Otherwise, we'll try to clear it the first time it's used as a draw so if
you do some multisampled rendering, resolve to an attachment, and then draw
on top of the single-sampled attachment, we might accidentally clear it.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Eventually, we may want to just have a single blorp_ccs_op function that
does both clears and resolves. For now we'll stick to just making the
ccs_resolve function we have now a bit more configurable.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The CCS calculations in ISL are already correct for 1-D and 3-D CCS
surfaces since they have exactly the same layout as 2-D array surfaces (at
least on Sky Lake). The only problem was that we weren't passing in the
right dimensionality and we weren't passing in the depth.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
There are some invariants such as number of samples on which we should
assert. However, most other things should silently return false since
they're much easier for isl_surf_get_ccs to check than the caller. We also
update the checking to be a bit more complete.
Auxiliary surfaces have to be created manually anyway so force-disabling it
does nothing whatsoever at the moment.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
cd724208d3 added a call to
_mesa_lock_debug_state(ctx) but wasn't unlocking the debug state.
This fixes a hang in glsl-fs-loop piglit test with MESA_DEBUG=context.
v2:
- Remove unrelated changes.
Reviewed-by: Brian Paul <brianp@vmware.com>
I introduced this code last month, but didn't follow the naming
convention. Fix this.
Fixes: 0a606a400f ("egl: add eglSwapBuffersWithDamageKHR")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Eric Engestrom <eric@engestrom.ch>
Before, we were always treating it as an output which bogus. The only
stage in which this it can be an output is the geometry stage. In all
other stages, it's an input which, in the back-end, we actually want to be
a system value.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This fixes a bunch of new CTS tests which look for exactly this. Even in
the cases where we just call vk_free to free a CPU data structure, we still
handle NULL explicitly. This way we're less likely to forget to handle
NULL later should we actually do something less trivial.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Multithreaded fragment shaders let us hide texturing latency by a
hyperthreading-style switch to another fragment shader. This gets us up
to 20% framerate improvements on glmark2 tests.
It's common for games to compile 2000 programs or more so at
32bits x 2000 programs x 22 fields x 2 (at least) stages
This should give us something like 352 kilobytes in savings
once we add some more glsl only fields.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This will allow us to move the ARB asm fields in gl_program into
a union as we will be able call ralloc_free() on the entire struct
when destroying the context.
In this change we switch over to using ralloc for the Instructions,
String and LocalParams fields of gl_program.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
We should be able to free gl_linked_shader after linking in order to
do so we need to switch to getting values from gl_program instead.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
We should be able to free gl_linked_shader after linking in order to
do so we need to switch to getting values from gl_program instead.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
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>
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>
This partially reverts commit 0d241085f7.
HiZ buffer cannot do this properly now, and it's not required, so remove
it.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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>
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>
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>
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>