- Jan 11, 2020
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Icecream95 authored
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- Jan 10, 2020
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Icecream95 authored
Tiling really is done on groups of 16x16 pixels, not blocks, so compressed textures need to use smaller tiling sizes. This commit only adds support for 4x4 block sizes so a more general solution will be needed for ASTC.
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- Jan 09, 2020
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Icecream95 authored
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- Jan 08, 2020
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Marek Olšák authored
This decreases CPU overhead, because u_vbuf is completely bypassed in those cases. Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
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Marek Olšák authored
These will be reused. Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
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Marek Olšák authored
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
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Jonathan Marek authored
PIPE_CAP_MAX_VERTEX_BUFFERS already sets the maximum vertex_buffer_index. There's no need to error on num_elements == 0 (if that can even happen). Signed-off-by: Jonathan Marek <jonathan@marek.ca> Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Jonathan Marek authored
Fixes: dEQP-GLES3.functional.instanced.* Signed-off-by: Jonathan Marek <jonathan@marek.ca> Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Jonathan Marek authored
Fixes: dEQP-GLES3.functional.draw.draw_arrays_instanced.* dEQP-GLES3.functional.draw.draw_elements_instanced.* Signed-off-by: Jonathan Marek <jonathan@marek.ca> Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Jonathan Marek authored
Update to etna_viv commit 46af5f1d. Signed-off-by: Jonathan Marek <jonathan@marek.ca> Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Lionel Landwerlin authored
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Cc: <mesa-stable@lists.freedesktop.org> Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Sometimes using user buffer (not VBO) e.g. glVertexPointer one thread could free memory before other thread used it. Instead of copying this memory to driver simplier thing is to block until draw finish. Reviewed-by: Jan Zielinski <jan.zielinski@intel.com>
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Faith Ekstrand authored
There is no instruction field for the register file for src0 because it's always GRF. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Tested-by: Marge Bot <!3309> Part-of: <!3309>
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Yevhenii Kolesnikov authored
Buffer object and temporary texture were never freed, causing memory leaks. Signed-off-by: Yevhenii Kolesnikov <yevhenii.kolesnikov@globallogic.com> Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
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Juan A. Suárez authored
Only the blocks that are reachable are inserted with an end_nop instruction at the end. When handling the Phi second pass, if the Phi has a parent block that does not have an end_nop then it means this block is unreachable, and thus we can ignore it, as the Phi will never come through it. Fixes dEQP-VK.graphicsfuzz.uninit-element-cast-in-loop. Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
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Pierre-Eric Pelloux-Prayer authored
e5167a92 disabled SDMA for gfx8. This caused 3 piglit arb_sparse_buffer tests (basic, buffer-data and commit) to crash on GFX8. Reported-by: Michel Dänzer <michel@daenzer.net> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Fixes: e5167a92 ("radeonsi: disable SDMA on gfx8 to fix corruption on RX 580")
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Samuel Pitoiset authored
radv_fill_shader_info() already does that. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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From issue 10 of the OES_EGL_image_external_essl3: A limited set of use-cases is enabled by making glBindImageTexture accept external textures. Shaders can access such external textures using the existing <image2D> sampler type. Fixes: 02a6d901 ("mesa: add OES_EGL_image_external_essl3 support") Signed-off-by: Yevhenii Kolesnikov <yevhenii.kolesnikov@globallogic.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Faith Ekstrand authored
Our barrier instruction does not implicitly do a memory fence but the GLSL barrier() intrinsic is supposed to. The easiest back-portable solution is to just add the NIR barriers. We'll sort this out more properly in later commits. Cc: mesa-stable@lists.freedesktop.org Closes: #2138 Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
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- Jan 07, 2020
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Bas Nieuwenhuizen authored
Fixes a hang on Raven with Resident Evil 2. I did not find anything more restricted to fix it: - Setting persistent_states_per_bin to 1 fixes it too, but likely does an internal break on any descriptor set changes too. - Only breaking the batch when cb_target_mask changes does not fix it (and looking at AMDVLK comments, I suspect the code in radeonsi should really be doing a FLUSH_DFSM). - Always doing a FLUSH_DFSM on shader switch helps, but that is more often than this and I don't think we should be doing that when DFSM is disabled. - Also emitting the existing break on framebuffer change when DFSM is disabled does not fix the issue. Closes: mesa/mesa#2315 CC: <mesa-stable@lists.freedesktop.org> Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
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Tapani Pälli authored
Many resource APIs require searching by name, add a hash table to make this faster. Currently we traverse the whole resource list for name based queries, this change makes all these cases use the hash. Closes: mesa/mesa#2203 Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Tested-by: Marge Bot <mesa/mesa!3254> Part-of: <mesa/mesa!3254>
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Michel Dänzer authored
They're not available for Debian buster yet, so we have to use upstream snapshot packages again. In contrast to earlier, we now store the LLVM APT repository key in Git instead of re-downloading it every time.
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We need to mindful that we don't clobber the shadow comparator. Fixes dEQP-GLES3.functional.shaders.texture_functions.texture.sampler2darrayshadow_* Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
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Required for proper txf of 2D arrays. Fixes dEQP-GLES3.functional.shaders.texture_functions.texelfetch.*2darray* Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
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The hardware separates face selection and array indexing, it looks like, whereas Gallium smushes them together with some modulus fun. Let's fix it so mipmapped 2D arrays work without regressing cubemaps. Fixes dEQP-GLES3.functional.texture.filtering.2d_array.* among others. Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
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Fixes dEQP-GLES3.functional.ubo.multi_basic_types.single_buffer.* among others Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
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- Jan 06, 2020
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Timothy Arceri authored
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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Timothy Arceri authored
This is adapted from the GLSL IR code but doesn't need to iterate over the IR. I believe this also fixes a potential bug in the GLSL IR code which potentially counts the same output twice. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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Timothy Arceri authored
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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Timothy Arceri authored
This will be used to disable some GLSL IR passes in following patches. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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Timothy Arceri authored
This is required for the following commit. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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Timothy Arceri authored
This will allow us to do some linking in NIR that was previously done by the GLSL IR linker. To start with this just has calls for linking atomics. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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Timothy Arceri authored
This is pretty much a copy of link_check_atomic_counter_resources() updated to work with the NIR linker. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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Timothy Arceri authored
A NIR based glsl linking function will be too different to the spirv version to bother attempting any sharing. So lets change the name to be explicit. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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Kristian Høgsberg authored
The gl_nir_lower_buffers pass relies on recognizing the same literal constants as the GLSL compiler so that constant buffer array indices are constant in nir as well. Without this, get_block_array_index() would see vec1 32 ssa_723 = deref_var &const_temp@1 (function_temp int) vec1 32 ssa_724 = load_const (0x00000001 /* 0.000000 */) ... vec1 32 ssa_5 = deref_var &const_temp@1 (function_temp int) vec1 32 ssa_6 = intrinsic load_deref (ssa_5) (0) /* access=0 */ vec1 32 ssa_7 = deref_var &blockB (ssbo BlockB[1]) vec1 32 ssa_8 = deref_array &(*ssa_7)[ssa_6] (ssbo BlockB) /* &blockB[ssa_6] */ instead of a literal 1, and ultimately generate the block name BlockB[0]. That used to work, since we before the previous commits we'd compact the block binding points and names. Thus, there would always be a BlockB[0]. Now, if an entry in a block array isn't used, we don't generate that block name, which means that if entry 0 isn't used BlockB[0] isn't present and then get_block_array_index() fails to find the block. In most cases we would have dealt with this in the call to st_nir_opts() in st_nir_link_shaders(), but in the num_shaders == 1 case (for example, compute) we would call gl_nir_lower_buffers() before we lowered GLSL constants. Move that corner case up next to where we call st_nir_link_shaders() so we call st_nir_opts() at the same point in the flow for all shaders. Fixes: dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.18 Signed-off-by: Kristian H. Kristensen <hoegsberg@google.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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When SSBO array is used with packed layout, both IR tree and as a result, NIR tree will be incorrect. In fact, the SSBO dereference indices won't match the array size in some cases like the following: "layout(packed, binding=1) buffer SSBO { vec4 a; } ssbo[3]; out vec4 color; void main() { color = ssbo[2].a; }" After linking the IR and then NIR will have an SSBO array definition with size 1 but dereference still will have index 2 and linked_shader->Program->sh.ShaderStorageBlocks will contain just SSBO with name "SSBO[2]" So this line should be removed at least as a workaround for now to avoid error like: Failed to find the block by name "SSBO[0]" Fixes: 810dde2a "glsl/nir: Add a pass to lower UBO and SSBO access" Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com> Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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This is needed to be in agreement with spec requirements: https://github.com/KhronosGroup/OpenGL-API/issues/46 Piers Daniell: "We discussed this in the OpenGL/ES working group meeting and agreed that eliminating unused elements from the interface block array is not desirable. There is no statement in the spec that this takes place and it would be highly implementation dependent if it happens. If the application has an "interface" in the shader they need to match up with the API it would be quite confusing to have the binding point get compacted. So the answer is no, the binding points aren't affected by unused elements in the interface block array." v2: - 'original_dim_size' field moved above to keep the struct packed better on 64-bit - added a comment for 'total_num_array_elements' field - fixed a binding point calculations for SSBOs array of arrays ( Ian Romanick <ian.d.romanick@intel.com> ) - fixed binding point calculations for non-packed SSBOs v3: - rename 'total_num_array_elements' to 'aoa_size' ( Jason Ekstrand <jason@jlekstrand.net> ) - rename 'boffset' to 'binding_stride' ( Alejandro Piñeiro <apinheiro@igalia.com> ) Fixes: 8cf1333b "glsl: link uniform block arrays of arrays" Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109532 Reported-By: Ilia Mirkin <imirkin@alum.mit.edu> Tested-by: Fritz Koenig <frkoenig@google.com> Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com> Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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This is needed to fix these tests: piglit.spec.arb_shader_storage_buffer_object.compiler.unused-array-element_frag piglit.spec.arb_shader_storage_buffer_object.compiler.unused-array-element_comp Fixes: 8cf1333b "glsl: link uniform block arrays of arrays" Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109532 Reported-By: Ilia Mirkin <imirkin@alum.mit.edu> Tested-by: Fritz Koenig <frkoenig@google.com> Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com> Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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Marek Olšák authored
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
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Marek Olšák authored
Closes: #1399 Closes: #1889 Cc: 19.2 19.3 <mesa-stable@lists.freedesktop.org> Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Reviewed-By: Timur Kristóf <timur.kristof@gmail.com>
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