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In cases where the vertex element size is smaller than the vertex buffer
stride, the previous calculation could end up 1 too low. This would result
in the GPU using index 0 instead of the maximum index for those elements,
which would be visible as intermittent distorted triangles.
NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
(cherry picked from commit 4dca602521c51a4cb03855bda9c22b5ccc4829c7)
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Requires corresponding LLVM R600 backend fix to work correctly, but even
without that it doesn't hang anymore.
13 more little piglits.
Depends on LLVM: r175193, r175733
NOTE: This is a candidate for the 9.1 branch.
(cherry picked from commit 18272c9b1b530ad6d2091b647c062793f94b5351)
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Was broken since commit bf469f4edc60bd1c5fd770cb231b8d5ab801427f
('gallium: add void *user_buffer in pipe_index_buffer').
Fixes 11 piglit tests and lots of missing geometry e.g. in TORCS.
NOTE: This is a candidate for the 9.1 branch.
(cherry picked from commit a8a5055f2dea1960898763d17f28043577c3e64e)
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[ Squashed port of the following r600g commits: - Michel Dänzer ]
commit 428e37c2da420f7dc14a2ea265f2387270f9bee1
Author: Marek Olšák <maraeo@gmail.com>
Date: Tue Oct 2 22:02:54 2012 +0200
r600g: add in-place DB decompression and texturing with DB tiling
The decompression is done in-place and only the compressed tiles are
decompressed. Note: R6xx-R7xx can do that only with Z16 and Z32F.
The texture unit is programmed to use non-displayable tiling and depth
ordering of samples, so that it can fetch the texture in the native DB format.
The latest version of the libdrm surface allocator is required for stencil
texturing to work. The old one didn't create the mipmap tree correctly.
We need a separate mipmap tree for stencil, because the stencil mipmap
offsets are not really depth offsets/4.
There are still some known bugs, but this should save some memory and it also
improves performance a little bit in Lightsmark (especially with low
resolutions; tested with Radeon HD 5000).
The DB->CB copy is still used for transfers.
commit e2f623f1d6da9bc987582ff68d0471061ae44030
Author: Marek Olšák <maraeo@gmail.com>
Date: Sat Jul 28 13:55:59 2012 +0200
r600g: don't decompress depth or stencil if there isn't any
commit 43e226b6efb77db2247741cc2057d9625a2cfa05
Author: Marek Olšák <maraeo@gmail.com>
Date: Wed Jul 18 00:32:50 2012 +0200
r600g: optimize uploading depth textures
Make it only copy the portion of a depth texture being uploaded and
not the whole 2D layer.
There is also a little code cleanup.
commit b242adbe5cfa165b252064a1ea36f802d8251ef1
Author: Marek Olšák <maraeo@gmail.com>
Date: Wed Jul 18 00:17:46 2012 +0200
r600g: remove needless wrapper r600_texture_depth_flush
commit 611dd529425281d73f1f0ad2000362d4a5525a25
Author: Marek Olšák <maraeo@gmail.com>
Date: Wed Jul 18 00:05:14 2012 +0200
r600g: init_flushed_depth_texture should be able to report errors
commit 80755ff56317446a8c89e611edc1fdf320d6779b
Author: Marek Olšák <maraeo@gmail.com>
Date: Sat Jul 14 17:06:27 2012 +0200
r600g: properly track which textures are depth
This fixes the issue with have_depth_texture never being set to false.
commit fe1fd675565231b49d3ac53d0b4bec39d8bc6781
Author: Marek Olšák <maraeo@gmail.com>
Date: Sun Jul 8 03:10:37 2012 +0200
r600g: don't flush depth textures set as colorbuffers
The only case a depth buffer can be set as a color buffer is when flushing.
That wasn't always the case, but now this code isn't required anymore.
commit 5a17d8318ec2c20bf86275044dc8f715105a88e7
Author: Marek Olšák <maraeo@gmail.com>
Date: Sun Jul 8 02:14:18 2012 +0200
r600g: flush depth textures bound to vertex shaders
This was missing/broken. There are also minor code cleanups.
commit dee58f94af833906863b0ff2955b20f3ab407e63
Author: Marek Olšák <maraeo@gmail.com>
Date: Sun Jul 8 01:54:24 2012 +0200
r600g: do fine-grained depth texture flushing
- maintain a mask of which mipmap levels are dirty (instead of one big flag)
- only flush what was requested at a given point and not the whole resource
(most often only one level and one layer has to be flushed)
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
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Instead of deriving it from the colour buffer formats only.
Fixes a number of piglit tests which export depth from the pixel shader.
Reviewed-by: Christian König <christian.koenig@amd.com>
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
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Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
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Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
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Fixes two piglit tests using gl_FrontFacing.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
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Put the back face colour right after the front face colour in the LDS parameter
space.
Fixes 18 piglit tests related to two sided lighting.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
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Fixes crash in piglit glsl-max-varyings.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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We were previously using the TGSI input index, which can exceed the number of
parameters passed from the vertex shader via the parameter cache. Now we use
a separate index which only counts those parameters.
Prevents piglit regressions with the following fix.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Instead of hardcoding them.
Signed-off-by: Christian König <deathsimple@vodafone.de>
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Signed-off-by: Christian Koenig <christian.koenig@amd.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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Instead of tracking the inferred state changes separately
just check if queued and emitted states are the same.
This patch just reworks the update of the SPI map between
vs and ps, but there are probably more cases like this.
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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The value was too small by 1 in some cases (non-first of several vertex
elements interleaved in a single buffer).
Fixes intermittent incorrect geometry in many apps, e.g. piglit
spec/EXT_texture_snorm/fbo-generatemipmap-formats.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
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v2:
- Don't increment ninterp or set any of the have_* flags for
TGSI_SEMANTIC_POSITION
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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The compiler needs to know which interpolation modes are enabled, so
it knows which values will be preloaded into the VGPRs.
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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At least one interpolation mode must be enable, but the code that checks
this was not checking for perspective center.
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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07838603b9a69c05911edbcd351bfce5ad9b5a2c
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Fixes piglit fbo-blending-formats.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Mostly inspired by r600g commit 4acf71f01ea1edb253cd38cc059d4af1a2a40bf4
('r600g: cache shader variants instead of rebuilding v3').
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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We need to enable at least one interpolation mode,
otherwise the GPU will hang.
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=50389
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Signed-off-by: Christian König <deathsimple@vodafone.de>
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So we can remove all the old atom handling.
Signed-off-by: Christian König <deathsimple@vodafone.de>
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I have my doubts that this code still works on SI.
Signed-off-by: Christian König <deathsimple@vodafone.de>
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Not needed any more.
Signed-off-by: Christian König <deathsimple@vodafone.de>
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Signed-off-by: Christian König <deathsimple@vodafone.de>
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Otherwise we're likely to hang the GPU.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Let's just use the T# descriptors until we get a fetch shader.
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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Also split it into seperate header and add
some helper functions.
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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Signed-off-by: Christian König <deathsimple@vodafone.de>
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Split it out into si_state_draw.c
Signed-off-by: Christian König <deathsimple@vodafone.de>
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