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Since we started releasing GLSL IR after linking the only time we can
print GLSL IR is during linking. When regenerating variants only NIR
will be available.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
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We're not really saving much by just putting the offset in there.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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When Kristian reworked descriptor set allocation, somehow he forgot to
actually store the offset in the free list. Somehow, this completely
missed CTS testing until now... This fixes all 2744 of the new
'dEQP-VK.texture.filtering.* tests in the latest CTS.
Cc: "12.0 13.0" <mesa-dev@lists.freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Left over from 4ac66861
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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We make use of some enums here.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Fixes fbo-mrt-alphatest
v2: styling fixes
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
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This partially reverts commit 0d241085f723402120b4b47e939fe77020a16d80.
HiZ buffer cannot do this properly now, and it's not required, so remove
it.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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When 1 BO is used for aux data, it needs to point to the correct offset,
which will not be the BOs offset but instead an offset from the BOs
offset. Since today there are always multiple BOs for aux, this doesn't
actually change anything.
Cc: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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From the Vulkan 1.0.29 spec for vkCmdClearAttachments:
"If the subpass’s depth/stencil attachment is VK_ATTACHMENT_UNUSED,
then the clear has no effect."
and
"If colorAttachment is VK_ATTACHMENT_UNUSED then the clear has no
effect."
I have no idea why it's spec'd this way; it seems very anti-Vulkan to me,
but that's what it says and it's really not much work to support.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Nothing that is allowed to be called within a secondary now relies on the
framebuffer.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
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This allows us to re-use the surface states emitted from the Vulkan driver
instead of blorp creating its own.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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This reverts most of commit 52904ba85c7e1e3092601e3497bfbc246b00b84a.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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When a pre-baked binding table is requested, no binding table is created,
instead the binding table offset (relative to surface state base address)
provided by the user is used verbatim.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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We're about to start passing other things in as a sort of "VS header" for
vertex shaders and we need a place to put them. Since we want the instance
id to be one of them, it makes sense to have one vec4 that's either VUE
header or VS header. Always uploading some handy zeros makes the code a
bit simpler.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Some things may not be floats and intel CPUs are known for mangling bits
when a float type is used for copying integers.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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By using offsetof() we can ensure that adding fiels to wm_inputs is always
safe as long as we maintain alignment.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Depending on how the driver using blorp implements its shader caching,
there is a small chance of shader collisions due to identical keys between
blit and clear programs. Adding a small shader type at the top of the key
alleviates this problem.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Previously, we always inferred it from params->dst which meant that
references to params->dst were scattered all throughout the state upload
code.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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This commit moves the allocation and filling out of surface state from
CreateImageView time to BeginRenderPass time. Instead of allocating the
render target surface state as part of the image view, we allocate it in
the command buffer state at the same time that we set up clears. For
secondary command buffers, we allocate memory for the surface states in
BeginCommandBuffer but don't fill them out; instead, we use our new
SOL-based memcpy function to copy the surface states from the primary
command buffer. This allows us to handle secondary command buffers without
the user specifying the framebuffer ahead-of-time.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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This method of doing copies has the advantage of touching very little of
the GPU state. While it does disable all the shader stages, it doesn't
have to blow away binding tables, viewports, scissors, or any other bits of
dynamic state other than VBO 32 which is already reserved. All of the
state that it does touch is contained within a pipeline anyway so that's
the only thing that has to be dirtied.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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There are a few dynamic bits, namely binding table and sampler addresses,
but most of it is static and really belongs in the pipeline. It certainly
doesn't belong in flush_compute_descriptor_set. We'll use the same state
merging trick we use for gen7 DEPTH_STENCIL.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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This commit makes both gen7 and gen8 pipeline setup emit state packets
in exactly the same order.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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It gets a new name and moved to genX_pipeline_util.h.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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With this commit, a few fields are now specified on gen7 which weren't
before. However, the values specified are zero which is the default so the
final hardware packet remains the same.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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From the Vulkan spec version 1.0.32 docs for vkCreateGraphicsPipelines:
The stage member of one element of pStages must be
VK_SHADER_STAGE_VERTEX_BIT
Since a vertex shader is always required, this hasn't been used since we
deleted meta. Let's get rid of the complexity.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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We use the names from gen8+
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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