The workarounds are too hacky to enable them by default
and otherwise MPEG4 doesn't work reliably.
v2: add docs/envvars.html, CC stable and fix typos
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com> (v1)
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> (v1)
Cc: "11.1.0" <mesa-stable@lists.freedesktop.org>
_mesa_is_array_texture provides the same functionality and:
1. it returns bool instead of GLboolean
2. it's not related to the texture format (texformat.c)
3. the name's a little shorter
v2: remove _mesa_tex_target_is_array instead (Brian Paul)
Reviewed-by: Brian Paul <brianp@vmware.com>
Both methods provide the same functionality, so one would be
removed.
v2: use _mesa_is_array_texture and not the other way (Brian Paul)
Reviewed-by: Brian Paul <brianp@vmware.com>
Use the new debug callback hook to report conformance, performance
and fallbacks to the state tracker. The state tracker, in turn can
report this issues to the user via the GL_ARB_debug_output extension.
More issues can be reported in the future; this is just a start.
v2: remove conditionals around pipe_debug_message() calls since the
check is now done in the macro itself.
v3: remove unneeded dummy %s substitutions
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>,
Reviewed-by: José Fonseca <jfonseca@vmware.com>
So the callers don't have to do it.
v2: also check cb!=NULL in the macro
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
This function is unfinished there is a bunch more validation rules
that need to be applied here. We will still want to call it for desktop
GL we just don't want to validate precision so move the ES check to
reflect this.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The validation api doesn't trigger this error so just move it to the
code called during rendering.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Cc: Kenneth Graunke <kenneth@whitecape.org>
This allows validation to be done on rendering calls also.
Fixes 3 dEQP-GLES31.functional.separate tests.
Cc: "11.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Cc: Kenneth Graunke <kenneth@whitecape.org>
At last on ARUBA this is required to stop tessellation hanging
in heaven.
This removes one of the SIMDs from use by the HS/LS.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Tested-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This enables tessellation for evergreen/cayman,
This will need changes before committing depending
on what hw works etc.
working are CAYMAN/REDWOOD/BARTS/TURKS/SUMO/CAICOS
v2: only enable on evergreen and above.
Reads from the queue shouldn't be merged for now read operations.
Reads from the queue shouldn't be merged for now, or put in
T slots.
Signed-off-by: Dave Airlie <airlied@redhat.com>
At least one SIMD must be kept away from the HS/LS
stages in order to avoid a hw issue on evergreen/cayman.
This patch implements this workaround.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This handles the barrier opcode for EG/CM.
Signed-off-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This adds handling for TESSINNER/TESSOUTER in the TES
where they need to be fetched from LDS,
and TESSCOORD which comes in via r0.
It also handle primitive ID and invocation ID.
Signed-off-by: Dave Airlie <airlied@redhat.com>
when tessellation is enabled the TES shader is responsible
for handling streamout and exports.
This adds the streamout and export workarounds to TES,
and also makes sure TES sets up spi_sid.
Signed-off-by: Dave Airlie <airlied@redhat.com>
When we are finished the shader, we read back all the tess factors
from LDS and write them to special global memory storage using
GDS instructions.
This also handles adding NOP when GDS or ENDLOOP end the TCS.
Signed-off-by: Dave Airlie <airlied@redhat.com>
TCS outputs whenever they are written in the shader,
need to be written to LDS not temporaries, this handles
this case. It also fixes up the case where the output
is a relative addressed output, so we don't try to apply
the relative address at the wrong time.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This handles the logic for doing fetches from LDS for
TCS and TES. For TCS we need to fetch both inputs and outputs,
for TES only inputs need to be fetched.
v2: use 24-bit ops.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This retrievs the offset into the LDS for a patch or
non-patch variable, it takes the RelPatch channel
and a temporary register.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This function retrieves the tess input/output info
from the tess constant buffer that is bound to the shader.
This uses a vfetch to get the values into the shader.
Signed-off-by: Dave Airlie <airlied@redhat.com>
These utilities are to be used to do things like integer adds and
multiplies to be used in calculating the LDS offsets etc.
It handles CAYMAN MULLO differences as well.
Signed-off-by: Dave Airlie <airlied@redhat.com>
When using tessellation on eg/ni chipsets, we must disable
dynamic GPRs to workaround a hw bug where the GPU hangs
when too many things get queued.
This implements something like the r600 code to emit
the transition between static and dynamic GPRs, and to
statically allocate GPRs when tessellation is enabled.
Signed-off-by: Dave Airlie <airlied@redhat.com>
If we have no tess control shader, then we have to use a fallback
one that just writes the tessellation factors.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This creates a constant buffer with the information about
the layout of the LDS memory that is given to the vertex, tess
control and tess evaluation shaders.
This also programs the LDS size and the LS_HS_CONFIG registers,
on evergreen only.
v2: calculate lds hs num waves properly (Marek)
Emit the state only when something has changed (airlied).
Signed-off-by: Dave Airlie <airlied@redhat.com>
This update the setting of the shader stages register
when tess is enabled and add the setting of the VGT_TF_PARAM
register from the tess shader properties.
Signed-off-by: Dave Airlie <airlied@redhat.com>