- Jan 08, 2018
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Emil Velikov authored
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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Emil Velikov authored
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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Commit 2f421651 ("egl: let each platform decided how to handle LIBGL_ALWAYS_SOFTWARE") broke the build due to copy-n-paste of misnamed function parameter.: src/egl/drivers/dri2/platform_android.c:1183:8: error: use of undeclared identifier 'disp' Rather than just fixing 'disp', rename the function parameter 'dpy' to 'disp' to align with the other EGL platforms' implementations. Fixes: 2f421651 ("egl: let each platform decided how to handle LIBGL_ALWAYS_SOFTWARE") Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Acked-by: Eric Engestrom <eric.engestrom@imgtec.com> Signed-off-by: Rob Herring <robh@kernel.org> (cherry picked from commit aa187fe7) Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Conflicts: src/egl/drivers/dri2/platform_android.c
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- Dec 27, 2017
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My refactor in 47273d73 missed this early return; because of it, setting UseFallback one layer above actually prevented the software path from being used. Remove this early return and let each platform's dri2_initialize_*() decide what it can do with the LIBGL_ALWAYS_SOFTWARE restriction. platform_{surfaceless,x11,wayland} were already handling it themselves. Fixes: 47273d73 "egl: set UseFallback if LIBGL_ALWAYS_SOFTWARE is set" Signed-off-by: Eric Engestrom <eric.engestrom@imgtec.com> Reviewed-by: Emil Velikov <emil.velikov@collabora.com> Reported-by: Brendan King <Brendan.King@imgtec.com> (cherry picked from commit 2f421651)
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Note: the following happens only when using slibtool. Since this is a very serious breakage, we will keep the workaround until a better solution is available. DRI modules store the address of the dispatch table in a TLS variable, _glapi_tls_Dispatch. Changes to the way libEGL is built in d884d8d0 resulted in it being statically linked against libglapi, and thus containing its own copy of _glapi_tls_Dispatch. The result was that some applications would fail to work (e.g. deqp-egl, which dynamically loads libEGL), due to the DRI module storing the dispatch table address in one copy of _glapi_tls_Dispatch, and libEGL obtaining the address from another copy of the variable. Fixes: d884d8d0 "egl/dri: link directly to libglapi.so" Signed-off-by: Brendan King <Brendan.King@imgtec.com> Signed-off-by: Eric Engestrom <eric.engestrom@imgtec.com> Reviewed-by: Emil Velikov <emil.velikov@collabora.com> (cherry picked from commit e491bffc)
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For copies the texture unit needs to know the depth format so it can read the htile data properly. This fixes: dEQP-VK.renderpass.suballocation.formats.d32_sfloat_s8_uint.load.clear Fixes: ad3d98da (radv: enable tc compatible htile for d32s8 also.) Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Signed-off-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit d2acf97e)
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Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Suggested-by: Darius Spitznagel <d.spitznagel@goodbytez.de> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104288 Acked-by: Kenneth Graunke <kenneth@whitecape.org> (cherry picked from commit fcfb4236)
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This fixes issues seen with certain versions of Unreal Engine 4 editor and games built with that using GLSL 4.30. v2: add driinfo_gallium change (Emil Velikov) Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97852 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103801 Acked-by: Andres Gomez <agomez@igalia.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (cherry picked from commit faccbaf3) [Emil Velikov: resolve trivial conflicts] Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Conflicts: src/mesa/drivers/dri/i965/brw_context.c
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This patch is ported from RadeonSI and it has two effects. It fixes a rendering issue which affects F1 2017 and Dawn of War 3 (Vega only) because LLVM was ending up by generating the new v_mad_mix_{hi,lo} instructions which appear to be buggy in some way. Not sure if Mesa is generating something wrong or if the issue is in LLVM only. Anyway, that explains why the DOW3 issue can't be reproduced with GL on Vega. It also improves performance because v_cvt_pkrtz_f16 is faster, and because I guess the rounding mode behaviour is similar between GL and VK, we can use it. About performance, it improves Talos by +3/4% but I don't see any other impacts. No CTS regressions on Polaris. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit 5f81a435)
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DCC was disabled when the image format is !!supported, which is one ! too many. Ironically the commit that introduced it was supposed to lead to more DCC use ... Fixes: 969537d9 "radv: Add support for more DCC compression with VK_KHR_image_format_list." Reviewed-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit 70b5e85f)
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On GFX9 we must access 3D textures with 3D samplers AFAICS. This fixes: dEQP-VK.api.image_clearing.core.clear_color_image.3d.single_layer on GFX9 for me. v1.1: fix tex->sampler_dim to dim v2: send layer in from outside v3: don't regress on pre-gfx9 Fixes: e38685cc 'Revert "radv: disable support for VEGA for now."' Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Tested-by: Alex Smith <asmith@feralinteractive.com> Signed-off-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit a99fa7e8)
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This fixes vmfaults seen on vega with: dEQP-VK.pipeline.multisample_interpolation.sample_interpolate_at_single_sample_.128_128_1.samples_1 These were caused by the don't allocate cmask but it was just accidental. The actual problem was the shader was trying to get the sample positions from a buffer, but the buffer was never getting configured to contain them, as the previous shader never needed them. Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Fixes: 1171b304 (radv: overhaul fragment shader sample positions.) Signed-off-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit b81f1a59)
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This fixes the layout issue for the blit path as well. This fixes: dEQP-VK.api.copy_and_blit.core.blit_image.all_formats.depth_stencil.d32_sfloat_s8_uint_d32_sfloat_s8_uint* v2: use compatible render passes. v2.1: use enum 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 fbac9f86)
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If we are doing a general->general transfer with HIZ enabled, we want to hit the tile surface disable bits in radv_emit_fb_ds_state, however we never get the current layout to know we are in general and meta hardcoded the transfer layout which is always tile enabled. This fixes: dEQP-VK.api.copy_and_blit.core.image_to_image.all_formats.depth_stencil.d32_sfloat_s8_uint_d32_sfloat_s8_uint.optimal_general dEQP-VK.api.copy_and_blit.core.image_to_image.all_formats.depth_stencil.d32_sfloat_s8_uint_d32_sfloat_s8_uint.general_general v2: refactor some shared helpers for blit patches v3: we only need multiple render passes as they should be compatible. v3.1: use enum (Bas) 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 821b5379)
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This add support for a 3D image reading path to the blit 2d paths, like I did for the clear paths. Fixes: e38685cc 'Revert "radv: disable support for VEGA for now."' Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Tested-by: Alex Smith <asmith@feralinteractive.com> Signed-off-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit 9f675bf9)
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Found by inspection. Cc: 17.3 <mesa-stable@lists.freedesktop.org> Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> (cherry picked from commit 9f54675d)
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- Dec 21, 2017
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Emil Velikov authored
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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Emil Velikov authored
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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Emil Velikov authored
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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- Dec 18, 2017
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Meson is not supported in Mesa 17.3. Cc: "17.3" <mesa-stable@lists.freedesktop.org> Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com> Acked-by: Emil Velikov <emil.velikov@collabora.com>
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anv merges the tess info correctly, but radv wasn't doing this. This fixes hangs in dEQP-VK.tessellation.winding.default_domain.hlsl_triangles_ccw Fixes: 60fc0544 (radv/pipeline: handle tessellation shader compilation) Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Signed-off-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit 1bdeac54) Conflicts: src/amd/vulkan/radv_pipeline.c
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Emil Velikov authored
Meson is explicitly disabled in branch. Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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Emil Velikov authored
Meson is explicitly disabled in branch. Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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We did not set the layer correctly for the dst, as we would keep using the base layer. Same for the source image. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102710 CC: <mesa-stable@lists.freedesktop.org> Reviewed-by: Dave Airlie <airlied@redhat.com> (cherry picked from commit b42e106d)
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This was undefined yet harmless behavior in LLVM. Not anymore - it causes a hang now. Cc: 17.3 <mesa-stable@lists.freedesktop.org> Tested-by: Michel Dänzer <michel.daenzer@amd.com> (cherry picked from commit 35c3cbad)
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- Dec 15, 2017
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Emil Velikov authored
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com> Reviewed-by: Andres Gomez <agomez@igalia.com> (cherry picked from commit 5d03a686)
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Reviewed-by: Emil Velikov <emil.velikov@collabora.com> (cherry picked from commit 513d7ffa)
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(cherry picked from commit 6a353479) Squashed with: util: Use preprocessor correctly Fixes: 6a353479 ("util: Assume little endian in the absence of platform-specific handling") (cherry picked from commit b8cbad62) Squashed with: util: Just give up and define PIPE_ARCH_LITTLE_ENDIAN on MSVC MSVC doesn't support #warning?! Getting really tired of this. (cherry picked from commit 67676125) Squashed with: util: Also include endian.h on cygwin If u_endian.h can't determine the endianess, the default behaviour in sha1.c is to build for big-endian Signed-off-by: Jon Turney <jon.turney@dronecode.org.uk> Reviewed-by: Matt Turner <mattst88@gmail.com> (cherry picked from commit 2c62ccb1)
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- Dec 14, 2017
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We failed to take the start into account for how many vertices to draw in this round, so we would end up decrementing count below 0, which as an unsigned number meant we would loop until the CLs soon ran out of space. When I wrote the code I was thinking about how to use the previously emitted shader state (no index bias baked into the elements) by emitting up to 65535 and then only re-emitting with bias for the second wround, but that doesn't work if the start is over 65535. Instead, just delay emitting shader state until we get into the drawarrays GFXH-515 loop and always bake the bias in when we're doing the workaround. (cherry picked from commit 84ab48c1)
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GLSL shaders can access the normal scale factor with the built-in gl_NormalScale. Mesa's modelspace lighting optimization uses a different normal scale factor than defined in the spec. We have to take care not to use this factor for gl_NormalScale. Mesa already defines two seperate states: state.normalScale and state.internal.normalScale. The first is used by the glsl compiler while the later is used by the fixed function T&L pipeline. Previously the only difference was some component swizzling. With this commit state.normalScale always uses the normal scale factor for eyespace lighting. Reviewed-by: Brian Paul <brianp@vmware.com> (cherry picked from commit c3ee464d)
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spotExponent and spotCosCutoff were swapped in the gl_builtin_uniform_element struct. Now the order matches across gl_builtin_uniform_element, glsl_struct_field and the spec. Reviewed-by: Brian Paul <brianp@vmware.com> (cherry picked from commit 9bdb5457)
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (cherry picked from commit 4b1e70cc)
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We never supported it. Missed during copy and pasting. Fixes: 17201a2e "radv: port to using updated anv entrypoint/extension generator." Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> (cherry picked from commit 4eb0dca4) [Emil Velikov: trivial conflicts] Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Conflicts: src/amd/vulkan/radv_extensions.py
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This function is only used in two places: 1. VMware driver, but only for HUD reporting 2. st/nine state tracker, used for texture memory accounting Fixes: a69efa94 ("util: add new util_resource_size() function in u_resource.[ch]") Reviewed-by: Roland Scheidegger <sroland@vmware.com> Reviewed-by: Charmaine Lee <charmainel@vmware.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> (cherry picked from commit dde8309c)
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At this point dc_job->cache_item_metadata.keys always equals NULL, so call to free() is useless Fixes: b86ecea3 ("util/disk_cache: write cache item metadata to disk") Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (cherry picked from commit b2490a32)
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This fixes a crash in: KHR-GL45.enhanced_layouts.xfb_block_stride Fixes: 08225179 "glsl: add helper to process xfb qualifiers during linking" Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (cherry picked from commit 9d53cccc)
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The flag is on the pipe_resource, not the r600_resource. I don't see an obvious bug related to this, but it could potentially lead to suboptimal placement of some resources. Fixes: a4158743 ("gallium/radeon: add R600_RESOURCE_FLAG_UNMAPPABLE") Reviewed-by: Marek Olšák <marek.olsak@amd.com> Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de> (cherry picked from commit 5e2962c9)
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Fixes: 61d7676d "nvc0/ir: add support for 64-bit shift lowering on SM20/SM30" Fixes fs-shift-scalar-by-scalar.shader_test from piglit for the current set-up: uniform int64_t ival -0x7dfcfefbdf6536ff # bit pattern: 0x82030104209ac901 uniform uint64_t uval 0x1400000085010203 uniform int shl 36 uniform int shr 36 uniform int64_t iexpected_shl 0x09ac901000000000 uniform int64_t iexpected_shr -0x7dfcff0 # bit pattern: 0xfffffffff8203010 uniform uint64_t uexpected_shl 0x5010203000000000 uniform uint64_t uexpected_shr 0x0000000001400000 draw rect ortho 12 0 4 4 Signed-off-by: Pierre Moreau <pierre.morrow@free.fr> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> (cherry picked from commit 9bee1216)
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deviceName string is declared, assigned and freed but actually never used in dri3_create_screen() function. Fixes: 2d946015 ("Add DRI3+Present loader") Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (cherry picked from commit d5559292)
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nir_validate.c's #endif already had the correct NDEBUG comment Fixes: dcb1acde "nir/validate: Only build in debug mode" Fixes: 9ff71b64 "i965/nir: Validate that NIR passes call nir_metadata_preserve()" Signed-off-by: Eric Engestrom <eric.engestrom@imgtec.com> Reviewed-by: Matt Turner <mattst88@gmail.com> (cherry picked from commit 7b85b9b8) [Emil Velikov: trivial conflicts] Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Conflicts: src/compiler/nir/nir.h
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