Switched to the raw bo list api to avoid having to use 2 arrays for
everything.
This was introduced in libdrm 2.4.97 which we already depend upon.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This has been disabled some months ago because it introduced
rendering issues with Shadow Of Warrier II (DXVK). This game is
no longer affected, I wonder if 824cfc1ee5 ("radv: rework the
TC-compat HTILE hardware bug with COND_EXEC") fixed the problem.
I checked The Forest on my Polaris, and it renders fine too.
According to Phillip, this gives +5.5% with Rise Of The Tomb
Raider and DXVK. This is because DXVK uses 16-bit depth surfaces
while the native port from Feral uses 32-bit depth surfaces.
Unfortunately, Shadow Of The Tomb Raider isn't affected because
it clears each layer of a D16 array texture individually. So it
doesn't hit the fast clear path.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
The core Mesa with_asm_arch and USE_ARM_ASM flags are disabled for meson
cross-builds because of the need to run host binaries on the build system.
vc4 doesn't need to do that, so skip with_asm_arch to enable NEON on my
cross-builds.
Fixes: ebcb4c2156 ("meson: Enable VC4's NEON assembly support.")
Otherwise, the compiler is free to reuse the register containing the input
for another call and assume that the value hasn't been modified. Fixes
crashes on texture upload/download with current gcc.
We now have to have a temporary for the cpu2 value, since outputs must be
lvalues.
(commit message by anholt)
Fixes: 4d30024238 ("vc4: Use NEON to speed up utile loads on Pi2.")
This fixes the depth/stencil clear on a20x, and adds a fast clear path.
The fast clear path is only used for a20x, needs performance tests on a22x.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
This allows us to avoid expensive string compares since we already have
a map to the pointers.
These compares were taking ~30 seconds for a single shader compile
in Godot due to it using 64,000+ uniforms.
Fixes: c4cff5f402 ("glsl: add basic support for resource list to shader cache")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109229
Enable using etnaviv for KMS renderonly. This still needs KMS driver
name mapping to kmsro to be used automatically.
Acked-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Rob Herring <robh@kernel.org>
This allows vc4 to initialize on the Adafruit PiTFT 3.5" touchscreen with
the hx8357d tinydrm driver
v2: Whitespace fix noted by Eric Engestrom, update commit message for the
driver being merged.
v3: Rebase on Rob Herring's pipe-loader changes.
Acked-by: Eric Engestrom <eric.engestrom@intel.com> (v1)
Acked-by: Emil Velikov <emil.velikov@collabora.com> (v1)
If we can't find a driver matching by name, then use the kmsro driver.
This removes the need for needing a driver descriptor for every possible
KMS driver.
Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Eric Anholt <eric@anholt.net>
The vc4 driver can do prime sharing to many different KMS-only devices,
such as the various tinydrm drivers for SPI-attached displays. Rename the
driver away from "pl111" to represent what it will actually support:
various sorts of KMS displays with the renderonly layer used to attach a
GPU.
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
Instead of using this useless array_params_mask variable.
This should set these two attributes to streamout buffers too.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Use EXT_framebuffer_sRGB to expose EXT_sRGB_write_control on GLES. Remove
the checks for desktion GL in the enable calls, since EXT_framebuffer_sRGB
now also indicates support for switching the linear-sRGB color
space conversion on GLES.
Thanks to Ilia Mirkin for all the helpful discussions that helped to rework
this series.
v2: Fix alphabetical listing of extensions (Tapani Pälli)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v1)
GLES 3.0 does not actually require support for EXT_framebuffer_sRGB, it
only needs support for sRGB attachments to framebuffers and framebuffer
objects as defined in ARB_framebuffer_objects.
v2: Clarify that ARB_framebuffer_objects is needed.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
All drivers that support EXT_framebuffer_sRGB also support EXT_sRGB, but
in order to keep this commit minial, and not to break any drivers both
flags are checked.
v2: - Use only EXT_sRGB (Ilia Mirkin)
- Move adding the flag EXT_sRGB to gl_extensions to a separate patch
v3: use _mesa_has_EXT_framebuffer_sRGB instead of extension flag
The _mesa_has function also checks for the correct versions and
should be preferred over using the flags directly (Erik)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
For GLES sRGB framebuffer attachemnt support is provided in two steps:
sRGB attachments like described in EXT_sRGB (and GLES 3.0) that enable
linear to sRGB color space transformation automatically, and the ability
to switch formats of the render target surface between sRGB and linear
that introduces full support for EXT_framebuffer_sRGB.
Set the according flags to reflect these two levels of sRGB support.
As a difference between desktopm GL and GLES, on desktop GL for a sRGB
framebuffer attachment the linear-sRGB conversion is turned off by default,
and for GLES it is turned on. This needs to be taken into account when
initally creating a surface, i.e. on desktop GL creation of a sRGB surface
is preferred, but on GLES sRGB surfaces are only created when explicitely
requested.
v2: - Use the new CAPS name
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
EXT_sRGB is an (incomplete) GLES extension that provides support for sRGB
framebuffer attachments, hence it can be used to check for this support
as an alternative to EXT_framebuffer_sRGB that provies the same
functionality but also sRGB write control support.
However, since EXT_sRGB is incomplete and superseted by GLES 3.0 it will
not be exposed as an extension.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
v2: - Use the renamed CAPS
- add assetions to make sure that mesa doesn't try to switch
destination surface formats when it is not supported. (Ilia Mirkin)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Add a new cap that indicates whether the drivers supports
enabling/disabling the conversion from linear space to sRGB
for a framebuffer attachment. In Driver terms that this CAP indicates
whether the driver can switcht between a linear and and a sRGB surface
format for draw destinations witout changing the sourface itself.
v2: rename CAP to DEST_SURFACE_SRGB_CONTROL to reflect its
purpouse better (pointed out by Ilia Mirkin)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Under Vulkan, the double vertex attributes take up the same size
regardless of whether they are vertex inputs or any other stage
interface.
Under OpenGL (ARB_gl_spirv), from GLSL 4.60 spec, section 4.3.9
Interface Blocks:
"It is a compile-time error to have an input block in a vertex
shader or an output block in a fragment shader. These uses are
reserved for future use."
So we also don't need to check if it is an vertex input or not, and
use false in any case.
v2: (changes made by Alejandro Piñeiro)
* Update required after "spirv: Handle location decorations on
block interface members" own updates (original patch was sent
several months ago)
* After Neil suggesting it, confirm that this change can be also
done for OpenGL (ARB_gl_spirv). Expand commit message.
v3: update after changing name of main method on a previous patch
Signed-off-by: Neil Roberts <nroberts@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
glsl_count_attribute_slots takes a parameter to specify whether the
type is being used as a vertex input because on GL double attributes
only take up one slot. Vulkan doesn’t make this distinction so this
patch renames the argument to is_gl_vertex_input in order to make it
more clear that it should always be false on Vulkan.
v2: minor variable renaming (s/member/member_type) (Tapani)
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Previously the code was taking any location decoration on the block
and using that to calculate the member locations for all of the
members. I think this was assuming that there would only be one
location decoration for the entire block. According to the Vulkan spec
it is possible to add location decorations to individual members:
“If the structure type is a Block but without a Location, then each
of its members must have a Location decoration. If it is a Block
with a Location decoration, then its members are assigned
consecutive locations in declaration order, starting from the
first member which is initially the Block. Any member with its own
Location decoration is assigned that location. Each remaining
member is assigned the location after the immediately preceding
member in declaration order.”
This patch makes it instead keep track of which members have been
assigned an explicit location. It also has a space to store the
location for the struct as a whole. Once all the decorations have been
processed it iterates over each member to fill in the missing
locations using the rules described above.
So, this commit is needed to get working a case like this, on both
Vulkan and OpenGL using SPIR-V (ARB_gl_spirv):
out block {
layout(location = 2) vec4 c;
layout(location = 3) vec4 d;
layout(location = 0) vec4 a;
layout(location = 1) vec4 b;
} name;
v2: (changes made by Alejandro Piñeiro)
* Update after introducing struct member splitting (See commit b0c643d)
* Update after only exposing interface_type for blocks, not to any struct
* Update after last changes done for xfb support
v3: use "assign" instead of "add" on the new method added (Tapani)
Signed-off-by: Neil Roberts <nroberts@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Defines how sampler (and pixel pipes) needs to access the data
represented with a resource. The used default is mode is
ETNA_ADDRESSING_MODE_TILED.
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
The text segment is shared among multiple contexts, while each one has
its own bufctx. So when reallocating the text segment, some contexts may
end up with stale values in their bufctx's. Instead limit the exposure
to the bufctx to within a single draw.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
The sampler border color is encoded in the TMU's blending format (half
floats, 32-bit floats, or integers) and must be clamped to the format's
range unorm/snorm/int ranges by the driver. Additionally, the TMU doesn't
know about how we're abusing the swizzle to support BGRA, A, and LA, so we
have to pre-swizzle the border color for those.
We don't really want to spend half a kb on sampler states in most cases,
so skip generating the variants when the border color is unused or is
0,0,0,0.
When the sampler view is in sample-stencil mode, we need to return uint
stencil values. To do that, fill in the format table to return R8I, and
have the sampler view point at the separate stencil buffer.
Fixes dEQP-GLES31.functional.stencil_texturing.format.depth32f_stencil8_2d
Fixes OOMs in the CTS's packed_pixels.varied_rectangle.* tests -- the
series of texture uploads at the start before texturing occurred would end
up all sitting around as cached jobs for reuse. By flushing immediately,
peak active BO usage goes from 150M to 40M.
We could maybe put some limits on how many jobs we keep around, but blits
seem particularly unlikely to get reused for other drawing.
This is the GLES 3.2 minmax, and also what the closed source driver does.
Avoids hitting OOMs in the CTS's
dEQP-GLES3.functional.texture.units.all_units.only_cube.1.