This exposes GL_TDFX_texture_compression_FXT1 support. It's ancient,
only Intel GPUs appear to support it, and I seriously doubt anybody
uses it. But i965 supports it, and it's trivial to do, so we may as
well support it in the new iris driver as well.
Reviewed-by: Eric Anholt <eric@anholt.net>
Eric recently added PIPE_FORMAT_FXT1_RGB[A] as part of his format
unification work. This was really most of the work of implementing
the extension. We just need to handle it in a couple of places and
expose the extension.
v2: Reject the new formats in llvmpipe_is_format_supported to prevent
crashes because it doesn't know how to handle the new formats.
Reviewed-by: Marek Olšák <marek.olsak@amd.com> [v1]
Reviewed-by: Eric Anholt <eric@anholt.net> [v1]
ptiled is always NULL so the if statement is useless.
CoverityID: 1415572
Fixes: b962776530 ("etnaviv: rework compatible render base")
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
The blob driver does something like this for all vertex formats:
if (normalize) {
if (OPENGL_ES30)
val = VIVS_FE_VERTEX_ELEMENT_CONFIG_NORMALIZE_SIGN_EXTEND;
else
val = VIVS_FE_VERTEX_ELEMENT_CONFIG_NORMALIZE_ON;
} else {
val = VIVS_FE_VERTEX_ELEMENT_CONFIG_NORMALIZE_OFF;
}
As there is no way to get to that information in gallium we always
assume OPENGL_ES30.
Reviewed-by: Jonathan Marek <jonathan@marek.ca>
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
We must reset the damage info of our render targets here even though a
damage reset normally happens when the DRI layer swaps buffers. That's
because there can be implicit flushes the GL app is not aware of, and
those might impact the damage region: if part of the damaged portion
is drawn during those implicit flushes, you have to reload those areas
before next draws are pushed, and since the driver can't easily know
what's been modified by the draws it flushed, the easiest solution is
to reload everything.
Reported-by: Carsten Haitzler <raster@rasterman.com>
Fixes: 65ae86b854 ("panfrost: Add support for KHR_partial_update()")
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
BACK_LEFT attachment can be outdated when the user calls
KHR_partial_update() (->lastStamp != ->texture_stamp), leading to a
damage region update on the wrong pipe_resource object.
Let's delay the ->set_damage_region() call until the attachments are
updated when we're in that case.
Reported-by: Carsten Haitzler <raster@rasterman.com>
Fixes: 492ffbed63 ("st/dri2: Implement DRI2bufferDamageExtension")
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Coverity doesn't know that we always have coordinates if we have lod. To
avoid annoying errors, let's just zero-initialize this.
CoverityID: 1455202
Reviewed-by: Dave Airlie <airlied@redhat.com>
Same story as the previous two commits; these functions dereference the
memory they are pointed at. We can't do that.
CoverityID: 1455180
Reviewed-by: Dave Airlie <airlied@redhat.com>
Similar to the previous commit, pipe_resource_reference also dereference
the memory pointed at. Let's avoid it.
CoverityID: 1455198
Reviewed-by: Dave Airlie <airlied@redhat.com>
zink_render_pass_reference will dereference the memory 'dst' points at,
which can't really go well. All we want to do here is to increase the
reference-count, so let's use a different helper for that instead.
CoverityID: 1455200
Reviewed-by: Dave Airlie <airlied@redhat.com>
destroy_fence doesn't handle NULL-pointers gracefully. So let's avoid
hitting that code-path, by simply returning NULL early here instead.
CoverityID: 1455179
Reviewed-by: Dave Airlie <airlied@redhat.com>
It seems I had some fat fingers when writing this function, and I
accidentally ended up allocating a new query and immediately trying to
delete an uninitialized pool instead of just deleting the pool of the
query that was passed.
CoverityID: 1455196
Reviewed-by: Dave Airlie <airlied@redhat.com>
When I changed to heap-allocated sampler-objects, I missed the code-path
that restores sampler-states after the blitter; it needs an array of
pointers, not an array of VkSampler objects to behave.
This fixes spec@arb_texture_cube_map@copyteximage for me.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Fixes: 5ea787950f ("zink: heap-allocate samplers objects")
Reviewed-by: Dave Airlie <airlied@redhat.com>
Vulkan only allows power-of-two sample counts. We already kinda checked
for this, but forgot to validate the result in the end. Let's check the
result and error properly.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
pthread_mutex_unlock() when unlocked is documented by posix as
being undefined behaviour. On OpenBSD pthread_mutex_unlock() will call
abort(3) if this happens.
This occurs in amdgpu_winsys_create() after
cb446dc0fa
winsys/amdgpu: Add amdgpu_screen_winsys
Signed-off-by: Jonathan Gray <jsg@jsg.id.au>
Cc: 19.2 19.3 <mesa-stable@lists.freedesktop.org>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
This adds the hooks between llvmpipe and the gallivm NIR
code, for compute and fragment shaders.
NIR support is hidden behind LP_DEBUG=nir for now until
all the intergration issues are solved
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This transforms the NIR shaders like the TGSI transforms worked.
v2: fix some nir info requirements, use 32-bit bools
Acked-by: Roland Scheidegger <sroland@vmware.com>
This add the initial implementation of the NIR->LLVM conversion
for llvmpipe NIR support.
v2: lower bool to int32 in nir not llvm
Acked-by: Roland Scheidegger <sroland@vmware.com>
This is a port of the old radeonsi code to be used for llvmpipe NIR support.
Once we remove TGSI support from llvmpipe (I can dream? :-), then
we should be able to refine most of this down and remove it.
v2: port to later radeonsi code for vertex inputs and sampler/io parsing.
Acked-by: Roland Scheidegger <sroland@vmware.com>
Many applications use multi-pass rendering and require their vertex
shader position to be computed the same way each time. Optimizations
may consider, say, fusing a multiply-add based on global usage of an
expression in a shader. But a second shader with the same expression
may have different code, causing that optimization to make the other
choice the second time around.
The correct solution is for applications to mark their VS outputs
'invariant', indicating they need multiple shaders to compute that
output in the same manner. However, most applications fail to do so.
So, we add a new driconf option - vs_position_always_invariant - which
forces the gl_Position output in vertex shaders to be marked invariant.
Fixes: 7025dbe794 ("nir: Skip emitting no-op movs from the builder.")
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
We were always ensuring a minimum size of 4 bytes for uniforms
for the case where we don't have any, to account for hardware pre-fetching
of the uniform stream, however, pre-fetching could also lead to to out
of bounds reads when have read the last uniform in the stream, so we
probably want to have the extra 4 bytes to prevent the kernel from
observing invalid memory accesses when the uniform stream sits right at
the end of a page.
This seems to fix MMU exceptions reported with a Linux 5.4 kernel.
Credit goes to Phil Elwell for identifying the problem and narrowing
it down to memory accesses in the uniform stream.
Reported-by: Phil Elwell <phil@raspberrypi.org>
Tested-by: Phil Elwell <phil@raspberrypi.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Most of these will never actually be compiled by windows, but in the
interest of being able to make using struct foo = {}; an error and
avoiding breaking windows removing a handful of safe uses seems like a
good trade off.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
The vertex cache uses the full 48-bit address on Gen11+. See the
documentation for 3DSTATE_VERTEX_BUFFERS, which describes the
workaround and lists it as pre-Icelake.
Interestingly, the docs don't mention index buffers as needing a
workaround at all. So either we've been overzealous, or the docs
never got updated to record that. Which begs the question of whether
the issue there was fixed, if there was one...
Cuts 40% of the PIPE_CONTROLs from Civilization VI's benchmark; appears
that it improves performance by about 1-2% on Icelake 8x8 (not frequency
locked).
The slices table and most of the other layout fields in the
freedreno_resource moves into fdl_layout.
v2: Changes by anholt to not have duplicate fields, which was introducing
a surprising behavior change in resource layout (using the
level_linear helper before the setup of the shadowed fields)
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Rob Clark <robdclark@chromium.org>
This gets the worst of the sed required for shared resource layout out of
the way. The texture layout comment is dropped now that we're referencing
the shared header, which has a more complete description.
Acked-by: Rob Clark <robdclark@chromium.org>
Multiple places were doing the same thing to get the tile mode of a level,
so refactor it out. This will make the shared resource helper transition
cleaner.
Acked-by: Rob Clark <robdclark@chromium.org>
This factors out a bit of duplicated code, but will also make the shared
resource layout transition process clearer.
Acked-by: Rob Clark <robdclark@chromium.org>