This mainly removes and simplifies code that is no longer needed.
There were some issues with the DB->CB stencil copy on gfx10, so let's
just use a fragment shader blit for all ZS mappings. It's more reliable.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
This is for drivers that can't map depth and stencil and need to blit
them to a color texture for CPU access.
This also useful for drivers using separate depth and stencil.
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
- merge all 3 functions (Z, S, ZS)
- don't write the color output
- read the value from texel.x, then write it to position.z or stencil.y
(don't use the value from texel.y or texel.z)
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
gl_SampleMaskIn is 1 when R_028BE0_PA_SC_AA_CONFIG is 0, so this commit rework the conditions
controlling this register.
Before it was set if the sctx->framebuffer had a sample count > 1.
Now we still require this condition, but we also need either:
- GL_MULTISAMPLE to be enabled
- to be executing an operation that doesn't depends on GL state using u_blitter.
This fixes the arb_sample_shading/sample_mask piglit tests on radeonsi.
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
If we're doing a Z -> Z MSAA blit (for example) we need to enable
msaa rasterization when drawing the quads so that we can properly
write the per-sample values.
This fixes a number of Piglit ext_framebuffer_multisample blit tests
such as ext_framebuffer_multisample/no-color 2 depth combined with
the VMware driver.
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
If we are discarding the whole resource, we don't care about previous contents,
and the resource storage is now unused, either because we have created new
resource storage, or because we have waited for the existing resource storage
to become unused, or because the transfer is unsynchronized.
In the last two cases this commit marks the storage as uninitialized, but only
if the resource is not host writable (in which case we can't clear the valid
range, since that would result in missed readbacks in future transfers).
In the first case, when the whole resource discard involves a reallocation, the
reallocation and subsequent rebinding already update the valid buffer range
appropriately.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
The rasterizer core supported ARB_viewport_array,
but the swr layer connecting core to Gallium state
tracker only allowed one viewport.
We add support for multiple viewports to swr layer.
Reviewed-by: Alok Hota <alok.hota@intel.com>
Basically same as external for now.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Only case we might need to handle differently in the near future
is Raven's case of displayable DCC which is not renderable. But
we don't support that yet.
Getting a DMA-buf fd and converting that to a handle using our duplicate
of that file descriptor (getting at which requires passing a
radeon_winsys pointer to the buffer_get_handle hook) makes sure of this,
since duplicated file descriptors reference the same file description
and therefore the same GEM handle namespace.
This is necessary because libdrm_amdgpu may use a different DRM file
descriptor with a separate handle namespace internally, e.g. because it
always reuses any existing amdgpu_device_handle for the same device.
amdgpu_bo_export returns a handle which is valid for that internal
file descriptor.
Bugzilla: https://bugs.freedesktop.org/110903
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
It extends pipe_screen / radeon_winsys and references amdgpu_winsys.
Multiple amdgpu_screen_winsys instances may reference the same
amdgpu_winsys instance, which corresponds to an amdgpu_device_handle.
The purpose of amdgpu_screen_winsys is to keep a duplicate of the DRM
file descriptor passed to amdgpu_winsys_create, which will be needed
in the next change.
v2:
* Add comment in amdgpu_winsys_unref explaining why it always returns
true (Marek Olšák)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Cleanup to prevent breakage with the next change, no functional change
intended in this one.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Do not use the view format when filling the surface state.
Fixes dEQP-VK.image.texel_view_compatible.compute.extended.texture.*
Fixes: fb1350c76f ("intel: Add and use helpers for level0 extent")
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
this can fail unexpectedly due to bugs, so it's good to provide feedback
when this occurs
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
From OpPtrAccessChain description in the SPIR-V spec (1.4 rev 1):
For objects in the Uniform, StorageBuffer, or PushConstant storage
classes, the element’s address or location is calculated using a
stride, which will be the Base-type’s Array Stride when the Base
type is decorated with ArrayStride. For all other objects, the
implementation will calculate the element’s address or location.
For non-CL shaders the driver should layout the Workgroup storage
class, so override any explicitly set ArrayStride in the shader. This
currently fixes only the lower_workgroup_access_to_offsets case, which
is used by anv.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
If they never get used, dead code should clean them up. Also, we rework
the at_offset and at_sample intrinsics so they return a proper vec2
instead of returning things in PLN layout. Fortunately, copy-prop is
pretty good at cleaning this up and it doesn't result in any actual
extra MOVs.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Instead of manually adding the BOs from the various SLAB pools plus
the one backing the color FB, we insert them in the BO set attached
to the job and let panfrost_drm_submit_job() pass all BOs from this set
to the SUBMIT ioctl.
This means we are now passing all referenced BOs and let the scheduler
wait on referenced BO fences if needed.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
There's no point duplicating the code, and it will help us simplify
the bo_handles[] filling logic in panfrost_drm_submit_job().
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
To avoid the panfrost_memory <-> panfrost_bo dance done in
panfrost_resource_create_bo() and panfrost_bo_unreference().
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
So we can re-use it for the panfrost_drm_create_bo() function we are
about to introduce.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Let's keep a clear split between ioctl wrappers and the rest of the
driver. All the import BO function need is a dmabuf FD and the screen
object, and the export one should only take care of generating a dmabuf
FD out of a BO object. Winsys handle manipulation should stay in the
resource.c file.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
That's what most (all?) implementation seem to do, and my understanding
is that a BO is just a bunch of memory that can be used for anything GPU
related, not only texture/FB resources.
Let's move those meta data in panfrost_resource so we can use
panfrost_bo for all kind of memory allocation and make BO allocation
more consistent.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>