Age | Commit message (Collapse) | Author |
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libdrm will do this for us, if it's required (i.e. if tiling is
possible).
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
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libdrm-intel can refuse to tile buffers for various reasons. For
potentially tiled buffers the stride is therefore only known after
the iws->buffer_create_tiled call. Unconditionally rounding up to whatever
tiling requires wastes space, so rework the code to not use tex->stride
in the layout code.
Luckily only the mimap/face offset calculation uses it which can easily
be solved by storing an (x, y) coordinate pair. Furthermore this will
be usefull later for properly supporting rendering into the different
levels of tiled mipmap textures.
v2: switch to nblocks(x|y): More in line with gallium and better
suited for rendering into mipmap textures.
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
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Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
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v2: Clarify tiling bit calculation as suggested by Chris Wilson.
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
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This is needed to properly implement tiling flags. And the gem
implemention fo buffer_from_handle already calls get_tiling, so
it's for free.
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
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Wire up a fenced parameter, switch all relocations to _FENCED
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
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This way relaxed fencing is handled by libdrm. And buffers _can't_
ever change their tiling.
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
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Different kernels have different restrictions for tiled buffers.
Hence use the libdrm abstraction to calculate the necessary
stride and height alignment requirements.
Not yet used.
v2: Incorporate review comments from Jakob Bornecrantz
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
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It's unnecessary. The kernel gem ignores it totally and we can't
run on the old userspace fake bo manager due to lack of dri2.
Also drop the redundant name string from the sw winsys as suggested
by Jakob Bornecrantz
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
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By not doing so, the uniform contents of
glsl-uniform-non-uniform-array-compare.shader_test was getting thrown
out since nobody was recorded as dereferencing the array.
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This follows the changes done for the FS alongside the EU emit code.
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While the actual IF instructions were fixed by Zhenyu, we were still
flattening them to conditional moves.
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At this point, piglit tests for fragment shader loops are working.
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There are now two targets: the hop-to-end-of-block target, and the
target for where to resume execution for active channels.
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There's no more DO since there's no more mask stack, and WHILE has
been shuffled like IF was.
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r3xx cannot swizzle compressed textures. r4xx+ is unaffected.
NOTE: This is a candidate for the 7.9 branch.
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This fixes all S3TC piglit/texwrap tests.
NOTE: This is a candidate for the 7.9 branch.
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Fixes piglit test glsl-fs-discard-03.
NOTE: This is a candidate for the 7.9 branch.
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This is essentially Luca's commit message, but placed at the top of the
file.
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The new lower_discard and opt_discard_simplification passes should
handle all the necessary transformations, so lower_jumps doesn't need to
support it.
Also, lower_jumps incorrectly handled conditional discards - it would
unconditionally truncate all code after the discard. Rather than fixing
the bug, simply remove the code.
NOTE: This is a candidate for the 7.9 branch.
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This should allow lower_if_to_cond_assign to work in the presence of
discards, fixing bug #31690 and likely #31983.
NOTE: This is a candidate for the 7.9 branch.
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NOTE: This is a candidate for the 7.9 branch.
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NOTE: This is a candidate for the 7.9 branch.
Signed-off-by: Marek Olšák <maraeo@gmail.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
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There were a few places where we were using the wrong opcodes
on evergreen. arl still needs to be fixed on evergreen; see
r600g for reference.
NOTE: This is a candidate for the 7.9 branch.
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
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Needed for st/vega.
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Remember the last uploaded data and avoid re-uploading.
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Initialize vertex elements, rasterizer, stencil ref, and vertex shader
with renderer_create. Remove RASTERIZER_DIRTY and VS_DIRTY flags.
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As the blend texture, a drawing surface mask is used when masking is
enabled. It should be created as needed.
s/alpha_mask/surface_mask/ to follow OpenVG 1.1 naming.
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It is used for more advanced blending or mask update. It might not be
ever needed for some applications.
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Per b0427bedde80e3189524651a327235bdfddbc613.
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Eight less instructions with comments.
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Fix the case that the two points of a linear gradient coincide, or the
case that the radius of a radial gradient is equal to or less than 0.
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Like Eric's workaround patch of commit 490c23ee6be2e8531b5a14d42f808de83d401130.
This forces to align1 mode for math2 too.
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A typo from last commit.
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Depending on whether vgDrawPath(mode), vgDrawImage, or vgDrawGlyph[s] is
called, different paint-to-user and user-to-surface matrices should be
used to derive the sample points for the paint.
This fixes "paint" demo.
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Per OpenVG 1.1. A new shader stage is added. It uses the first two
constants of the fragment shader for color transformation parameters.
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Divide bits of VegaShaderType into 6 groups: paint, image, mask, fill,
premultiply, and bw. Each group represents a stage. At most one shader
from each group will be selected when constructing the final fragment
shader.
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Optional features such as auth-hinting are not implemented. There is no
anti-aliasing, and no effort is done to keep the glyph origin integral.
So the text quality is poor.
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For alpha-only VG formats, R = G = B = 1.0.
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