- Nov 10, 2017
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Andres Gomez authored
Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
Signed-off-by: Andres Gomez <agomez@igalia.com>
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- Nov 07, 2017
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Andres Gomez authored
fixes: This commit has more than one Fixes tag but the commit it addresses didn't land in branch. Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
stable: 17.3 nominations only. Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
stable: This commit addressed earlier commit 8d90e288 which did not land in branch. Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
stable: This commit addressed earlier commit 78ade659 which did not land in branch. Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
stable: This commit addressed earlier commit 8d90e288 which did not land in branch. Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
fixes: remove 6ce55045 and 059434e1763, which were depending in now backported 087e010b. Signed-off-by: Andres Gomez <agomez@igalia.com>
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Commit 259fc505 added linker error for mismatching uniform precision, as required by GLES 3.0 specification and conformance test-suite. Several Android applications, including Forge of Empires, have shaders which violate this rule, on a dead varying that will be eliminated. The problem affects a big number of applications using Cocos2D engine and other GLES implementations accept this, this poses a serious application compatibility issue. Starting from GLSL ES 3.0, declarations with conflicting precision qualifiers are explicitly prohibited. However GLSL ES 1.00 does not clearly specify the behavior, except that "Uniforms are defined to behave as if they are using the same storage in the vertex and fragment processors and may be implemented this way. If uniforms are used in both the vertex and fragment shaders, developers should be warned if the precisions are different. Conversion of precision should never be implicit." The word "used" is not clear in this context and might refer to 1) declared (same as GLES 3.x) 2) referred after post-processing, or 3) linked after all optimizations are done. Looking at existing applications, 2) or 3) seems to be widely adopted. To avoid compatibility issues, turn the error into a warning if GLSL ES version is lower than 3.0 and the data is dead in at least one of the shaders. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97532 Signed-off-by: Tomasz Figa <tfiga@chromium.org> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (cherry picked from commit 0886be09)
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Since it also uses the output vector before writing to memory. Fixes: e38685cc 'Revert "radv: disable support for VEGA for now."' Reviewed-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> (cherry picked from commit c07d719e) [Bas Nieuwenhuizen: resolve conflicts] Conflicts: src/amd/vulkan/radv_shader.c
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Due to LLVM bugs. Fixes a bunch of dEQP-VK.glsl.indexing.* tests. Fixes: e38685cc 'Revert "radv: disable support for VEGA for now."' Reviewed-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit 6ce55045) [Bas Nieuwenhuizen: resolve conflicts] Conflicts: src/amd/vulkan/radv_shader.c
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It looks the original indirect mask was probably copied from ANV. Sascha Willems demo results: tessellation ~4000 -> ~4200 fps V2: continue lowering local indirects due to llvm deficiencies. (cherry picked from commit 087e010b) [Bas Nieuwenhuizen: patch is a backport for 17.2 of the cherry-pick above]
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It appears the latest dota2 vulkan uses this, and we get a hang in VR mode without it. v2: remove finishme I left in after finishing. Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Reviewed-by: Andres Rodriguez <andresx7@gmail.com> Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org> Signed-off-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit 4bcb48b8)
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If we allocate attachments in the begin command buffer due to the render pass continue bit, we were leaking them. Since renderpasses inside a cmd buffer malloc/free these properly, and set to NULL, we just need to call free at end. Fixes a memory leak with multithreading demo. Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org> Signed-off-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit f0ae06a1) [Andres Gomez: resolve trivial conflicts] Signed-off-by: Andres Gomez <agomez@igalia.com> Conflicts: src/amd/vulkan/radv_cmd_buffer.c
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It confuses CTS. This pregenerates the heap info into the physical device, so we can use it for translating contiguous indices into our "standard" ones. This also makes the WSI a bit smarter in case the first preferred heap does not exist. Reviewed-by: Dave Airlie <airlied@redhat.com> CC: <mesa-stable@lists.freedesktop.org> (cherry picked from commit 80672142) [Andres Gomez: resolve trivial conflicts] Signed-off-by: Andres Gomez <agomez@igalia.com> Conflicts: src/amd/vulkan/radv_device.c src/amd/vulkan/radv_private.h src/amd/vulkan/radv_wsi.c
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Mesa's DEBUG and assert's NDEBUG are not tied to each other, so we need to explicitly compile this code out. Fixes: 3df78928 "vc4: Drop reloc_count tracking for debug asserts on non-debug builds." Cc: Eric Anholt <eric@anholt.net> Signed-off-by: Eric Engestrom <eric.engestrom@imgtec.com> Reviewed-by: Eric Anholt <eric@anholt.net> (cherry picked from commit 5d44e35a)
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It is possible that the optimizer ends up in an infinite loop in post_scheduler::schedule_alu(), because post_scheduler::prepare_alu_group() does not find a proper scheduling. This can be deducted from pending.count() being larger than zero and not getting smaller. This patch works around this problem by signalling this failure so that the optimizers bails out and the un-optimized shader is used. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103142 Cc: <mesa-stable@lists.freedesktop.org> Signed-off-by: Gert Wollny <gw.fossdev@gmail.com> Signed-off-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit 69eee511)
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Previously the values were calculated by just shifting ~0 by the invocation ID. This would end up including bits that are higher than gl_SubGroupSizeARB. The corresponding CTS test effectively requires that these high bits be zero so it was failing. There is a Piglit test as well but this appears to checking the wrong values so it passes. For the two greater-than bitmasks, this patch adds an extra mask with (~0>>(64-gl_SubGroupSizeARB)) to force these bits to zero. Fixes: KHR-GL45.shader_ballot_tests.ShaderBallotBitmasks Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102680#c3 Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Cc: mesa-stable@lists.freedesktop.org Signed-off-by: Neil Roberts <nroberts@igalia.com> (cherry picked from commit b697ece1)
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Only use CCS_E to render to a texture that is CCS_E-compatible with the original texture's miptree (linear) format. This prevents render operations from writing data that can't be decoded with the original miptree format. On Gen10, with the new CCS_E-enabled formats handled, this enables the driver to pass the arb_texture_view-rendering-formats piglit test. v2. Add a TODO for texturing. (Jason) Cc: <mesa-stable@lists.freedesktop.org> Signed-off-by: Nanley Chery <nanley.g.chery@intel.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> (cherry picked from commit 9e849eb8)
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Fixes intermittent GPU hangs on Broxton with an Intel internal test case. There are plenty of similar fragment shaders in piglit that do not use any varyings and any uniforms. According to the documentation special timing is needed between pipeline stages. Apparently we just don't hit that with piglit. Even with the failing test case one doesn't always get the hang. Moreover, according to the error states the hang happens significantly later than the execution of the problematic shader. There are multiple render cycles (primitive submissions) in between. I've also seen error states where the ACTHD points outside the batch. Almost as if the hardware writes somewhere that gets used later on. That would also explain why piglit doesn't suffer from this - most tests kick off one render cycle and any corruption is left unseen. v2 (Ken): Instead of enabling push constants, enable one of the inputs (PSIZ). v3 (Ken, Jason): Use LAYER instead making vulkan emit_3dstate_sbe() happy. Cc: "17.3 17.2" <mesa-stable@lists.freedesktop.org> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com> (cherry picked from commit 97e01adf)
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According to the ARB_ES3_1_compatibility specification, glGetFramebufferAttachmentParameteriv is supposed to accept BACK, and it behaves exactly like BACK_LEFT. Fixes a GL error in GFXBench 5 Aztec Ruins. Cc: "17.3 17.2" <mesa-stable@lists.freedesktop.org> Reviewed-by: Tapani Pälli <tapani.palli@intel.com> (cherry picked from commit 4f538c3f)
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Valgrind shows that leak is caused by gen6_upload_push_constant, add unref push_const_bo per stage to destructor to fix this (like done for scratch_bo). ==10952== 144 bytes in 1 blocks are definitely lost in loss record 44 of 66 ==10952== at 0x4C30A1E: calloc (vg_replace_malloc.c:711) ==10952== by 0x8C02847: bo_alloc_internal.constprop.10 (brw_bufmgr.c:344) ==10952== by 0x8C425C4: intel_upload_space (intel_upload.c:101) ==10952== by 0x8C22ED0: gen6_upload_push_constants (gen6_constant_state.c:154) v2: remove if conditions, brw_bo_unreference handles NULL (Ken, Emil) Fixes: 24891d7c ("i965: Store per-stage push constant BO pointers.") Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Emil Velikov <emil.velikov@collabora.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Cc: mesa-stable@lists.freedesktop.org (cherry picked from commit 0b131ca4)
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Not all rendering matches the miptree format. We allow rendering to texture views so there are cases where it may not match. In those cases, our current scheme of just passing the value of ctx->sRGBEnabled isn't viable. Instead, just do what we do for texturing and pass the view format in directly. Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Cc: mesa-stable@lists.freedesktop.org (cherry picked from commit 39c5c12f) [Andres Gomez: remove code which was trivially modified previously] Signed-off-by: Andres Gomez <agomez@igalia.com> Conflicts: src/mesa/drivers/dri/i965/brw_draw.c src/mesa/drivers/dri/i965/brw_wm_surface_state.c
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Cc: mesa-stable@lists.freedesktop.org (cherry picked from commit 78e50185)
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Cc: mesa-stable@lists.freedesktop.org (cherry picked from commit 94389943)
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It's rather surprising that we've never actually hit this before. Aparently, Ian's SPIR-V generator currently claims the Simple when you don't do anything complex. We really shouldn't assert-fail on it. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Cc: mesa-stable@lists.freedesktop.org (cherry picked from commit 8ab9820d)
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For CPU access. Signed-off-by: Leo Liu <leo.liu@amd.com> Cc: mesa-stable@lists.freedesktop.org Reviewed-by: Christian König <christian.koenig@amd.com> (cherry picked from commit ea3dc75d)
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Fixes KHR-GL45.texture_swizzle.smoke and others on Vega. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102809 Cc: mesa-stable@lists.freedesktop.org Reviewed-by: Marek Olšák <marek.olsak@amd.com> (cherry picked from commit f9ccfda9)
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This fixes garbage there if we don't flush TC L2 after rendering. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> (cherry picked from commit 75952681)
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This unbreaks waffle/gbm (piglit/gbm) which fails initialization. v2: also don't set queryDmaBufFormats Reviewed-by: Daniel Stone <daniel@fooishbar.org> (cherry picked from commit a65db0ad)
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- Oct 30, 2017
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Andres Gomez authored
Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
Signed-off-by: Andres Gomez <agomez@igalia.com>
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- Oct 27, 2017
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Andres Gomez authored
extra: Commit is not applicable when ade416d0 is missing. Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
fixes: This commit addressed earlier commit 35ac13ed which did not land in branch. Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
fixes: Commit is not applicable when 6ce55045 is missing. Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
fixes: Commit is not applicable when 087e010b is missing. Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
stable: 17.3 nominations only. Signed-off-by: Andres Gomez <agomez@igalia.com>
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Andres Gomez authored
stable: Commit is too big for stable at this point. Signed-off-by: Andres Gomez <agomez@igalia.com>
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