Consecutive tiles are separated by the size of the tile, not by the
logical tile width.
v2: Remove extra subtraction (Ville)
Add parenthesis (Jason)
v3: Update the unit tests for the function
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Both logic and indentation suggests that the ; were not intended here.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Previously we allocated 4kB of push constant space for VS, GS, and PS
(for a total of 12kB) no matter what. This works, but doesn't fully
utilize the space - we have 16kB or 32kB of space.
This makes anv use the same method as brw - divide up the space evenly
among all active shader stages. This means HS and DS would get space,
if those shader stages existed.
In the future, we can probably do better by inspecting how many push
constants each shader stage uses, and weight things accordingly. But
this is strictly better than the old code, and ideally we'd justify
a fancier solution with actual performance data.
Rather than keeping separate {vs,hs,ds,gs}_start fields, we now store an
array indexed by the shader stage (MESA_SHADER_*). The 3DSTATE_URB_*
commands are also sequentially numbered. This makes it easy to just
emit them in a loop.
This simplifies the code a little, and also will make it easier to add
more credible HS and DS code later.
Not called from any other file. Remove _mesa_ prefix and update comments.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
To match the convention of other device driver functions.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
The change "mesa/readpix: Don't clip in _mesa_readpixels()" caused a
few piglit regressions. The failing tests use glReadPixels to read
from the front color buffer. The problem is we were trying to read
from a non-existant front color buffer. The front color buffer is
created on demand in st/mesa. Since the missing buffer bounds were
effectively 0 x 0 the glReadPixels was totally clipped and returned
early.
The fix involves creating the real front color buffer when we're about
to try reading from it.
Tested with llvmpipe and VMware driver on Linux, Windows.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94253
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94254
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94257
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Unfortunately, glslang gives us cull/clip distance and GS streams even if
the shader doesn't use it whenever a shader is declared as version 450.
This is a glslang bug, but we can easily enough ignore it for now.
The descriptor sizes array gives the total number of each type of
descriptor that will ever be allocated from the pool, not the total amount
that may be in any particular set. In our case, this simply means that we
have to sum a bunch of things up and there we go.
We can't use a global descriptor pool like we were because it's not
thread-safe. For now, we'll allocate them on-the-fly and that should work
fine. At some point in the future, we could do something where we
stack-allocate them or allocate them out of one of the state streams.
The current code in r600_translate_colorswap uses the swizzle information
to determine which colorswap to use.
This works for BE & LE when the nr_channels is <4, but when nr_channels==4
(e.g. PIPE_FORMAT_A8R8G8B8_UNORM), this method can not be used for both BE
and LE, because the swizzle info is the same for both of them.
As a result, r600g doesn't support 24bit color formats, only 16bit, which
forces the user to choose 16bit color in X server.
This patch fixes this bug by separating the checks for LE and BE and
adapting the swizzle conditions in the BE part of the checks.
Tested on an Evergreen GPU (Cedar GL FirePro 2270) running inside POWER7
Big-Endian Machine.
Signed-off-by: Oded Gabbay <oded.gabbay@gmail.com>
CC: "11.2" "11.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Before the luminance stride was based on the size of GL_FLOAT
which is just the type constant (0x1406). Change it to use the
size of GLfloat.
Reviewed-by: Brian Paul <brianp@vmware.com>
"st/mesa: overhaul vertex setup for clearing, glDrawPixels, glBitmap"
added a vertex shader declaring IN[0] and IN[2], but not IN[1].
Drivers relying on tgsi_shader_info can't handle holes in declarations,
because tgsi_shader_info doesn't track that.
This is just a quick workaround meant for stable that will work for vertex
shaders.
This fixes radeonsi DrawPixels and CopyPixels crashes.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Brian Paul <brianp@vmware.com>
So the result is of float type if we're implementing the float
overload of imageAtomicExchange. This is the only back-end change
required to support OES_shader_image_atomic AFAICT.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
This is basically just the same atomic functions exposed by
ARB_shader_image_load_store, with one exception:
"highp float imageAtomicExchange(
coherent IMAGE_PARAMS,
float data);"
There's no float atomic exchange overload in the original
ARB_shader_image_load_store or GL 4.2, so this seems like new
functionality that requires specific back-end support and a separate
availability condition in the built-in function generator.
v2: Move image availability predicate logic into a separate static
function for clarity. Had to pull out the image_function_flags
enum from the builtin_builder class for that to be possible.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Descriptor pools are an optimization that lets applications allocate
descriptor sets through an externally synchronized object (that is,
unlocked). In our case it's also plugging a memory leak, since we
didn't track all allocated sets and failed to free them in
vkResetDescriptorPool() and vkDestroyDescriptorPool().
Like unlocked store on shared memory, locked store can fail and the
second dest which is a predicate must be emitted.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: mesa-stable@lists.freedesktop.org
Actually OP_SELP doesn't need to be a compare instruction. Instead we
just need to set the NOT modifier when building the instruction.
While we are at it, fix the dst register type and use a GPR.
Suggested by Ilia Mirkin.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Silences a warning reported by the svga3d device.
v2: also null-out the index buffer pointer
Reviewed-by: Sinclair Yeh <syeh@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
I've had people ask about the design of the pack functions, for example,
why aren't we using bitfields. I wrote up a bit of background on why and
how we ended up with the current design and we might as well keep that
with the code.
As with anv_CmdCopyBufferToImage, compressed textures require special
handling during copies.
Reviewed-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>