LLVM removed LLVMAddTargetData for the 3.9 release in r260919. For the two
places in mesa where this is called, only enable the lines when compiling
for less then 3.9.
For the radeon driver, I'm not sure how to check if any other LLVM calls need
to be adjusted. I think since the target data used is extracted from the
LLVMModule, it isn't necessary to pass it back to LLVM again.
The code does compile, and at least for radeonsi does run OpenGL games.
[ Michel Dänzer: Move #if closer to LLVMAddTargetData in lp_bld_init.c,
and add HAVE_LLVM < 0x0309 guards around now unused occurrences of TD
and data_layout ]
Signed-off-by: Matthew Dawson <matthew@mjdsystems.ca>
Reviewed-and-Tested-by: Michel Dänzer <michel.daenzer@amd.com>
Alos use the opportunity to mark inputs constant. (Context has to be
given as read-write to intel_miptree_supports_non_msrt_fast_clear()
to support debug output).
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <benjamin.widawsky@intel.com>
This will be re-used to initialize auxiliary buffers in lossless
compression case.
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <benjamin.widawsky@intel.com>
v2 (Ben): Use combination of msaa_layout and number of samples
instead of introducing explicit type for lossless
compression (intel_miptree_is_lossless_compressed()).
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <benjamin.widawsky@intel.com>
v2 (Ben): Use combination of msaa_layout and number of samples
instead of introducing explicit type for lossless
compression (intel_miptree_is_lossless_compressed()).
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <benjamin.widawsky@intel.com>
v2 (Ben): Use combination of msaa_layout and number of samples
instead of introducing explicit type for lossless
compression (intel_miptree_is_lossless_compressed()).
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <benjamin.widawsky@intel.com>
v2 (Ben): Use combination of msaa_layout and number of samples
instead of introducing explicit type for lossless
compression.
v3 (Ben): Squash with "i965: Resolve color buffer also in
lossless compression case" and clarify simple
non-compressed fast clear case.
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Ben Widawsky <benjamin.widawsky@intel.com>
This got pushed accidentally in the first place but wasn't reverted
as it didn't regress piglit but instead fixed one newly introduced
test exercising a corner in case in i965 driver. However, saving and
restoring vertex buffer context is complicated and requires more
thought.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94150
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Tapani Palli <tapani.palli@intel.com>
Adds support for the new TIC layout that's present on Maxwell GPUs,
heavily based on the code for the existing layout.
This code is required for GM20x support. While GM10x supports the older
layout still, this commit switches it to use the updated version instead.
Piglit testing shows zero regressions on GM107.
Signed-off-by: Ben Skeggs <bskeggs@redhat.com>
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
We previously stored texture format information as it would appear in
the TIC.
We're about to support the new TIC layout that appeared with Maxwell,
so it makes more sense to store the data in a split-out format.
Signed-off-by: Ben Skeggs <bskeggs@redhat.com>
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
We've previously had identical naming between vertex and texture
formats, so it mostly made sense to define these together.
However, upcoming patches are going to transition the driver over to
using updated texture header definitions using NVIDIA's naming, and this
will no longer be the case.
Signed-off-by: Ben Skeggs <bskeggs@redhat.com>
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
This enables ARB_shader_image_load_store and ARB_shader_image_size when
the backend claims support for these. It will also implicitly enable the
image component of ARB_shader_texture_image_samples.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Make them akin to shader buffers, with no refcounting/etc. Just used to
pass data about the bound image in ->set_shader_images.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This can happen with 0-sized buffers.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Silences the following GCC warning:
mesa/src/gallium/drivers/vc4/vc4_qir_schedule.c: In function 'qir_schedule_instructions':
mesa/src/gallium/drivers/vc4/vc4_qir_schedule.c:578:16: warning: missing braces around initializer [-Wmissing-braces]
struct schedule_state state = { 0 };
^
Signed-off-by: Rhys Kidd <rhyskidd@gmail.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Variable was previously always set to true. Accordingly, the later
assert() served no active purpose.
Found with GCC warning and code inspection:
mesa/src/gallium/drivers/vc4/vc4_qpu_emit.c: In function'vc4_generate_code':
mesa/src/gallium/drivers/vc4/vc4_qpu_emit.c:315:22: warning: variable 'handled_qinst_cond' set but not used [-Wunused-but-set-variable]
bool handled_qinst_cond = true;
^
Signed-off-by: Rhys Kidd <rhyskidd@gmail.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
The two consumers want to know that the destination will be exactly the
source, which is not true if we might not set the destination.
Signed-off-by: Eric Anholt <eric@anholt.net>