| Commit message (Collapse) | Author | Age | Files | Lines |
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Use the dst temp variable which was used in the TGSI_FILE_OUTPUT
case everywhere. This makes the code somewhat easier to reads
and helps avoiding going over 80 chars with upcoming changes.
This also brings the dst handling more in line with the src
handling.
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Add support for clover / OpenCL kernel input parameters.
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]> (v1)
Reviewed-by: Samuel Pitoiset <[email protected]> (v2)
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Extend the MEMORY file support to differentiate between global, private
and shared memory, as well as "input" memory.
"MEMORY[x], INPUT" is intended to access OpenCL kernel parameters, a
special memory type is added for this, since the actual storage of these
(e.g. UBO-s) may differ per implementation. The uploading of kernel
parameters is handled by launch_grid, "MEMORY[x], INPUT" allows drivers
to use an access mechanism for parameter reads which matches with the
upload method.
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]> (v1)
Reviewed-by: Samuel Pitoiset <[email protected]> (v2)
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When support for decl.Atomic and .Shared was added, tgsi_build_declaration
was not updated to propagate these properly.
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]> (v1)
Reviewed-by: Samuel Pitoiset <[email protected]> (v2)
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Reviewed-by: Jordan Justen <[email protected]>
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tgsi_default_instruction_memory / tgsi_build_instruction_memory were
returning uninitialized memory for tgsi_instruction_memory.Texture and
tgsi_instruction_memory.Format. Note 0 means not set, and thus is a
correct default initializer for these.
Fixes: 3243b6fc97 ("tgsi: add Texture and Format to tgsi_instruction_memory")
Cc: Nicolai Hähnle <[email protected]>
Signed-off-by: Hans de Goede <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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When we have native integers, these have full precision. Whether they're
low/medium/high isn't piped through the TGSI yet, but eventually those
might have differing precisions. For now they're just 32-bit ints.
Fixes the following dEQP tests:
dEQP-GLES3.functional.state_query.shader.precision_vertex_highp_int
dEQP-GLES3.functional.state_query.shader.precision_fragment_highp_int
which expected highp ints to have full 32-bit precision, not the default
23-bit float precision.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Attach the timestamp to the dpb buffer and use that timestamp
while pushing buffer from dpb list to the omx client.
Reviewed-by: Christian König <[email protected]>
Signed-off-by: Nishanth Peethambaran <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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Reviewed-by: Christian König <[email protected]>
Signed-off-by: Nishanth Peethambaran <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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If a layer parameter is provided, we want to flip it to position 0 (and
combine it with any indirect params). However if the target is not an
array, there is no layer, so we have to shift all of the arguments down
by one to make room for it.
This fixes situations where there were non-coordinate parameters, such
as bias, lod, depth compare, explicit derivatives. Instead of adding a
new parameter at the front for the indirect reference, we would swap one
of those in its place.
Fixes dEQP-GLES31.functional.shaders.opaque_type_indexing.sampler.uniform.compute.*shadow
Signed-off-by: Ilia Mirkin <[email protected]>
Reported-by: Samuel Pitoiset <[email protected]>
Tested-by: Samuel Pitoiset <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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We make sure that that image depth matches the level's depth before
copying it into place. However we should only be minifying the first
level's depth for 3d textures - array textures have the same depth for
all levels.
This fixes tests such as
dEQP-GLES3.functional.texture.specification.texsubimage3d_depth.* and I
suspect account for a number of other odd situations I've run into where
level > 0 of array textures was messed up.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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In "manual" derivative mode (always used on nv50 and sometimes on nvc0
but always for cube), the idea is that using the quadop instruction, we
set up the "other" quads to have values such that the derivatives work
out, and then run the texture instruction as if nothing were strange. It
pulls values from the other lanes, and does its magic.
However cube coordinates have to be normalized - one of the 3 coords has
to be 1, to determine which is the major axis, to say which face is
being sampled. We were normalizing the coordinates first, and then
adding the derivatives. This is wrong for two reasons:
- the coordinates got normalized by a scaling factor but the
derivatives didn't
- the result of the addition didn't end up normalized
To resolve this, we flip the logic around to normalize *after* the
per-lane coordinates are set up.
This fixes a bunch of textureGrad cube dEQP tests.
NOTE: nv50 cube arrays with explicit derivatives are still broken, to be
resolved at a later date.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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It was useful for testing and as a prototype for radeonsi bringup,
but it's not used anymore and doesn't support OpenGL 3.3 even.
v2: try to fix OpenCL build
Reviewed-by: Nicolai Hähnle <[email protected]>
Tested-by: Jan Vesely <[email protected]>
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Cons:
- it was only integrated in r600g
- it doesn't work with GPUVM
- it records buffer contents at the end of IBs instead of at the beginning,
so the replay isn't exact
- it lacks an IB parser and user-friendliness
A better solution is apitrace in combination with gallium/ddebug, which
has a complete IB parser and can pinpoint hanging CP packets.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This allows compiling the main shader part as ES or LS.
If we get the correct hint, non-separable GLSL shaders no longer have to be
compiled as VS first, followed by LS or ES compiled on demand.
The result is that fewer shaders are compiled by piglit, but it doesn't
improve piglit running time.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Radeonsi needs to know which shader stage will execute after a shader
in order to make the best decision about which shader variant to compile
first.
This is only set for VS and TES, because we don't need it elsewhere.
VS has 3 variants:
- next shader is FS
- next shader is GS
- next shader is TCS
TES has 2 variants:
- next shader is FS
- next shader is GS
Currently, radeonsi always assumes the next shader is FS, which is suboptimal,
since st/mesa always knows which shader is next if the GLSL program is not
a "separate shader".
By default, ureg always sets "next shader is FS".
Reviewed-by: Nicolai Hähnle <[email protected]>
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Fixes: a100d89d0998 (nv50,nvc0: Fix invalid constant.)
Signed-off-by: Pierre Moreau <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Fixes:
dEQP-GLES3.functional.negative_api.state.get_framebuffer_attachment_parameteriv
Apparently, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME is not allowed when
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is GL_FRAMEBUFFER_DEFAULT, and
is expected to result in a GL_INVALID_ENUM error.
No GL specification actually defines what GL_FRAMEBUFFER_DEFAULT means.
It probably means the window system FBO. It also doesn't mention the
behavior of any queries for that type. Various ARB folks seem fairly
confused about it too. For now, just do something vaguely like what
dEQP expects.
I think we probably need to check the visual bits against 0 for the
attachment, but we haven't been doing that thusfar, and given how
confusingly this is specified, I can't imagine anyone relying on it.
v2: Improve comments, move error condition above the
_mesa_get_fb0_attachment call, add forgotten "return"
(all suggested/caught by Jordan Justen).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This matters especially in vertex shaders, where derivatives are
disabled by default. This fixes textureGrad in vertex shaders on nv50.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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This fix is analogous to commit ff085d014.
This fixes some use-after-free situations in dEQP when an xfb state is
removed, and then a clear is triggered, which only does a partial
validation. It would attempt to read the no-longer-valid buffers,
resulting in crashes.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
Cc: "11.1 11.2" <[email protected]>
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Instead make use of constants to improve readability.
The first 32 bytes of the driver constant buffer are unknown... This
doesn't seem to be used in the codegen part, but if the texBindBase
offset is shifted from 0x20 to 0x00, this breaks the universe for
really weird reasons. This sounds like to be related to textures.
Anyway, name this NVC0_CB_AUX_UNK_INFO and add a todo should be
enough for now.
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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This avoids using magic numbers for the driver constbuf slot which
is always 15 except for compute shaders on gk104+ where the slot 0
is used.
For gk104+, some special compute-related values like the thread
index are uploaded to screen->parm which is currently bound on c0.
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
Acked-by: Pierre Moreau <[email protected]>
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Having two different variables for the driver constant buffer slot
is confusing and really useless.
Signed-off-by: Samuel Pitoiset <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
Acked-by: Pierre Moreau <[email protected]>
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In release build mode only, op may be used uninitialized because
the assertion has been removed.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Fix clang build error.
CXX codegen/nv50_ir_lowering_nvc0.lo
codegen/nv50_ir_lowering_nvc0.cpp:1783:42: error: invalid suffix 'd' on floating constant
Value *zero = bld.loadImm(NULL, 0.0d);
^
Fixes: c1e4a6bfbf01 ("nv50,nvc0: handle SQRT lowering inside the driver")
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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According to the OpenGL ES 3.2 spec's description of GenerateMipmap:
"An INVALID_OPERATION error is generated if the levelbase array was not
specified with an unsized internal format from table 8.3 or a sized
internal format that is both color-renderable and texture-filterable
according to table 8.10."
Similar text exists in the ES 3.0 specification as well.
Our existing rules are pretty close, but miss a few things. The
OpenGL specification actually doesn't have any text about internal
format checking - our existing code comes from a Khronos bug report.
The ES 3.x spec provides a clearer description.
Fixes dEQP-GLES3.functional.negative_api.texture.generatemipmap and
dEQP-GLES2.functional.negative_api.texture.generatemipmap_zero_level
_array_compressed.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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OpenGL ES 3.x contains a table of sized internal formats and their
required properties. In particular, each format is marked as
"Color Renderable" or "Texture Filterable".
This patch introduces two functions that can be used to query the
information from that table.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Wide points and lines are not supposed to be clipped by the viewport.
Rather, they should be rendered, and any fragments outside of the
viewport should be discarded.
The traditional use case for this behavior is rendering moving wide
point particles. When the center of the point approaches the viewport
edge, clipping would make it pop out of view early.
Fixes:
- dEQP-GLES2.functional.clipping.point.wide_point_clip
- dEQP-GLES3.functional.clipping.point.wide_point_clip
- dEQP-GLES3.functional.clipping.point.wide_point_clip_viewport_center
- dEQP-GLES3.functional.clipping.point.wide_point_clip_viewport_corner
- dEQP-GLES3.functional.clipping.line.wide_line_clip_viewport_center
- dEQP-GLES3.functional.clipping.line.wide_line_clip_viewport_corner
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94453
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94454
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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We're about to start allowing wide points/lines whose vertices are
outside the viewport past the clipper. This scissoring hack ensures
that any fragments generated are still restricted to the viewport.
It is not necessary on Gen8+ as those platforms already discard
fragments which are outside the viewport.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94453
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94454
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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We'll need to use scissoring to restrict fragments to the viewport
soon. It seems harmless to include it generally, so let's do that.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94453
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94454
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Similar to is_drawing_points().
v2: Account for isoline tessellation output topology.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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I need to use this in multiple source files.
v2: Rebase on TES output domain fix.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Thanks to James Legg for finding this!
From the ARB_tessellation_shader spec:
"The number of isolines generated is derived from the first outer
tessellation level; the number of segments in each isoline is
derived from the second outer tessellation level."
According to the PRM, "TF.LineDensity determines # lines" while
"TF.LineDetail determines # segments". Line Density is stored at
DWord 6, while Line Detail is at DWord 7. So, they're not reversed
like they are for triangles and quads.
Fixes Piglit's spec/arb_tessellation_shader/execution/isoline,
and about 24 dEQP isoline tests (with GL_EXT_tessellation_shader
hacked on - it's not normally enabled).
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94524
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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We weren't printing this for some reason.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Now that we implement tessellation shaders, the TES might be the last
stage enabled. If it's outputting points, then the primitive type
reaching the SF is points. We need to account for this.
Caught by Ilia Mirkin.
v2: Update dirty bit comment above caller (caught by Iago)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Signed-off-by: Pierre Moreau <[email protected]>
[ Samuel Pitoiset: Trivial rebase conflict ]
Reviewed-by: Samuel Pitoiset <[email protected]>
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Only 3d subop is currently emitted.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This makes use of the new state validation interface to be consistent
with 3d.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
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Reduce the amount of duplicated code by re-using
nv50_program_validate(). While we are at it, change the prototype to
return void. We don't check anymore if the translation fails but
improving the state validation is a long process.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
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This exposes an interface for state validation that will be also used
to rework the compute validation path.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Pierre Moreau <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
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Reformat code. Improve assertion.
Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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Reviewed-by: Charmaine Lee <[email protected]>
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