Commit graph

795 commits

Author SHA1 Message Date
Emil Velikov
88b8aaea3b radeon: automake: remove unneeded elf Cflags/Libs
No longer required as of commit d90bf4ef3e ("radeon: remove unused
radeon_elf_util.{c,h}")

v2: Add the required libelf link in src/amd/Makefile.common.am

Fixes: d90bf4ef3e ("radeon: remove unused  radeon_elf_util.{c,h}")
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v1)
2017-05-11 13:58:20 +01:00
Rob Herring
26aee6f4d5 Android: rework LLVM build support
Currently, building with "mmma external/mesa3d" which builds all targets
and dependencies is broken for targets that require LLVM. This is due to
the build settings depending on MESA_ENABLE_LLVM. Instead of using a
conditional in the global Android.common.mk, make all the components that
need LLVM explicitly include the necessary build settings.

GALLIVM_CPP_SOURCES doesn't exist anymore, so remove that as well.

Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2017-05-11 13:52:21 +01:00
Rob Herring
e2ff12e919 Android: rework libelf dependencies
Add libelf as a library dependency rather than explicitly listing its
include paths. This should work for Android M and later which have the
necessary exported directories in libelf.

Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2017-05-11 13:52:21 +01:00
Rob Herring
1ef913aacf Android: amd/common: fix dependency on libmesa_nir
Building libmesa_amd_common fails with:

external/mesa/src/amd/common/ac_shader_info.c:23:10: fatal error: 'nir/nir.h' file not found
         ^

external/mesa/src/compiler/nir/nir.h:48:10: fatal error: 'nir_opcodes.h' file not found
         ^

libmesa_amd_common now depends on libmesa_nir, so add it as a dependency
and export the necessary directories.

Fixes: 224cf29 "radv/ac: add initial pre-pass for shader info gathering"
Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2017-05-11 13:52:21 +01:00
Rob Herring
1082501979 Android: amd: use exported include dirs instead of explicit includes
Add exported include paths rather than explicitly adding the includes
in each user of the common AMD libs.

Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2017-05-11 13:52:21 +01:00
Rob Herring
4eec1cfa8e Android: remove remaining explicit libcxx includes
Explicitly including libcxx includes is not necessary at least on
Android M and later. It appears that libc++ was made the default in
commit "Make libc++ the default STL." in Android build system post L.
However, if L support is still needed, using "LOCAL_CXX_STL=libc++" is
the preferred way.

Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2017-05-11 13:52:20 +01:00
Dave Airlie
fe6c407a33 radv: handle fragment shader srgb resolve pass better
Bas pointed out the fs key doesn't take srgb into account,
since there is just one srgb variant, just create a separate
pipeline for it. This also uses dest format to be more consistent
on when srgb matters.

Fixes: 69136f4e63 "radv/meta: add resolve pass using fragment/vertex shaders"
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-11 10:36:06 +10:00
Grazvydas Ignotas
45ccb661d8 radv: always free nir shaders from modules on stack
valgrind reports them as leaked, and I could not find anything making a
copy of the nir pointer. Also, radv_device_init_meta_blit_color() is
already freeing them unconditionally like this.

Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-05-10 01:13:44 +03:00
Jason Ekstrand
b86dba8a0e nir: Embed the shader_info in the nir_shader again
Commit e1af20f18a changed the shader_info
from being embedded into being just a pointer.  The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct.  This, however, has
caused a few problems:

 1) There are many things which generate NIR without GLSL.  This means
    we have to support both NIR shaders which come from GLSL and ones
    that don't and need to have an info elsewhere.

 2) The solution to (1) raises all sorts of ownership issues which have
    to be resolved with ralloc_parent checks.

 3) Ever since 00620782c9, we've been
    using nir_gather_info to fill out the final shader_info.  Thanks to
    cloning and the above ownership issues, the nir_shader::info may not
    point back to the gl_shader anymore and so we have to do a copy of
    the shader_info from NIR back to GLSL anyway.

All of these issues go away if we just embed the shader_info in the
nir_shader.  There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.

Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-05-09 15:07:47 -07:00
Marek Olšák
34bc470fa6 ac: fix broken elimination of duplicated VS exports
The renumbering code didn't take into account that multiple VS exports
can have the same PARAM index. This also significantly simplifies
the renumbering. Thankfully, we have piglits for this:

    spec@arb_gpu_shader5@arb_gpu_shader5-interpolateatcentroid-packing
    spec@glsl-1.50@execution@interface-blocks-complex-vs-fs

Reported by Michel Dänzer.

Fixes: b08715499e ("ac: eliminate duplicated VS exports")
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-08 19:18:29 +02:00
Dave Airlie
d71ca40a18 radv: fix regression in blit2d push constant change.
These were being fed to the shader as floats via the vertex
path, so also push them as floats here.

This fixes missing overlay in Sascha Willems demos.

Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-08 00:54:49 +01:00
Dave Airlie
bcf705b62e radv/meta: cleanup some unused code path
After moving everything to using push constants,
these paths are no longer needed.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-08 08:56:55 +10:00
Dave Airlie
387fdf84c5 radv/meta: port blit to using push constants
Remove use of vertex buffer.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-08 08:56:52 +10:00
Dave Airlie
7c8bfb95c6 radv/meta: move blit2d to using push constants
This allows us to drop the vertex buffer.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-08 08:56:49 +10:00
Dave Airlie
b29ea49e8e radv/meta: move clear color to using push constants
The color clear value is uniform and needs only to be emitted from
the frag shader, so just push it down via a push constant,
and remove the vertex buffer completely.

The depth clear value needs to be emitted from the vertex
shader, but is only a single value.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-08 08:56:45 +10:00
Dave Airlie
3b85b630ee radv/meta: use novertex save path for resolve pass.
This was missing in the original change.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-08 08:56:42 +10:00
Dave Airlie
eb2a833679 radv: set base/ranges for push constant loads.
This isn't necessary yet but I'd like to use the range in
some future patches.

[airlied: add new resolve pass]
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-08 08:56:36 +10:00
Dave Airlie
823e9ea8a1 radv: drop resolve hack workarounds
This drops the resolve workarounds that change an image
tiling mode behinds it's back, this is horrible and breaks
the image_view->image relationship. Remove all this.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-07 23:41:39 +01:00
Dave Airlie
2a04f5481d radv/meta: select resolve paths
There are 3 resolve paths, the fastest being the hw resolver
but it has restriction on tile modes and can't do subresolves,
the compute resolver is next speed wise, but can't handle DCC
destinations, the fragment resolver handles that case.

This will end up with a slow down as currently we hack the
hw resolver paths when they shouldn't work, but we shouldn't
keep doing that.

The next patch removes the hacks.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-07 23:41:39 +01:00
Dave Airlie
69136f4e63 radv/meta: add resolve pass using fragment/vertex shaders
In order to resolve into DCC enabled dests we need to use
the fragment shader. This reuses the code from the compute
path and implements a resolve path in vertex/fragment shader.

This code isn't used until later.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-07 23:41:39 +01:00
Dave Airlie
19be95f71e radv: add subpass resolve compute path
This adds a path to allow compute resolves to be used
for subpass resolves.

This isn't used yet, but will be later.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-07 23:41:39 +01:00
Dave Airlie
c573076d4a radv/resolve: split resolve emission out for compute
This will allow to add a subpass compute resolve path.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-07 23:41:38 +01:00
Dave Airlie
ff47866107 radv/meta: split out core part of resolve shader
I want to reuse the same code for the fragment shader
version of the resolve shaders.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-07 23:41:38 +01:00
Dave Airlie
588185eb6b radv/meta: add srgb conversion to end of resolve shader.
If we are resolving into an srgb dest, we need to convert
to linear so the store does the conversion back.

This should fix some wierdness seen when we subresolves
hit the compute path.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-07 23:41:38 +01:00
Dave Airlie
c297e68828 radv: set PERF_MOD in sample state like radeonsi.
This just aligns the code with radeonsi.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-07 11:19:01 +01:00
Dave Airlie
2add79a732 radv: apply the tess+GS hang workaround to Polaris12 as well
As I pointed out for radeonsi, and AMD confirmed, so fix this
in radv as well.

Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-07 11:17:48 +01:00
Fredrik Höglund
5ff4858111 radv/meta: fix restoring a push descriptor set
radv_bind_descriptor_set cannot be used to bind a push descriptor set
since a push descriptor set does not have a buffer list. However,
there is no need to add the buffers again when restoring a set, so
this fix is also an optimization.

Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Fredrik Höglund <fredrik@kde.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-05-06 01:46:18 +02:00
Dave Airlie
a096d8d3f7 radv: enable POLARIS12 support.
This just adds the chip in the right places.

We don't set the partial_vs_wave workaround, as radeonsi
doesn't, but have to confirm it's not required.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-05 11:07:40 +10:00
Marek Olšák
12beef0374 radeonsi: drop support for LLVM 3.8
LLVM 3.8:
- had broken indirect resource indexing
- didn't have scratch coalescing
- was the last user of problematic v16i8
- only supported OpenGL 4.1

This leaves us with LLVM 3.9 and LLVM 4.0 support for Mesa 17.2.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-05 00:23:44 +02:00
Marek Olšák
4d32b4ac99 radeonsi: stop using v16i8
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-05 00:23:44 +02:00
Marek Olšák
283a1d1e27 radeonsi/gfx9: make some PA & DB registers match the closed Vulkan driver
Cc: 17.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-05 00:23:44 +02:00
Dave Airlie
efa19f5a54 radv: don't advertise transfer props unless we can do anything else
There is no reason to advertise transfer ability for formats we can't
use for anything else. This stops some CTS tests hitting internal
error for 64-bit types when they see the transfer flags.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-05 05:46:02 +10:00
Bas Nieuwenhuizen
33ad6226a0 radv: Don't use FLAT_SHADE for constants.
Setting both offset to 0x20 and flat shade results in passthrough
mode instead of the constant.

Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Fixes: f205e19e4f "radv/ac: eliminate unused vertex shader outputs. (v2)"
2017-05-04 10:38:14 +10:00
Grazvydas Ignotas
8aab792e92 radv: don't leak DRM devices
After successful drmGetDevices2() call, drmFreeDevices() needs to be called.

Fixes: 743315f2 "radv: do not open random render node(s)"
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-05-03 22:04:52 +03:00
Grazvydas Ignotas
898cbb491b radv: fix possible stack corruption
drmGetDevices2 takes count and not size. Probably hasn't caused problems
yet in practice and was missed as setups with more than 8 DRM devices
are not very common.

Fixes: 743315f2 "radv: do not open random render node(s)"
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2017-05-03 22:02:45 +03:00
Marek Olšák
b08715499e ac: eliminate duplicated VS exports
Only very few shaders have them (from 48486 shaders):

shaders/private/left_4_dead_2/765.shader_test - ac: 1 matches 2
shaders/private/left_4_dead_2/877.shader_test - ac: 1 matches 6
shaders/private/left_4_dead_2/2141.shader_test - ac: 1 matches 6
shaders/private/ue4_effects_cave/11.shader_test - ac: 4 matches 5
shaders/private/ue4_effects_cave/14.shader_test - ac: 5 matches 6
shaders/private/ue4_effects_cave/46.shader_test - ac: 5 matches 6
shaders/private/ue4_effects_cave/42.shader_test - ac: 4 matches 5
shaders/private/ue4_effects_cave/104.shader_test - ac: 4 matches 5
shaders/private/f1-2015/336.shader_test - ac: 3 matches 4
shaders/private/f1-2015/948.shader_test - ac: 6 matches 7
shaders/private/f1-2015/602.shader_test - ac: 0 matches 3
shaders/private/f1-2015/600.shader_test - ac: 0 matches 3
shaders/private/f1-2015/1214.shader_test - ac: 0 matches 1
shaders/private/f1-2015/988.shader_test - ac: 4 matches 5
shaders/private/ue4_elemental/149.shader_test - ac: 3 matches 4
shaders/private/ue4_elemental/346.shader_test - ac: 4 matches 5
shaders/private/ue4_elemental/178.shader_test - ac: 3 matches 4
shaders/private/ue4_elemental/136.shader_test - ac: 4 matches 5
shaders/private/ue4_elemental/168.shader_test - ac: 4 matches 5
shaders/private/ue4_elemental/690.shader_test - ac: 3 matches 4
shaders/private/ue4_elemental/19.shader_test - ac: 5 matches 6
shaders/private/dota2/1901.shader_test - ac: 0 matches 5
shaders/private/dota2/1357.shader_test - ac: 0 matches 5
shaders/private/dota2/1375.shader_test - ac: 0 matches 5
shaders/private/dota2/1369.shader_test - ac: 0 matches 5
shaders/private/dota2/1583.shader_test - ac: 0 matches 5
shaders/private/dota2/1811.shader_test - ac: 0 matches 5
shaders/private/dota2/1893.shader_test - ac: 0 matches 5
shaders/private/dota2/1533.shader_test - ac: 0 matches 5
shaders/private/dota2/1951.shader_test - ac: 0 matches 5
shaders/private/dota2/1361.shader_test - ac: 0 matches 5
shaders/private/mad_max/2792.shader_test - ac: 0 matches 1
shaders/private/mad_max/2794.shader_test - ac: 0 matches 1
shaders/private/mad_max/2780.shader_test - ac: 0 matches 1
shaders/private/mad_max/2902.shader_test - ac: 0 matches 1
shaders/private/bioshock-infinite/3050.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/2544.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/3062.shader_test - ac: 3 matches 8
shaders/private/bioshock-infinite/2012.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/3058.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/3270.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/732.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/3026.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/3258.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/3198.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/3046.shader_test - ac: 3 matches 7
shaders/private/bioshock-infinite/3168.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/2550.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/3210.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/3032.shader_test - ac: 3 matches 6
shaders/private/bioshock-infinite/668.shader_test - ac: 3 matches 7

Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-03 20:55:00 +02:00
Marek Olšák
7647e90b15 ac: rename ac_eliminate_const_vs_outputs -> ac_optimize_vs_outputs
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-03 20:55:00 +02:00
Marek Olšák
faa37475e9 ac: first parse VS exports before eliminating constant ones
A later commit will make use of this.

Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-03 20:55:00 +02:00
Dave Airlie
3bf3f9866c radv/ac: canonicalize the output for 32-bit float min/max.
This fixes:
dEQP-VK.glsl.builtin.precision.min.*
dEQP-VK.glsl.builtin.precision.max.*
dEQP-VK.glsl.builtin.precision.clamp.*

The problem is the hw doesn't compare denorms properly,
so we have to flush them, even though the spec says
flushing is optional, if you don't flush the results
should be correct.

The -pro driver changes the shader float mode,
it would be nice if llvm could grow that perhaps.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 12:55:34 +10:00
Dave Airlie
83e58b036e radv: flush f32->f16 conversion denormals to zero. (v2)
SPIR-V defines the f32->f16 operation as flushing denormals to 0,
this compares the class using amd class opcode.

Thanks to Matt Arsenault for figuring it out.

This fix is VI+ only, add a TODO for SI/CIK.

This fixes:
dEQP-VK.spirv_assembly.instruction.compute.opquantize.flush_to_zero

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 12:55:34 +10:00
Bas Nieuwenhuizen
eeff7e1154 radv: Add userspace fence buffer per context.
Having it in the winsys didn't work when multiple devices use
the same winsys, as we then have multiple contexts per queue,
and each context counts separately.

Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Fixes: 7b9963a28f "radv: Enable userspace fence checking."
2017-05-03 03:10:12 +02:00
Dave Airlie
2a2a21450b radv: enable lower_sub to fix loop unrolling.
Loop unroll asserts if it hits a sub, we don't really want
to lower subs as llvm handles these things, but do this for
now, until we can fix loop unroll to work with subs.

Fixes: 14ae0bfa5 (radv: Add NIR loop unrolling)
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 09:03:43 +10:00
Bas Nieuwenhuizen
9e847eedd5 radv: Don't set dynamic state for pipelines with rasterizer dicard.
All of the dynamic states apply to rasterization & fragment processing,
so we don't need to set them if we don't rasterize.

We don't clear the dirty flags for them though, so we don't miss any
updates for the next pipeline with rasterization.

Signed-off-by: Bas Nieuwenhuizen <basni@google.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Fixes: 76603aa90b "radv: Drop the default viewport when 0 viewports are given."
2017-05-03 00:12:56 +02:00
Dave Airlie
a524704025 radv: flush more stages when semaphore are waiting.
This still doesn't give us complete pWaitDstStageMask support,
but it should provide enough to be correct if not as efficent as
possible.

If we have wait semaphores we must flush between submits and
flush the shaders as well.

This fixes the remaining fails in:
dEQP-VK.synchronization.op.single_queue.semaphore.*ssbo*

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 07:21:31 +10:00
Dave Airlie
3c73063974 radv: fix stencil only clears.
If we are clearing stencil only, we still need to provide a
a valid Z output from the vertex shader, we can't rely
on the depth clear value having any meaning, as we use this
for the position output, and it could get clipped, so we
don't end up clearing anything.

Fixes:
dEQP-VK.renderpass.simple.stencil
since I added S8 support.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:31:20 +10:00
Dave Airlie
09034aab64 radv/wsi: report presentation error per image request
This ports
0fcb92c17d
anv: wsi: report presentation error per image request

This fixes:
dEQP-VK.wsi.xlib.incremental_present.scale_none.*

Reviewed-by: Daniel Stone <daniels@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:11:19 +10:00
Dave Airlie
ce0f692528 radv: minor pahole related improvements.
This just reduces the structs by 4-8 bytes each.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:03:07 +10:00
Dave Airlie
9399870ef0 radv/image: resize some surface members.
Oops meant to be part of previous series.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:03:02 +10:00
Dave Airlie
fe6d9c0825 radv: drop unused surface level members.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:00:42 +10:00
Dave Airlie
5d0f792f06 radv/image: drop blk_d
This was pretty much unused.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2017-05-03 06:00:38 +10:00