| Commit message (Collapse) | Author | Age | Files | Lines |
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trans is zero-initialized, but trans->resource is setup immediately so
needs to be dereferenced.
Reviewed-by: Timothy Arceri <[email protected]>
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It looks as if the structure fields array is fully initialized below,
but in fact at least gcc in debug builds will not actually overwrite
the unused bits of bit fields.
Reviewed-by: Timothy Arceri <[email protected]>
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From CL 1.2 Section 5.2.1:
CL_INVALID_VALUE if buffer was created with CL_MEM_HOST_WRITE_ONLY and
flags specify CL_MEM_HOST_READ_ONLY , or if buffer was created with
CL_MEM_HOST_READ_ONLY and flags specify CL_MEM_HOST_WRITE_ONLY , or if
buffer was created with CL_MEM_HOST_NO_ACCESS and flags specify
CL_MEM_HOST_READ_ONLY or CL_MEM_HOST_WRITE_ONLY .
Fixes CL 1.2 CTS test/api get_buffer_info
v2: Correct host_access_flags check (Francisco)
Signed-off-by: Aaron Watry <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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base_vertex will be zero for non-indexed calls and in that case we
need vertex_id to be offset by the ‘first’ parameter instead. That is
what we get with first_vertex. This is true for both GL and Vulkan.
The freedreno driver is also setting vertex_id_zero_based on
nir_options. In order to avoid breakage this patch switches the
relevant code to handle SYSTEM_VALUE_FIRST_VERTEX so that it can
retain the same behavior.
v2: change a3xx/fd3_emit.c and a4xx/fd4_emit.c from
SYSTEM_VALUE_BASE_VERTEX to SYSTEM_VALUE_FIRST_VERTEX (Kenneth).
Reviewed-by: Ian Romanick <[email protected]>
Cc: Rob Clark <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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The base vertex in Vulkan is different from GL in that for non-indexed
primitives the value is taken from the firstVertex parameter instead
of being set to zero. This coincides with the new SYSTEM_VALUE_FIRST_VERTEX
instead of BASE_VERTEX.
v2 (idr): Add comment describing why SYSTEM_VALUE_FIRST_VERTEX is used
for SpvBuiltInBaseVertex. Suggested by Jason.
Reviewed-by: Ian Romanick <[email protected]> [v1]
Reviewed-by: Jason Ekstrand <[email protected]>
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Until we set gl_BaseVertex to zero for non-indexed draw calls
both have an identical value.
The Vertex Elements are kept like that:
* VE 1: <BaseVertex/firstvertex, BaseInstance, VertexID, InstanceID>
* VE 2: <Draw ID, 0, 0, 0>
v2 (idr): Mark nir_intrinsic_load_first_vertex as "unreachable" in
emit_system_values_block and fs_visitor::nir_emit_vs_intrinsic.
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Reviewed-by: Kenneth Graunke <[email protected]>
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This VS system value will contain the value passed as <basevertex> for
indexed draw calls or the value passed as <first> for non-indexed draw
calls. It can be used to calculate the gl_VertexID as
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus SYSTEM_VALUE_FIRST_VERTEX.
From the OpenGL 4.6 spec, 10.4 "Drawing Commands Using Vertex Arrays":
- Page 352:
"The index of any element transferred to the GL by DrawArraysOneInstance
is referred to as its vertex ID, and may be read by a vertex shader as
gl_VertexID. The vertex ID of the ith element transferred is first +
i."
- Page 355:
"The index of any element transferred to the GL by
DrawElementsOneInstance is referred to as its vertex ID, and may be read
by a vertex shader as gl_VertexID. The vertex ID of the ith element
transferred is the sum of basevertex and the value stored in the
currently bound element array buffer at offset indices + i."
Currently the gl_VertexID calculation uses SYSTEM_VALUE_BASE_VERTEX but
this will have to change when the value of gl_BaseVertex is
fixed. Currently its value is broken for non-indexed draw calls because
it must be zero but we are setting it to <first>.
v2: use SYSTEM_VALUE_FIRST_VERTEX as name for the value, instead of
SYSTEM_VALUE_BASE_VERTEX_ID (Kenneth).
v3 (idr): Rebase on Rob Clark converting nir_intrinsics.h to be
generated. Reformat commit message to 72 columns.
Reviewed-by: Neil Roberts <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106131
Fixes: 34cb4d0ebc1 ("meson: build tests for gallium mesa state tracker")
Signed-off-by: Mike Lothian <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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I have seen a few applications and games do the dynamic buffer bounds incorrectly, this
make it easier to work around, e.g. for debugging.
Reviewed-by: Samuel Pitoiset <[email protected]>
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When advertizing this extension, egl_dri2 uses the DRI2_RENDERER_QUERY
extension to query whether an sRGB format is supported. That extension will
query our driver with the BIND flag PIPE_BIND_RENDER_TARGET rather than
PIPE_BIND_DISPLAY_TARGET which is used when building the configs.
We only return the correct value for PIPE_BIND_DISPLAY_TARGET.
The inconsistency causes EGL to crash at surface initialization if sRGB is
not supported. Fix this by supporting both bind flags.
Testing done:
piglit egl_gl_colorspace srgb
Cc: <[email protected]>
Signed-off-by: Thomas Hellstrom <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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Include llvm/Transforms/Utils.h with the newest LLVM 7
v2: Include with " " rather than < > (Vinson Lee)
v3: Use LLVM_VERSION_MAJOR rather than HAVE_LLVM (George Kyriazis)
Signed-of-by: Mike Lothian <[email protected]>
Tested-by: Vinson Lee <[email protected]>
Reviewed-By: George Kyriazis <[email protected]>
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This can be enabled with RADV_PERFTEST=dccmsaa.
DCC for MSAA textures is actually not as easy to implement. It
looks like there is some corner cases. I will improve support
incrementally.
Vega support, as well as Polaris improvements, will be added later.
No CTS changes on Polaris using RADV_DEBUG=zerovram and
RADV_PERFTEST=dccmsaa.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Multisampled source images (ie. color attachments) can be now
DCC compressed, so the driver needs to perform a DCC decompression
pass before resolving
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This should be fixed at some point in order to improve
performance.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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CMASK is required because it should be cleared to
0xCCCCCCCC for MSAA textures.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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When DCC is enabled with MSAA textures, CMASK should be
cleared to 0xCCCCCCCC.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This fixes some random CTS failures:
dEQP-VK.renderpass.multisample.*.
Performing a fast-clear eliminate is still useless, but it
seems that we need to sync.
Found while running CTS with RADV_DEBUG=zerovram.
Fixes: 56a171a499c ("radv: don't fast-clear eliminate after resolving a subpass with compute")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Might be useful for debugging purposes, especially when we
want to replace a shader on the fly.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This adds everything except non-uniform indexing, which needs a bit
more work and testing.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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The continue means we do alignment differently than during creation,
making the buffer smaller than expected.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Previously we did not care about havin the set storage in order,
but for variable descriptor count we want the highest binding
at the end of the storage.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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With update after bind we can't attach bo's to the command buffer
from the descriptor set anymore, so we have to have a global BO
list.
I am somewhat surprised this works really well even though we have
implicit synchronization in the WSI based on the bo list associations
and with the new behavior every command buffer is associated with
every swapchain image. But I could not find slowdowns in games because
of it.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Acked-by: Samuel Pitoiset <[email protected]>
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brw_bo_alloc may round up our allocation size to the next bucket size.
In this case, we would malloc a shadow buffer that was the original
intended size, but use bo->size (the larger size) for all of our checks.
This could cause us to run off the end of the shadow buffer.
v2: Actually use the new BO size (caught by Lionel)
Reported-by: James Xiong <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Fixes: c7dcee58b5fe183e1653c13bff6a212f0d157b29 (i965: Avoid problems from referencing orphaned BOs after growing.)
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This fixes some piglits.
Cc: 18.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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Acked-by: Nicolai Hähnle <[email protected]>
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This packet causes the no-op IB detection to fail, so the IB is always
submitted. Also fix the no-op IB detection by moving the begin call.
Cc: 18.0 <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This only enables the null and xlib target, so no windows support yet.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: - Fix typo
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: - gate unit tests on swrast being enabled (Eric A)
v3: - rebase on libtrace being merged with gallium auxiliary
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> (v2)
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Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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They're already done.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This ports glcpp-test.sh and glcpp-test-cr-lf.sh to a python script that
accepts arguments for each line ending type. This should allow for
better reporting to users.
v2: - Use $PYTHON2 to be consistent with other tests in mesa
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Dylan Baker <[email protected]>
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Signed-off-by: Dylan Baker <[email protected]>
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This patch converts optimization-test.sh to python, in this process it
removes external shell dependencies including diff. It replaces the
python script that generates shell scripts with a python library that
generates test cases and runs them using subprocess.
v2: - use $PYTHON2 to be consistent with other tests in mesa
Signed-off-by: Dylan Baker <[email protected]>
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Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This reimplements the test in python with a shell script wrapper that
allows autotools to continue to run the test without realizing that
anything has changed.
Using python has two advantages, first it's portable so this test can be
run on windows as well as Linux since it just requires python, no more
diff, pwd or sh. It's also no longer tied to autotools implementation
details, like the environment variables $srcdir and $abs_builddir,
though the autotools shell wrapper still uses those, which makes it
possible to run the test in meson.
v2: - Use $PYTHON2 in script to be consistent with other scripts in mesa
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Also Implement VHSUBPS in x86 lowering pass.
Reviewed-by: Bruce Cherniak <[email protected]>
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Reviewed-by: Bruce Cherniak <[email protected]>
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