1. 14 Nov, 2020 5 commits
    • Alejandro Piñeiro's avatar
      broadcom/compiler: separate texture/sampler info from v3d_key · 429c3364
      Alejandro Piñeiro authored
      So far the v3d compiler has them combined, as for OpenGL both are the
      same. This change is intended to fit the v3d compiler better with
      Vulkan, where they are separate concepts.
      Note that NIR has them separate for a long time, both on nir_variable
      and on some NIR lowerings.
      v2: (from Iago feedback)
          * Use key->num_tex/sampler_used to iterate through the array
          * Fill up num_samplers_used on v3d, assert that is the same that
            num_tex_used if possible.
      v3: (Iago)
          * Assert num_tex/samplers_used is smaller that tex/sampler array size.
      v4: Update assert mentioned on v3 to use <= instead of < (detected by CI)
      Reviewed-by: Iago Toral's avatarIago Toral Quiroga <itoral@igalia.com>
      squash! broadcom/compiler: separate texture/sampler info from v3d_key
      Part-of: <!7545>
    • Alejandro Piñeiro's avatar
      v3dv: cleanup/remove support for pre-generated variants · 1fe52af6
      Alejandro Piñeiro authored
      In preparation to the changes that would allow to not need them.
      It is worth to note that it is likely (we have some ideas in mind)
      that we would need to bring back pre-generate variants on the
      future. The approach is slightly different on v3dv_pipeline vs
        * v3dv_pipeline: even after the clean-up, we had code for all the
          functions they have, even if they were doing less things
          (specifically, a second shader variant), so they still make sense
          on their own, and serve as template for adding support of multiple
          pre-generated shader variants in the future.
        * v3dv_cmd_buffer: as we really don't need to fill up the key with
          some after-pipeline data, we would end with some functions empty
          (specifically cmd_buffer_populate_v3d_key). Even as a placeholder,
          that would be odd. Additionally the current code has a lot of
          boilerplate code (functions to fill up vs, cs and fs keys are
          basically the same), and we already have in mind refactor them. So
          it would be better to remove all of them, instead of keeping
          around some code we would not be happy with. If in the future we
          pregenerate more that one variant, hopefully the new code to chose
          between them would be better.
      v2: clarify the commit message, and fix typos on the comments (Iago)
      Reviewed-by: Iago Toral's avatarIago Toral Quiroga <itoral@igalia.com>
      Part-of: <!7545>
    • Alejandro Piñeiro's avatar
      nir/lower_tex: clarify nir_lower_tex_options indexing · 5169dfd1
      Alejandro Piñeiro authored
      This doesn't matter too much on OpenGL as texture id and sampler id
      are the same, but become relevant if using the lowering for Vulkan.
      Reviewed-by: Iago Toral's avatarIago Toral Quiroga <itoral@igalia.com>
      Part-of: <!7545>
    • Bas Nieuwenhuizen's avatar
      drm/uapi: Fix modifier field mask for AMD modifiers. · f7b12272
      Bas Nieuwenhuizen authored
      The DCC_MAX_COMPRESSED_BLOCK has to contain one of
      AMD_FMT_MOD_DCC_BLOCK_* and with 3 values this doesn't
      fit in 1 bit.
      Fix this cleanly while it is only in drm-next.
      Fixes: 2cc2b456 "drm-uapi: Add AMD modifiers."
      Reviewed-by: default avatarMarek Olšák <marek.olsak@amd.com>
      Part-of: <mesa/mesa!7607>
    • Vinson Lee's avatar
      v3dv: Remove unsigned comparison to zero. · f0c8645c
      Vinson Lee authored
      index is of type uint32_t.
      Fix defects reported by Coverity Scan.
      Macro compares unsigned to 0 (NO_EFFECT)
      unsigned_compare: This greater-than-or-equal-to-zero comparison of
      an unsigned value is always true. index >= 0U.
      Signed-off-by: Vinson Lee's avatarVinson Lee <vlee@freedesktop.org>
      Reviewed-by: Iago Toral's avatarIago Toral Quiroga <itoral@igalia.com>
      Part-of: <!7518>
  2. 13 Nov, 2020 35 commits