Mesa (master): 31 new commits

Eric Anholt anholt at kemper.freedesktop.org
Mon Oct 30 20:31:59 UTC 2017


URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=2a77c763fe769b37d154585114b403b7755b9e17
Author: Eric Anholt <eric at anholt.net>
Date:   Fri Oct 27 15:52:22 2017 -0700

    broadcom/vc5: Force blending to treat alpha as 1 for formats without alpha.
    
    Fixes fbo-blending-formats on RGB8 and 565.  We will still need to demote
    blending to shader code in the MRT case to fix it in general, but that can
    be added when we start doing 32F blending (which also needs to be done in
    the shader).

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=61bb0df60e08d0b5707879c49beed899d46eaf9a
Author: Eric Anholt <eric at anholt.net>
Date:   Fri Oct 27 14:41:35 2017 -0700

    broadcom/vc5: Do BGRA vs RGBA swapping for the BLEND_CONSTANT_COLOR.
    
    Fixes many of the fbo-blending-formats tests.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=2e3c7beb1e60a47e1f5dd12d28ac3f328555a543
Author: Eric Anholt <eric at anholt.net>
Date:   Fri Oct 27 14:13:46 2017 -0700

    broadcom/vc5: Pack clear colors according to the TLB internal format/type.
    
    The previous packing I did got us all the R*16F and R*32F formats, where
    the pipe format basically matched the TLB's format, but since the clear
    color will just be memcpyed to the TLB, we should be looking at its format
    for deciding how to pack.
    
    Fixes RGB565, RGB5_A1 and RGBA10 fbo-clear-formats tests and improves
    4444.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=828299d1bd3f98179cd82939d25d919f2022541e
Author: Eric Anholt <eric at anholt.net>
Date:   Mon Oct 30 10:13:52 2017 -0700

    broadcom/vc5: Don't do r/b channel swapping on 565.
    
    The HW's format actually matches the gallium format.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=9e5df1897c8782a7d1bfbc11fa4bef47177db404
Author: Eric Anholt <eric at anholt.net>
Date:   Fri Oct 27 14:08:02 2017 -0700

    broadcom/vc5: Use the proper gallium format for our RGB10_A2.
    
    This keeps us from needing our own reswizzling of the B vs R fields.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=6d1809a6d6ecbefa7b1ab2e28607adc9b85e8974
Author: Eric Anholt <eric at anholt.net>
Date:   Fri Oct 27 13:27:22 2017 -0700

    broadcom/vc5: Add some comments about the texture/output format ordering.
    
    The output formats are consistent with their channels appearing from low
    to high in their name.  Textures are interpreted the same way, but their
    names may have the channels swapped around.  I'm retaining the texture
    names so that we are consistent with the documentation, but I want to
    leave a warning for others.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=2d6088f2a34570ef34d0e202c66d92dbe0f57994
Author: Eric Anholt <eric at anholt.net>
Date:   Thu Oct 26 16:03:59 2017 -0700

    broadcom/vc5: Drop duplicated setup of clip_window_height_in_pixels.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=1b32786de6f78559615c1c28953fdd80c9751069
Author: Eric Anholt <eric at anholt.net>
Date:   Thu Oct 26 15:59:21 2017 -0700

    broadcom/vc5: Don't forget to actually turn on stencil testing.
    
    I had the rest of stencil state set up, but forgot to actually enable it
    in the higher level configuration bits packet.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=4d2619a6b3d94a02b21fdc8fc49c1542e82bc7d8
Author: Eric Anholt <eric at anholt.net>
Date:   Thu Oct 26 15:40:38 2017 -0700

    broadcom/vc5: Stop lowering negates to subs.
    
    In the case of fneg(0.0), we were getting back 0.0 instead of -0.0.  We
    were also needing an immediate 0 value for ineg, when there's an opcode to
    do the job properly.
    
    Fixes fs-floatBitsToInt-neg.shader_test.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=a797f0eb6371efb78bee5f5aea73c5cdcfbcd030
Author: Eric Anholt <eric at anholt.net>
Date:   Wed Oct 25 13:00:44 2017 -0700

    broadcom/vc5: Set up MSAA texture type according to the internal format.
    
    It gets most of EXT_framebuffer_multisample-formats passing, but doesn't
    really work for texture views.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=fe6fc579cbdc040a9bd62170c3713546dd112ae5
Author: Eric Anholt <eric at anholt.net>
Date:   Wed Oct 25 12:51:04 2017 -0700

    broadcom/vc5: Use the sampler view's format, not the resource's.
    
    This should help with texture views, though I just noticed this while
    reading the code.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=0ec4b4178f5df2353e97eb6e414040a46bfc728d
Author: Eric Anholt <eric at anholt.net>
Date:   Wed Oct 25 12:29:51 2017 -0700

    broadcom/vc5: Emit raw loads for MSAA buffers.
    
    Similar to stores, but we also need to emit dummy stores in between each
    load, to flush out the previous queued load.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=464f1fb73301709cdb33600a7230db59427d1870
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 13:28:53 2017 -0700

    broadcom/vc5: Use raw stores for MSAA buffers.
    
    We were storing the resolved pixels in all cases, but nr_samples > 0 means
    we should be keeping the per-sample values.
    
    We will probably want to change the job structure at some point, as we'll
    want to recognize full-buffer resolves and do the resolved store in the
    same job as the original rendering, meaning we'll need to track both the
    MSAA and single-sample resources in the job.  However, this will be enough
    to build the rest of the MSAA support.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=e717e3e7cddcf2bd117c0f7889632f741e2d8ab4
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 12:16:50 2017 -0700

    broadcom/vc5: Add lowering for txf_ms to a txf on a 2x2-scaled texture.
    
    The HW has no native sampler support for multisample textures, but since
    we only need to support txf_ms and the layout is UIF, we just need to
    scale up the texcoords and then add in the sample.
    
    This drops the old TEXTURE_MSAA_ADDR special uniform, since we're treating
    MSAA textures as textures, rather than basically texbos like VC4 had to.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=b1a8b3979c6f206ee80eaeb5d27fded6c995575e
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 18:45:57 2017 -0700

    broadcom/vc5: Lay out MSAA textures/renderbuffers as UIF scaled by 4.
    
    We just need to multiply width/height by 2 each, and always set them up as
    UIF tiling, since that's how the TLB will store them in raw (per-sample)
    mode.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=1d8105a167fcaf4c5768714e60183c5a6feda4a7
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 18:35:00 2017 -0700

    broadcom/vc5: Keep output height pad out of the store TLB general address.
    
    The equivalent load already had the pad separated out.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=99c69027e4a344ee994a353f41f0dff23901b62e
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 19:14:29 2017 -0700

    broadcom/vc5: Drop padding bits from the texture shader state's address.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=cf3759a9a471e1297e0a8a8770ac66ad8eb57d27
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 19:14:08 2017 -0700

    broadcom/vc5: Drop alignment bits from texture P1's address.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=607031f411cfef1c80a4088f16a5bc33d995849c
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 19:13:17 2017 -0700

    broadcom/vc5: Drop alignment bits from Z/S rendering mode config address.
    
    Improves CLIF dumping output.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=d0f7053369920cb4a1d0982b7869ff0577fef961
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 19:10:37 2017 -0700

    broadcom/xml: Fix address packing for address with >= 8 alignment bits.
    
    We were handing the intra-byte padding fine, but with a 24-bit address
    (bottom 8 bits implied 0) we would end up off by 8 bytes in our shift,
    impacting vc5's load/store general packets (all other packets we have had
    <8 bits of padding).

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=40280b0abe46d43ffe669c8094e94c7ac70ab92a
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 17:55:03 2017 -0700

    broadcom/clif: Print out the contents of the generic tile list.
    
    This is the real meat of the RCL, so let's get it printed again.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=10fa685b537fa6c0ed16620278d6126d323adf0f
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 17:52:31 2017 -0700

    broadcom/clif: Move the CL printing part of CL dumps to a helper.
    
    This will let me reuse the printing for processing branches to other CLs.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=125f2a751e0062077504f3651840e71d58c88af2
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 13:08:17 2017 -0700

    broadcom/vc5: Lower unpack_*_4x8 to normal math.
    
    We only have 2x16 unpacking in our ALUs.  To enable this, we also need
    lower_fdiv for its new instructions, which had been handled at a higher
    level previously.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=eecdbaa98578110523b04b8a4f160b8df2dea82f
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 12:29:39 2017 -0700

    broadcom/vc5: Add PIPE_TEX_WRAP_CLAMP support for linear-filtered textures.
    
    I already had the texture's wrapping set up to use different behavior for
    nearest or linear, so we just needed to saturate the coordinates in linear
    mode to get the "proper" blend between the edge and border values.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=e798455330d15d7c99b5ebe36f7de0793aae39b5
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 10:36:07 2017 -0700

    broadcom/vc5: Disable GL_ARB_transform_feedback3.
    
    We don't seem to have a way to generally handle gl_SkipComponents.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=e2d9ed4f39cb27d27503c3755bbef9dd67016661
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 10:12:37 2017 -0700

    broadcom/vc5: Fix gl_FragCoord pixel center setup.
    
    Fixes glsl-arb-fragment-coord-conventions.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=bacbcafec16c1ff106aa8c01f70d6eea28c5ac79
Author: Eric Anholt <eric at anholt.net>
Date:   Tue Oct 24 09:53:32 2017 -0700

    broadcom/vc5: Always set up 1D textures as raster order.
    
    1D is the exception to "all V3D textures are tiled", since tiling 1D
    textures would just waste memory and cache space.  This ended up being a
    problem once we started actually marking 1D textures as 1D instead of 2D.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=443e1984d2ce42580856489a0adb987f6af64786
Author: Eric Anholt <eric at anholt.net>
Date:   Mon Oct 23 12:47:28 2017 -0700

    broadcom/xml: Throw an #error in XML-based codegen for a >1bit bool
    
    I've debugged two nasty errors now due to copy-and-pasting a bool type
    when writing a uint field.  Make sure I don't do that again.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=e2f114b32b18a5576c311b0d740f514afa2e9da4
Author: Eric Anholt <eric at anholt.net>
Date:   Mon Oct 23 12:45:59 2017 -0700

    broadcom/vc4: Fix bool marking on Rasterizer Oversample Mode.
    
    We don't set this field using the XML codegen, but this would help us
    decode the right value in case of 16x (VG) oversampling.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=45e70bdc8ce5e2374560807230c789e7536e0387
Author: Eric Anholt <eric at anholt.net>
Date:   Mon Oct 23 12:40:35 2017 -0700

    broadcom/vc5: Mark lookup type as uint, not bool.
    
    Fixes non-2D texturing.

URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=77c7b98ba5ea15b925331b50aec85b98e74816c9
Author: Eric Anholt <eric at anholt.net>
Date:   Mon Oct 23 10:30:37 2017 -0700

    broadcom/vc5: Fix GPU hang with no vertex elements used by the VS.
    
    Like VC4, we need to at least have one element set up, but unlike VC4 it
    seems we don't need to read it to keep the HW happy.  Fixes GPU hangs with
    glsl-no-vertex-attribs.shader_test.




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