| Commit message (Collapse) | Author | Age | Files | Lines |
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Note: it needs rnndb update
Signed-off-by: Marek Vasut <[email protected]>
Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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200: 256KiB GMEM A200 (imx53)
201: 128KiB GMEM A200 (imx51)
Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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As it stands, it overflows to zero.
Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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lowers ceil(x) as -floor(-x)
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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On older gens, the CLIP_ADJ bitfields were actually 3.6 fixed point.
Which might make more sense. Although this formula comes up with values
pretty close to what blob does for various viewport sizes (for at least
a5xx and a6xx), and seems to work.
Signed-off-by: Rob Clark <[email protected]>
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f6131d4ec7a had the side effect of enabling LRZ w/ 32b depth buffers.
But there are some bugs with this, which aren't fully understood yet,
so for now just skip LRZ w/ z32..
Fixes: f6131d4ec7a freedreno/a6xx: Clear z32 and separate stencil with blitter
Signed-off-by: Rob Clark <[email protected]>
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We generate an IB to clear the gmem at flush time and jump to it
before rendering each tile. This lets us get rid of the command stream
patching for gmem offsets.
Signed-off-by: Kristian H. Kristensen <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Kristian H. Kristensen <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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For RGB surfaces (for example) we don't really care that the colormask
is 0x7 instead of 0xf. This should not trigger clear_with_quad()
slowpath.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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If we can't clear all the buffers with pctx->clear() (say, for example,
because of ColorMask), push the buffers we *can* clear with pctx->clear()
first. Tilers want to see clears coming before draws to enable fast-
paths, and clearing one of the attachments with a quad-draw first
confuses that logic.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Move (most of) the ir3 compiler to src/freedreno/ir3 so that it can be
re-used by some future vulkan driver. The parts that are gallium
specific have been refactored out and remain in the gallium driver.
Getting the move done now so that it can happen before further
refactoring to support a6xx specific instructions.
NOTE also removes ir3_cmdline compiler tool from autotools build since
that was easier than fixing it and I normally use meson build. Waiting
patiently for the day that we can remove *everything* from the autotools
build.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Split the parts that are gallium specific into ir3_gallium so the rest
can move to a common location outside of gallium.
Signed-off-by: Rob Clark <[email protected]>
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A bit annoying to have to copy into our own struct. But this is
something the compiler really needs to know, at least on earlier
generations where streamout is implemented in shader.
Signed-off-by: Rob Clark <[email protected]>
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Clean up some of the low-hanging-fruit usages of freedreno_util.h
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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So I can drop env2u() helper from freedreno_util.h and get rid of one
small ir3 dependency on gallium/freedreno
Signed-off-by: Rob Clark <[email protected]>
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Move them to IR3_SHADER_DEBUG so we can remove ir3's dependency on
fd_mesa_debug.
Signed-off-by: Rob Clark <[email protected]>
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Only used by ir3, so move it into ir3 to be more self contained.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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Just massive search/replace for the most part.
Step towards removing ir3 dependency on disasm.h which is shared by
a2xx. One step closer to being able to move ir3 out of gallium.
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Rob Clark <[email protected]>
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So that we can re-use at least parts of it for vulkan driver, and so
that we can move ir3 to a common location (which uses fd_bo to allocate
storage for shaders)
Signed-off-by: Rob Clark <[email protected]>
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Prep work to move drm to a common location.
Slightly hacky, but the softpin debug flag is only temporary.
Signed-off-by: Rob Clark <[email protected]>
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as well as os_memory*
Reviewed-by: Rob Clark <[email protected]>
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The compiler doesn't know that ny != 0, so x might be uninitialized for
the printf at the end.
Reviewed-by: Elie Tournier <[email protected]>
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Mirrors AMDVLK. Looks like if we go over the alignment of height
we actually start to change the addressing. Seems like the extra
miplevels actually work with this.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108245
Fixes: f6cc15dccd5 "radv/gfx9: fix block compression texture views. (v2)"
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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L3 allocation table in h/w specification recommends using 4 KB
granularity for programming allocation fields in L3CNTLREG.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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L3 allocation table in h/w specification recommends using 4 KB
granularity for programming allocation fields in L3CNTLREG.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Use L3 configuration specified in h/w specification.
V2: Drop configs which do under allocation of l3 cache.
Bump up the comment above table.
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Everything else uses PACKAGE_VERSION, so let's be consistent, and
VERSION and PACKAGE_VERSION are currently defined to be the same in
meson and android, while VERSION is undefined in autotools and scons.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Per chapter 3.2 "Instances":
> Providing a NULL VkInstanceCreateInfo::pApplicationInfo or providing
> an apiVersion of 0 is equivalent to providing an apiVersion of
> VK_MAKE_VERSION(1,0,0).
Reported-by: Niklas Haas <[email protected]>
Fixes: 8c048af5890d43578ca4 "anv: Copy the appliation info into the instance"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This enum is also allowed by EXT_tessellation_shader, which is supported
on older i965 HW (as opposed to OES_geometry_shader). This was missed
when narrowing this code-path, leading to dEQP regressions.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108868
Fixes: f09d94fbd11 "mesa/main: fix validation of transform-feedback queries"
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Mark Janes <[email protected]>
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If glGetTexImage or glGetnTexImage is called with a level that doesn't
exist, we get an error message on this form:
Mesa: User error: GL_INVALID_VALUE in glGetTexImage(depth = 0)
This is clearly nonsensical, because these APIs don't even have a
depth-parameter. The reason is that get_texture_image_dims() return
all-zero dimensions for non-existent texture-images, and we go on to
validate these dimensions as if they were user-input, because
glGetTextureSubImage requires checking.
So let's split this logic in two, so glGetTextureSubImage can have
stricter input-validation. All arguments that are no longer validated
are generated internally by mesa, so there's no use in validating them.
Fixes: 42891dbaa12 "gettextsubimage: verify zoffset and depth are correct"
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Juan A. Suarez <[email protected]>
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This check is the only part of dimensions_error_check that isn't about
error-checking the offset and size arguments of
glGet[Compressed]TextureSubImage(), so it doesn't really belong in here.
This doesn't make a difference right now, apart for changing the
presedence of this error. But it will make a difference for the next
patch, where we no longer call this method from the non-sub tex-image
getters.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Juan A. Suarez <[email protected]>
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This error checking is the same for teximage and texsubimage getters, so
let's factor it out to its own function.
This will be useful when getteximage and gettexsubimage gets their own
error checking routines a bit later.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Juan A. Suarez <[email protected]>
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This will be useful when we split error-checking for getteximage and
gettexsubimage later.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Juan A. Suarez <[email protected]>
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The explanation quotes the spec on the following wording to justify the
error:
"An INVALID_VALUE error is generated if xoffset + width is greater than
the texture’s width, yoffset + height is greater than the texture’s
height, or zoffset + depth is greater than the texture’s depth."
However, this shouldn't generate an error in the case where *all three*
of width, xoffset and the texture's width are zero. In this case, we end
up generating an unspecified error.
So let's remove this check, and instead make sure that we consider this
as an empty texture.
So let's not generate an error, there's non mandated in the spec in
xoffset/yoffset/zoffset = 0 case. We already avoid doing any work in
this case, because of the final, non-error generating check in this
function.
Fixes: b37b35a5d26 "getteximage: assume texture image is empty for non defined levels"
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Juan A. Suarez <[email protected]>
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This function has been core since OpenGL 4.3, so naming the
implementation and reporting erros using an ARB-suffix can be
confusing.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Juan A. Suarez <[email protected]>
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When a shader program is de-serialized the gl_shader_program passed in
may actually still hold memory allocations for the transform feedback
varyings. If that is the case, free the varying names and reallocate
the new storage for the names array.
This fixes a memory leak:
Direct leak of 48 byte(s) in 6 object(s) allocated from:
in malloc (/usr/lib64/gcc/x86_64-pc-linux-gnu/7.3.0/libasan.so+0xdb880)
in transform_feedback_varyings ../../samba/mesa/src/mesa/main/transformfeedback.c:875
in _mesa_TransformFeedbackVaryings ../../samba/mesa/src/mesa/main/transformfeedback.c:985
...
Indirect leak of 42 byte(s) in 6 object(s) allocated from:
in __interceptor_strdup (/usr/lib64/gcc/x86_64-pc-linux-gnu/7.3.0/libasan.so+0x761c8)
in transform_feedback_varyings ../../samba/mesa/src/mesa/main/transformfeedback.c:887
in _mesa_TransformFeedbackVaryings ../../samba/mesa/src/mesa/main/transformfeedback.c:985
Fixes: ab2643e4b06f63c93a57624003679903442634a8
glsl: serialize data from glTransformFeedbackVaryings
Signed-off-by: Gert Wollny <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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We used the layer count which results in an off by one error.
Not sure this really affects anything.
Fixes: f4e499ec791 "radv: add initial non-conformant radv vulkan driver"
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Use VAO binding information in feedback rendering. In theory
it should reduce the amount of buffer objects scheduled for rendering.
Feedback rendering is implemented in a crude way anyhow, so I do not
expect much gain here. But for the sake of code reuse we should
use the same code for the same task. And finally if feeback rendering
may get improved the array setup is already well done there.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The change removes the reference that is held on the entries of the
vbuffers[] array. The new code does not do that anymore as following
the code into draw_set_vertex_buffers() the draw context holds an
other reference as long as it is reset down the function again.
So it should be already by that argument save to remove that
additional reference count.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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