https://bugs.freedesktop.org/show_bug.cgi?id=81785
Timothy Arceri changed:
What|Removed |Added
Status|NEW |RESOLVED
Resolution|---
https://bugs.freedesktop.org/show_bug.cgi?id=90908
Timothy Arceri changed:
What|Removed |Added
Status|NEW |RESOLVED
Resolution|---
https://bugs.freedesktop.org/show_bug.cgi?id=89199
Timothy Arceri changed:
What|Removed |Added
Status|NEW |RESOLVED
Resolution|---
I feel so called out, it's not the only thing I care about. I'll let dual
source blending wait until future improvements though :)
On Sun, May 5, 2019 at 7:26 PM Alyssa Rosenzweig
wrote:
> This new lowering pass implements the OpenGL ES blend pipeline in
> shaders, applicable to hardware lacking
Reviewed-by: Tapani Pälli
On 5/5/19 7:54 PM, Mauro Rossi wrote:
Fixes the following building error in Android:
In file included from external/mesa/src/amd/common/ac_llvm_helper.cpp:34:
In file included from external/mesa/src/amd/common/ac_llvm_build.h:30:
In file included from external/mesa/sr
https://bugs.freedesktop.org/show_bug.cgi?id=108952
--- Comment #1 from Timothy Arceri ---
Since there are no other bug reports I assume the issue has now been fixed?
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https://bugs.freedesktop.org/show_bug.cgi?id=100789
--- Comment #3 from Timothy Arceri ---
Is this still an issue in recent mesa?
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mesa-dev
https://bugs.freedesktop.org/show_bug.cgi?id=109925
Timothy Arceri changed:
What|Removed |Added
Assignee|dri-devel@lists.freedesktop |mesa-dev@lists.freedesktop.
This fixes rendering issues with gun scopes which is rather
important.
Cc: "19.0" "19.1"
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100239
---
src/util/00-mesa-defaults.conf | 3 +++
1 file changed, 3 insertions(+)
diff --git a/src/util/00-mesa-defaults.conf b/src/util/00-mesa-defau
https://bugs.freedesktop.org/show_bug.cgi?id=110350
Timothy Arceri changed:
What|Removed |Added
Resolution|--- |NOTOURBUG
Status|NEW
> No, it doesn't. The high (64 - 24) bits have to be exactly the same.
> So if your 16 MB allocation is not aligned, you could wind up with two
> shaders crossing that boundary by sheer bad luck and then things go
> boom. ARM's kernel driver dealt with it by aligning all executable
> memory allocat
R-b, will push in a bit, thank you!
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To prepare for the new nir_lower_blend pass, we wire up the intrinsics
for tilebuffer reads and constant colour loading.
Signed-off-by: Alyssa Rosenzweig
---
.../panfrost/midgard/midgard_compile.c| 207 +-
1 file changed, 109 insertions(+), 98 deletions(-)
diff --git a/s
This fixes a few miscellaneous issues with the fixed-function blending
programming, though it is far from complete. For cases known to be
buggy, we force a fallback to blend shaders.
Signed-off-by: Alyssa Rosenzweig
---
src/gallium/drivers/panfrost/pan_blending.c | 70 ++---
1 fi
This new lowering pass implements the OpenGL ES blend pipeline in
shaders, applicable to hardware lacking full-featured blending hardware
(including Midgard/Bifrost and vc4). This pass is run on a fragment
shader, rewriting the store to a blended version, loading in the
framebuffer destination colo
This represents a float vec4 constant color, as passed to glBlendColor.
While the existing 4 shader sysvals are retained to minimize code churn,
a single vectorized intrinsic is required for efficient blending on
vector architectures. (This may also apply to archictectures like
Bifrost where ALU is
Complementing the new API-agnostic shader_enum blending style, we add
helpers to translate between the two forms. Ideally, we could just use
PIPE blending directly, but that makes Vulkan support challenging.
Signed-off-by: Alyssa Rosenzweig
Cc: Eric Anholt
Cc: Kenneth Graunke
---
src/gallium/a
This patch series implements lowering of the (GLES?) blend pipeline.
With the lowering pass introduced in the first four commits, paired with
the related blending infrastructure in the latter three, Panfrost now
passes all of:
dEQP-GLES2.functional.fragment_ops.blend.*
To verify the passe
We add enums corresponding to (GLES) blend state to shader_enums.h,
complementing the existing advanced blending enums in the file. This
allows us to represent blending state in a driver-agnostic, API-agnostic
way to permit lowering.
Signed-off-by: Alyssa Rosenzweig
Cc: Eric Anholt
Cc: Kenneth G
This implements blend shaders via nir_lower_blend, by creating dummy
fragment shaders simply passing through the source color and using the
new lowering pass to inject blendability.
Signed-off-by: Alyssa Rosenzweig
---
.../drivers/panfrost/pan_blend_shaders.c | 46 +--
1 fil
From: Ryan Houdek
Adds Round, RoundEven, and the two Trunc variants to the disassembler.
Additionally adds two control register types that were used with these
instructions.
Signed-off-by: Ryan Houdek
---
src/gallium/drivers/panfrost/bifrost/disassemble.c | 7 +++
1 file changed, 7 inserti
https://bugs.freedesktop.org/show_bug.cgi?id=104553
--- Comment #13 from florian.w...@googlemail.com ---
Created attachment 144167
--> https://bugs.freedesktop.org/attachment.cgi?id=144167&action=edit
Simpler piglit test demonstrating the issue
Thanks for taking a look, Alejandro! And I'm sorry
https://bugs.freedesktop.org/show_bug.cgi?id=110350
--- Comment #10 from Thomas Crider ---
Hi all, sorry for such a long delay on this. I recently switched to Fedora and
realized the llvm build from the copr repo I was using was over a month old. I
needed some time to create my own repos to circu
Fixes the following building error in Android:
In file included from external/mesa/src/amd/common/ac_llvm_helper.cpp:34:
In file included from external/mesa/src/amd/common/ac_llvm_build.h:30:
In file included from external/mesa/src/compiler/nir/nir.h:40:
In file included from external/mesa/src/com
On Sun, May 5, 2019 at 1:27 AM Alyssa Rosenzweig wrote:
>
> > The blend shader enable bit is already described in the comments in
> > the header; the blend shader is enabled when unk2 == 0.
>
> I'm pretty sure that comment was from you, but thank you ;)
>
> > (the blend shader has
> > to be alloca
https://bugs.freedesktop.org/show_bug.cgi?id=110612
Bug ID: 110612
Summary: u_format_test fails on i686
Product: Mesa
Version: 19.0
Hardware: x86 (IA32)
OS: All
Status: NEW
Severity: normal
Prior
https://bugs.freedesktop.org/show_bug.cgi?id=110471
--- Comment #4 from Benedikt ---
oh, this may be a different thing - I am trying the Vulkan branch - doh!
Sorry about the confusion
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https://bugs.freedesktop.org/show_bug.cgi?id=110471
--- Comment #3 from Benedikt ---
For me the game hangs as well (Radeon VII, Mesa 19.0.3), but it's not a GPU
hang as I can tab out and clsoe the game. Will try that fix and report back
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