces are used to handle the case when a resource is
bound both as a render target and as a sampler source (such as when
doing auto mipmap generation).
This patch fixes a bug where mapping a resource (to do a glReadPixels)
was reading the stale data in the original surface rather than the
backing surface which was rendered to.
We need to propagate the backing resource (which we rendered to) back
to the original resource before we read from it. The problem was the
svga_propagate_rendertargets() function was examining the wrong surface
views.
This fixes the "poc9" test described in VMware bug 1686661.
Also tested with Piglit, Cinebench, Lightsmark, etc.
Reviewed-by: Charmaine Lee <[email protected]>
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Put new svga_propagate_rendertargets() function where all the other
surface propagation code lives.
Reviewed-by: Charmaine Lee <[email protected]>
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We need to set the need_convert flag with each loop iteration, not
just when the rgba pointer is null.
Bug reported by Markus Müller <[email protected]> on mesa-users list.
Fixes new piglit arb_texture_float-get-tex3d test.
Cc: <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This should be all that is required for cull distances to work
on radeonsi.
v1.1: whitespace cleanup, add docs fix clipdist_mask usage.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes uninitialised warning for coord_components.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This keeps invalid surface states from leaking through and potentially
hanging the GPU. We shouldn't actually be hitting this on a regular basis,
but a helpful assert is better than a hang.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This allows us to use the actual render format as opposed to the texture
format. I don't know that the hardware actually cares in the case of fast
clears, but it certainly seems more correct.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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At this point, blorp is completely driver agnostic and can be safely moved
into its own folder. Soon, we hope to start using it for doing blits in
the Vulkan driver.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-of-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This has been the only caller since we deleted the meta fast clear code.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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The Vulkan driver doesn't use libdrm so we don't want to bake that in.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This commit switches all of blorp from taking a brw_context to taking a
blorp_context and, where useful, a void *batch. In the GL driver, we only
have one active batch at a time so the brw_context *is* the batch but in
Vulkan, batch will point to the anv_cmd_buffer in which we are building
instructions.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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