- Sep 15, 2016
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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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- Sep 14, 2016
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Emil Velikov authored
This reverts commit be0344f6. The commit depends on 48e9ecc4 ("Revert "i965/miptree: Set logical_depth0 == 6 for cube maps") which was reverted earlier. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97781
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Jose Fonseca authored
This particular version got moved into a `old_versions` subdirectory.
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- Sep 05, 2016
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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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Emil Velikov authored
Currently, due to the inverse order, strcmp will produce negative result when the needle is towards the start of the haystack. Thus on the next iteration(s) we'll end up further towards the end and eventually fail to locate the entry. Cc: "12.0" <mesa-stable@lists.freedesktop.org> Signed-off-by:
Emil Velikov <emil.velikov@collabora.com> Reviewed-by:
Eric Engestrom <eric.engestrom@imgtec.com> (cherry picked from commit 62b224d4)
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We recently starting to always emit the NDV (== dall) bit for quadops. However it was folded into the wrong code word. Fixes: e0a067ed (nv50/ir: always emit the NDV bit for OP_QUADOP) Signed-off-by:
Ilia Mirkin <imirkin@alum.mit.edu> Cc: <mesa-stable@lists.freedesktop.org> (cherry picked from commit 61e97852)
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We were previously ... not clamping. I guess this meant that everything got clamped to 1/0, which was enough to pass the existing tests. Or perhaps the clamping would only happen to the rasterized depth value and not the frag shader's output depth value. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97231 Signed-off-by:
Ilia Mirkin <imirkin@alum.mit.edu> Cc: mesa-stable@lists.freedesktop.org (cherry-picked from 89f00f74) [imirkin: adjust ctx->batch to just ctx]
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Emil Velikov authored
This reverts commit 48e9ecc4. The commit regressed several piglit tests on SNB/ILK hardware. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97567
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- Sep 01, 2016
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Jose Fonseca authored
It seems the default build image is now Visual Studio 2015, and Visual Studio 2013 is not installed.
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Jose Fonseca authored
AppVeyor build images seem to have been upgraded to Python 2.7.12, but no longer have pywin32 pre-installed.
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The actual restriction is a little weaker than I originally thought. See https://bugs.freedesktop.org/show_bug.cgi?id=92306#c17 for the suggestion. This also explain why things weren't *always* failing before, only sometimes. We will allocate a non-swizzled depth buffer for NPOT winsys buffer sizes, which they almost always are. Signed-off-by:
Ilia Mirkin <imirkin@alum.mit.edu> Cc: mesa-stable@lists.freedesktop.org (cherry picked from commit 8caf2cb0)
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The original pipeline cache the Kristian wrote was based on a now-false premise that the shaders can be stored in the pipeline cache. The Vulkan 1.0 spec explicitly states that the pipeline cache object is transiant and you are allowed to delete it after using it to create a pipeline with no ill effects. As nice as Kristian's design was, it doesn't jive with the expectation provided by the Vulkan spec. The new pipeline cache uses reference-counted anv_shader_bin objects that are backed by a large state pool. The cache itself is just a hash table mapping keys hashes to anv_shader_bin objects. This has the added advantage of removing one more hand-rolled hash table from mesa. Signed-off-by:
Jason Ekstrand <jason@jlekstrand.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97476 Acked-by:
Kristian Høgsberg Kristensen <krh@bitplanet.net> (cherry picked from commit 10f9901b)
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Signed-off-by:
Jason Ekstrand <jason@jlekstrand.net> Reviewed-by:
Kristian Høgsberg <krh@bitplanet.net> (cherry picked from commit ffcef720) [Emil Velikov: dependency for the next patch] Nominated-by:
Emil Velikov <emil.velikov@collabora.com>
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This new anv_shader_bin struct stores the compiled kernel (as an anv_state) as well as all of the metadata that is generated at shader compile time. The struct is very similar to the old cache_entry struct except that it is reference counted and stores the actual pipeline_bind_map. Similarly to cache_entry, much of the actual data is floating-size and stored after the main struct. Unlike cache_entry, which was storred in GPU-accessable memory, the storage for anv_shader_bin kernels comes from a state pool. The struct itself is reference-counted so that it can be used by multiple pipelines at a time without fear of allocation issues. Signed-off-by:
Jason Ekstrand <jason@jlekstrand.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org> Acked-by:
Kristian Høgsberg Kristensen <krh@bitplanet.net> (cherry picked from commit 68997184)
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All of these worked before because they were depending on prog_data to be null. Soon, we won't be able to depend on a nice prog_data pointer and it's nice to be more explicit anyway. Signed-off-by:
Jason Ekstrand <jason@jlekstrand.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org> (cherry picked from commit 13c09fdd)
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Signed-off-by:
Jason Ekstrand <jason@jlekstrand.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org> (cherry picked from commit b259d86a)
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Signed-off-by:
Jason Ekstrand <jason@jlekstrand.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org> (cherry picked from commit d5945bec)
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The range from ANV_MIN_STATE_SIZE_LOG2 to ANV_MAX_STATE_SIZE_LOG2 should be inclusive and we have asserts that ensure that you never try to allocate a state larger than (1 << ANV_MAX_STATE_SIZE_LOG2). However, without adding 1 to the difference, we allocate 1 too few bucckts and so, even though we have an assert, anything landing in the last bucket will fail to allocate properly.. Signed-off-by:
Jason Ekstrand <jason@jlekstrand.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org> (cherry picked from commit a0f5c496)
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Found by inspection. Signed-off-by:
Jason Ekstrand <jason@jlekstrand.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org> (cherry picked from commit 4200c226)
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We hash this data structure so we can't afford to have uninitialized data even if it is just structure padding. Signed-off-by:
Jason Ekstrand <jason@jlekstrand.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org> (cherry picked from commit d316cec1)
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This silences a divergent error found with F1 2015. Basically, the NDV bit has to be set when a FSWZ instruction is inside divergent code, but it's not needed otherwise. The correct fix should be to set it only in divergent code situations. GM107 emitter already sets that bit. Signed-off-by:
Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by:
Ilia Mirkin <imirkin@alum.mit.edu> Cc: <mesa-stable@lists.freedesktop.org> (cherry picked from commit e0a067ed)
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Emil Velikov authored
Ported from the i965 commit e7ab358e. Cc: 11.2 12.0 <mesa-stable@lists.freedesktop.org> Cc: Tomasz Figa <tfiga@chromium.org> Signed-off-by:
Emil Velikov <emil.velikov@collabora.com> Reviewed-by:
Eric Engestrom <eric.engestrom@imgtec.com> (cherry picked from commit 5de640a5)
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Experimentally, this is required for glxgears and others to display the proper colors. This is also what the code used to do before the referenced commit. Fixes: c703658b (mesa: Drop _EnabledUnits.) Signed-off-by:
Ilia Mirkin <imirkin@alum.mit.edu> Cc: mesa-stable@lists.freedesktop.org (cherry picked from commit 357d8261)
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We need to set the need_convert flag with each loop iteration, not just when the rgba pointer is null. Bug reported by Markus Müller <mueller@imfusion.de> on mesa-users list. Fixes new piglit arb_texture_float-get-tex3d test. Cc: <mesa-stable@lists.freedesktop.org> Reviewed-by:
Anuj Phogat <anuj.phogat@gmail.com> (cherry picked from commit b9b88516)
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Fixes: 3002296c (mesa: add GL_OES_shader_multisample_interpolation support) Signed-off-by:
Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by:
Ian Romanick <ian.d.romanick@intel.com> Cc: <mesa-stable@lists.freedesktop.org> (cherry picked from commit 05b37e20)
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This probably isn't the only thing that needs to be done to get multisampled array textures working in Vulkan but I think this is all that ISL really needs and it does fix 8 of the new CTS tests. Signed-off-by:
Jason Ekstrand <jason@jlekstrand.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org> Reviewed-by:
Topi Pohjolainen <topi.pohjolainen@intel.com> Reviewed-by:
Chad Versace <chadversary@chromium.org> (cherry picked from commit fb895510)
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All the GLSL 4.x keywords were added to the list of reserved keywords in GLSL ES 3.10. As far as I can tell, these are the only ones that were missed. Signed-off-by:
Ian Romanick <ian.d.romanick@intel.com> Cc: mesa-stable@lists.freedesktop.org Reviewed-by:
Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org> (cherry picked from commit c879dbc4)
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Fixes conditional jump depending on uninitialized value in si_state_draw.c:593 Cc: <mesa-stable@lists.freedesktop.org> Signed-off-by:
Miklós Máté <mtmkls@gmail.com> Reviewed-by:
Brian Paul <brianp@vmware.com> (cherry picked from commit b9ac72b5)
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Respect intel_miptree_slice::x_offset,y_offset and intel_mipmap_tree::offset. All three may be non-zero when glReadPixels is called on an EGLImage created from the non-base slice of a miptree. Patch 2/2 that fixes test 'dEQP-EGL.functional.image.create.gles2_cubemap_*'. Reported-by:
Haixia Shi <hshi@chromium.org> Diagnosed-by:
Haixia Shi <hshi@chromium.org> Cc: mesa-stable@lists.freedesktop.org Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org> Change-Id: I4b397b27e55a743a7094d29fb0a6a4b6b34352b0 (cherry picked from commit 5b039758)
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When glEGLImageTargetRenderbufferStorageOES() was given an EGLImage created from the non-base slice of a miptree, intel_image_target_renderbuffer_storage() forgot to apply the intra-tile offsets __DRIimage::tile_x,tile_y to the miptree layout. This patch fixes the problem with a quick hack suitable for cherry-picking. A proper fix requires more thorough plumbing in intel_miptree_create_layout() and brw_tex_layout(). Patch 1/2 that fixes test 'dEQP-EGL.functional.image.create.gles2_cubemap_*'. Reported-by:
Haixia Shi <hshi@chromium.org> Diagnosed-by:
Haixia Shi <hshi@chromium.org> Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org> Cc: mesa-stable@lists.freedesktop.org Change-Id: I8a64b0048a1ee9e714ebb3f33fffd8334036450b (cherry picked from commit c82f99e8)
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Prior to this commit rename_variables_block() is recursively called, performing a depth-first traversal of the control flow graph. The function uses a non-trivial amount of stack space for local variables, which puts us in danger of smashing the stack, given a sufficiently deep dominance tree. XCOM: Enemy Within contains a shader with such a dominance tree (1574 nir_blocks in total, depth of at least 143). Jason tells me that he believes that any walk over the nir_blocks that respects dominance is sufficient (a DFS might have been necessary prior to the introduction of nir_phi_builder). In fact, the introduction of nir_phi_builder made the problem worse: rename_variables_block(), walks to the bottom of the dominance tree before calling nir_phi_builder_value_get_block_def() which walks back to the top of the dominance tree... In any case, this patch ensures we avoid that problem as well. Cc: mesa-stable@lists.freedesktop.org Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97225 Reviewed-by:
Connor Abbott <cwabbott0@gmail.com> (cherry picked from commit e53130cc)
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Some front buffer rendering was in the wrong position. This included scissored clears, glDrawPixels and glCopyPixels. The problem was the y coordinate passed to putImage() didn't match the y coordinate passed to getImage(). We fix this by setting xrb->map_y to the inverted coordinate in swrast_map_renderbuffer() which is used later by the putImage() call. Also pass xrb->map_y to getImage() to be symmetric. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97426 Cc: <mesa-stable@lists.freedesktop.org> Reviewed-by:
Eric Anholt <eric@anholt.net> (cherry picked from commit 2a2dc416)
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Cc: 12.0 <mesa-stable@lists.freedesktop.org> Reviewed-by:
Michel Dänzer <michel.daenzer@amd.com> (cherry picked from commit 3ff0b67e)
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The pipeline layout affects shader compilation because it is what determines binding table locations as well as whether or not a particular buffer has dynamic offsets. Since this affects the generated shader, it needs to be in the hash. This fixes a bunch of CTS tests now that the CTS is using a pipeline cache. Signed-off-by:
Jason Ekstrand <jason@jlekstrand.net> Reviewed-by:
Kristian Høgsberg <krh@bitplanet.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org> (cherry picked from commit 2301705d)
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Like Fermi, textures and samplers are aliased between 3D and compute, especially the TIC_FLUSH/TSC_FLUSH methods and we have to re-validate these resources when switching between the two pipelines. This fixes a GPU hang with Elemental (and most likely with other UE4 demos). Tested on GK107 and GM107. Signed-off-by:
Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by:
Ilia Mirkin <imirkin@alum.mit.edu> CC: <mesa-stable@lists.freedesktop.org> (cherry picked from commit a227b0a4)
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They are harmless, but the interrupts do decrease performance. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97039 Cc: 12.0 <mesa-stable@lists.freedesktop.org> (cherry picked from commit 2c13abb4)
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So that callers outside of si_descriptors.c need to worry less about the details of descriptor handling. Reviewed-by:
Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Reviewed-by:
Marek Olšák <marek.olsak@amd.com> (cherry picked from commit ba4a2840)
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