| Commit message (Collapse) | Author | Age | Files | Lines |
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This is ported from the Intel lowering pass that we use with GLSL IR.
This takes care of lowering texture gradients on shadow samplers other
than cube maps. Intel hardware requires this for gen < 8.
v2 (Ken):
- Use the helper function to retrieve ddx/ddy
- Swizzle away size components we are not interested in
v3:
- Get rid of the ddx/ddy helper and use nir_tex_instr_src_index
instead (Ken, Eric)
v4:
- Add a 'continue' statement if the lowering makes progress because it
replaces the original texture instruction
Reviewed-by: Kenneth Graunke <[email protected]> (v3)
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This gets the lowering on the Vulkan driver too.
Fixes Vulkan CTS cube map texture gradient tests in:
dEQP-VK.glsl.texture_functions.texturegrad.*
Reviewed-by: Kenneth Graunke <[email protected]>
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This is ported from the Intel lowering pass that we use with GLSL IR.
The NIR pass only handles cube maps, not shadow samplers, which are
also lowered for gen < 8 on Intel hardware. We will add support for
that in a later patch, at which point we should be able to remove
the GLSL IR lowering pass.
v2:
- added a helper to retrieve ddx/ddy parameters (Ken)
- No need to make size.z=1.0, we are only using component x anyway (Iago)
v3:
- Get rid of the ddx/ddy helper and use nir_tex_instr_src_index
instead (Ken, Eric)
v4:
- When emitting the textureLod operation, copy all texture parameters
from the original textureGrad() (except for ddx/ddy) using a loop
- Add a 'continue' statement if the lowering makes progress because it
replaces the original texture instruction
Reviewed-by: Kenneth Graunke <[email protected]> (v3)
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This was written specifically for RECT samplers. Make it more generic so
we can call this from the gradient lowerings too.
Reviewed-by: Kenneth Graunke <[email protected]>
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git grep -l comparitor | xargs sed -i 's/comparitor/comparator/g'
Just happened to notice this in a patch that was sent and included one
of the tokens in question.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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In 19a541f (nir: Get rid of nir_constant_data) a number of places that
operated on nir_constant::values were mechanically converted to operate
on the whole array without regard for the base type. Only
GLSL_TYPE_FLOAT and GLSL_TYPE_DOUBLE can be matrices, so only those
types can have data in the non-0 array element.
See also b870394.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: Iago Toral Quiroga <[email protected]>
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Fixes to 128-bit formats.
Reviwed-by: Bruce Cherniak <[email protected]>
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instructions in affected programs: 550 -> 544 (-1.09%)
helped: 6
cycles in affected programs: 6952 -> 6850 (-1.47%)
helped: 6
Reviewed-by: Jason Ekstrand <[email protected]>
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We shouldn't ever see a SEL with conditional mod other than GE (for max)
or L (for min), but we might see one with predication and no conditional
mod.
total instructions in shared programs: 8241806 -> 8241902 (0.00%)
instructions in affected programs: 13284 -> 13380 (0.72%)
HURT: 62
total cycles in shared programs: 84165104 -> 84166244 (0.00%)
cycles in affected programs: 75364 -> 76504 (1.51%)
helped: 10
HURT: 34
Fixes generated code in at least Sanctum 2, Borderlands 2, Goat
Simulator, XCOM: Enemy Unknown, and Shogun 2.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92234
Reviewed-by: Jason Ekstrand <[email protected]>
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Pretty basic, but it's a start.
Acked-by: Jason Ekstrand <[email protected]>
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Matches the vec4 backend, cmod propagation, and saturate propagation.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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We can hardcode all of the fields for swizzling in the geometry shader.
The advantage is that we use fewer descriptor slots and we no longer have to
update any of the (ring) descriptors when the geometry shader changes.
Reviewed-by: Marek Olšák <[email protected]>
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Note that the memory layout of one vertex stream inside one "item" (= memory
written by one GS wave) on the GSVS ring is:
t0v0c0 ... t15v0c0 t0v1c0 ... t15v1c0 ... t0vLc0 ... t15vLc0
t0v0c1 ... t15v0c1 t0v1c1 ... t15v1c1 ... t0vLc1 ... t15vLc1
...
t0v0cL ... t15v0cL t0v1cL ... t15v1cL ... t0vLcL ... t15vLcL
t16v0c0 ... t31v0c0 t16v1c0 ... t31v1c0 ... t16vLc0 ... t31vLc0
t16v0c1 ... t31v0c1 t16v1c1 ... t31v1c1 ... t16vLc1 ... t31vLc1
...
t16v0cL ... t31v0cL t16v1cL ... t31v1cL ... t16vLcL ... t31vLcL
...
t48v0c0 ... t63v0c0 t48v1c0 ... t63v1c0 ... t48vLc0 ... t63vLc0
t48v0c1 ... t63v0c1 t48v1c1 ... t63v1c1 ... t48vLc1 ... t63vLc1
...
t48v0cL ... t63v0cL t48v1cL ... t63v1cL ... t48vLcL ... t63vLcL
where tNN indicates the thread number, vNN the vertex number (in the order of
EMIT_VERTEX), and cNN the output component (vL and cL are the last vertex and
component, respectively).
The vertex streams are laid out sequentially.
The swizzling by 16 threads is hard-coded in the way the VGT generates the
offset passed into the GS copy shader, and the jump every 16 threads is
calculated from VGT_GSVS_RING_OFFSET_n and VGT_GSVS_RING_ITEMSIZE in a way
that makes it difficult to deviate from this layout (at least that's what
I've experimentally confirmed on VI after first trying to go the simpler
route of just interleaving the vertex streams).
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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SimplifyCFG generates a switch instruction anyway when all four streams
are present, but is simultaneously not smart enough to eliminate some
redundant jumps that it generates.
The generated assembly is still a bit silly, probably because the
control flow annotation doesn't know how to handle a switch with uniform
condition.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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When running the copy shader for vertex streams != 0, the SX does not need
any data from us (there is no rasterization for the higher vertex streams,
only streamout).
Reviewed-by: Marek Olšák <[email protected]>
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This affects for GS copy shaders. When an output is meant for vertex
stream != 0, then we don't have to make it available to the pixel
shader.
There is a minor inefficiency here because the GLSL varying packing pass
does not group varyings of the same vertex stream together, but it
shouldn't be important in practice.
Reviewed-by: Marek Olšák <[email protected]>
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The iteration is not needed for normal vertex shaders.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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LLVM can still decide to hoist the loads since they're marked invariant.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Be a bit more verbose and avoid confusion in future patches.
Reviewed-by: Marek Olšák <[email protected]>
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The spec actually says that calling EmitStreamVertex is undefined when
you exceed max_vertices. But we do need to avoid trampling over memory
outside the GSVS ring.
Cc: [email protected]
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Vertex emits beyond the specified maximum number of vertices are supposed to
have no effect, which is why we used to always kill GS that reached the limit.
However, if the GS also writes to memory (SSBO, atomics, shader images), then
we must keep going and only skip the vertex emit itself.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Fixes GL45-CTS.gtf40.GL3Tests.transform_feedback3.transform_feedback3_geometry_instanced.
Cc: [email protected]
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Allow drivers to emit GS outputs in a smarter way.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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So that we can pass pointers to individual array entries around.
Reviewed-by: Marek Olšák <[email protected]>
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This is for geometry shader outputs. Without it, drivers have no way of
knowing which stream each output is intended for, and have to
conservatively write all outputs to all streams.
Separate stream numbers for each component are required due to output
packing.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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As per the C spec, it is illegal to alias pointers to different
types. This results in undefined behaviour after optimization
passes, resulting in very subtle bugs that happen only on a
full moon..
Use a memcpy() as a well defined coercion between the double
to uint64_t interpretations of the memory.
V.2: Use static_assert() instead of assert().
V.3: Use C99 compat STATIC_ASSERT() over C11 static_assert().
Signed-off-by: Edward O'Callaghan <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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We now print
START B15 <-B14 (42774 cycles)
indicating that we estimate B15 will take 42,774 cycles. Printing
this should make it easier where time is spent in the program.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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GetFramebufferAttachmentParameteriv should return GL_LINEAR for the
window system default framebuffer's GL_DEPTH or GL_STENCIL attachments
when there are zero depth or stencil bits.
The GL 4.5 spec's GetFramebufferAttachmentParameteriv section says:
"If the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is not NONE,
these queries apply to all other framebuffer types:
[...]
If attachment is not a color attachment, or no data storage or texture
image has been specified for the attachment, then params will contain
the value LINEAR."
Note that we already return LINEAR for the case where there is an actual
depth or stencil renderbuffer attached. In the case modified by this
patch, FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE returns FRAMEBUFFER_DEFAULT
rather than NONE.
Fixes a CTS test when run in a visual without depth / stencil buffers:
GL45-CTS.gtf30.GL3Tests.framebuffer_srgb.framebuffer_srgb_default_encoding
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Doesn't look like this can work on 32bit, just rids of annoying
warning.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Mark some paths unreachable so that compiler knows variables are
initialized in all valid paths.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Otherwise we get 32bit warnings because handle is plain uint64_t there
and NULL is not suited to initialize that.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Just mark with MAYBE_UNUSED.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Grazvydas Ignotas <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Grazvydas Ignotas <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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intel_miptree_make_shareable() discarded and disabled CCS. Fix it so
that it discards and disables HiZ too.
Fixes dEQP-EGL.functional.image.render_multiple_contexts.gles2_renderbuffer_depth16_depth_buffer
on Skylake.
v2: Actually do what the commit message says. Discard the HiZ buffer.
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=98329
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: Nanley Chery <[email protected]
Cc: Haixia Shi <[email protected]>
Cc: [email protected]
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The entire goal of intel_miptree_make_shareable() is to permanently
disable the miptree's aux surfaces. So set
intel_mipmap_tree:disable_aux_buffers after the function's done with
discarding down the aux surfaces.
References: https://bugs.freedesktop.org/show_bug.cgi?id=98329
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: Nanley Chery <[email protected]
Cc: Haixia Shi <[email protected]>
Cc: [email protected]
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