We need an empty line after ".. code-block: [...]", otherwise the first
lines are interpreted as arguments, not content. This makes the entire
code-blocks not render at all.
Fixes: 5d6d67a4d1 ("docs/android: improve documentation about building llvmpipe for Android")
Reviewed-by: Dylan Baker <None>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32831>
Improve the documentation about building the llvmpipe driver for Android
by providing more ready-to-use scripts to build llvm and create the
needed meson wrap file.
Note: in the meson wrap file, remove 'libLLVMTableGenGlobalISel' from
the built dependencies, as apparently is not available anymore for
Android on recent LLVM versions.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32251>
When debugging a game that compiles a ton of shaders at beginning, it
can be very very slow because shaders cache was disabled by default
with RADV_DEBUG=hang.
To make debugging such a game faster, let's cache shaders with
RADV_DEBUG=hang. Note that only the backend IR (ACO or LLVM) and the
disassembly are stored in the cache. To get SPIR-V and NIR, you might
need RADV_DEBUG=hang,nocache.
This also handles the trap handler.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32246>
In commit 41e83b243c (meson: remove dri-search-path, 2024-09-18) the
`dri-search-path` meson option was removed but its usage in the Android
build files was left there, resulting in the following error when
building for Android:
-----------------------------------------------------------------------
FAILED: out/target/product/vsoc_x86_64/obj_x86/MESON_MESA3D/.build.timestamp
...
meson.build:4:0: ERROR: Unknown options: "dri-search-path"
-----------------------------------------------------------------------
Remove the usage of the option when building for Android, and while at
it remove also any mention of if in docs/drivers/llvmpipe.rst
Remove also the MESA3D_LIB_DIR variable which was used only for
dri-search-path.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31266>
Some draws do write depth but cannot contribute to LRZ during the BINNING pass
e.g. when fragment shader has "discard" in it, however they can contribute to
LRZ during the RENDERING pass via LRZ feedback meachanism. This may allow the
draws that follow to depth test against the updated LRZ, this is especially
important if such "bad" draws were at the start of the renderpass.
LRZ feedback happens during the RENDERING pass when LRZ_FEEDBACK_ZMODE_MASK
is set, if draw has a6xx_ztest_mode that has corresponding flag set in
LRZ_FEEDBACK_ZMODE_MASK - its depth values would be used for feedback.
LRZ feedback alongside with LRZ testing also works during sysmem rendering.
Signed-off-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25345>
The front-page of the docs is currently fairly intimidating, by diving
into details rather abruptly. Let's try to make it a bit easier to
navigate t by moving the details to their own articles, but linking them
from the front-page.
Acked-by: Daniel Stone <daniels@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28953>
When using Freedreno's RD output facilities, enable prefixing any output or
trigger file with the string specified in the FD_RD_DUMP_TESTNAME environment
option. This is similar to how the TESTNAME env can be used with libwrap to
provide a more descriptive name for the output RD file.
These prefixes can be quite long, e.g. the longest test case name in Vulkan CTS
is above 250 characters. For that reason the output name string in the
fd_rd_output struct is now allocated on the heap, and any path building using
the output name has its on-stack string buffer enlarged.
Signed-off-by: Zan Dobersek <zdobersek@igalia.com>
Acked-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28442>