The function r600_choose_tiling is new and needs a review.
The only change in functionality is that it enables 2D tiling for compressed
textures on SI. It was probably accidentally turned off.
v2: don't make scanout buffers linear
More work needs to be done for this to be entirely shared with r600g.
I'm just trying to share r600_texture.c now.
The reason I put the implementation to si_descriptors.c is that the emit
function had already been there.
This doesn't fix any known issue (I haven't run piglit with this yet),
but the code was obviously completely wrong. It looks like copy-pasted from CMP.
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
Compress empty triangles (don't emit more than one in a row) and
never emit empty triangles if we already generated a triangle
covering a non-null area. We can't skip all null-triangles
because c_primitives expects ones that were generated from vertices
exactly at the clipping-plane, to be emitted.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
We need to count the clipper primitives before the rasterizer
discards one it considers to be null.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
We need to subdivide triangles if either of the dimensions is
larger than the max edge length, not when both of them are larger.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
The fix is at the end (TGSI_TEXTURE_SHADOWCUBE handling), but I also
restructured the code for it to be more readable.
Fixes spec/!OpenGL 3.0/sampler-cube-shadow.
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
This fixes compressedteximage piglit tests.
+10 piglits
Evergreen and Cayman have the same issue. R600 and R700 don't.
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
This fixes some piglits, e.g:
spec/!OpenGL 3.0/required-renderbuffer-attachment-formats.
This can be ported to r600g.
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Only create one screen for each winsys instance.
This helps with buffer sharing and interop handling.
v2: rebased and some minor cleanup
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Allows us to share more code between different targets.
Signed-off-by: Christian König <christian.koenig@amd.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Allows us to share more code between different targets.
Signed-off-by: Christian König <christian.koenig@amd.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Allows us to share more code between different targets.
Signed-off-by: Christian König <christian.koenig@amd.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
This reverts commit 755c11dc5e.
We agreed that this is band-aid that's not very useful and
the proper solution is to rewrite the rasterization algo
so that it operates on 64 bit values.
Signed-off-by: Zack Rusin <zackr@vmware.com>
When subdiving a triangle we're using a temporary array to store
the new coordinates for the subdivided triangles. Unfortunately
the array used for that was not aligned properly causing
random crashes in the llvm jit code which was trying to load
vectors from it.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Unfortunately d3d10 requires a lot higher precision (e.g.
wgf11clipping tests for it). The smallest number of precision
bits with which it passes is 8. That means that we need to
decrease the maximum length of an edge that we can handle without
subdivision by 4 bits. Abstracted the code a bit to make it easier
to change once to switch to 64bit rasterization.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Share the winsys between different fd's if they point to the same device.
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Waiting for an empty queue is nonsense and can lead to deadlocks if we have
multiple waiters or another thread that continuously sends down new commands.
Just post the cs to the queue and immediately wait for it to finish.
This is a candidate for the stable branch.
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Kill the thread only after we checked that it's not used any more, not before.
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Allocate a CMASK on demand and use it to fast clear single-sample
colorbuffers. Both FBOs and window system colorbuffers are fast
cleared. Expand as needed when colorbuffers are mapped or displayed
on screen.
v2: cosmetics, move transfer expansion into dma_blit
Signed-off-by: Marek Olšák <marek.olsak@amd.com>