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New SPIR-V capability for SPV_AMD_shader_image_load_store_lod.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This is a cleanup but also a fix for commit dd09f1d806b. In case of
i965 we did not actually create hash for cached shader programs.
Fixes: dd09f1d806b "mesa/st/i965: add a ProgramResourceHash for quicker resource lookup"
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This just adds support for getting the draw count from the
indirect buffer.
Reviewed-by: Roland Scheidegger <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3234>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3234>
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Reviewed-by: Roland Scheidegger <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3234>
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ARB_indirect_parameters needs drivers to deal with mutli_draw_indirect
themselves.
Reviewed-by: Roland Scheidegger <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3234>
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When decoding using VDPAU, the _MaxLevel value becomes -1 due to
NumLevels being equal to 0 at a certain point, and decoding fails
due to an assertion later on.
Signed-off-by: Thong Thai <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
Cc: 19.2 19.3 <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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probably harmless, because we don't need to track context rolls on gfx10
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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They are never used except for testing AMD_DEBUG=mono.
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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This might fix a hang on Navi14.
Cc: 19.2 19.3 <[email protected]>
Reviewed-by: Pierre-Eric Pelloux-Prayer <[email protected]>
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This decreases CPU overhead, because u_vbuf is completely bypassed
in those cases.
Acked-by: Alyssa Rosenzweig <[email protected]>
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These will be reused.
Acked-by: Alyssa Rosenzweig <[email protected]>
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Acked-by: Alyssa Rosenzweig <[email protected]>
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PIPE_CAP_MAX_VERTEX_BUFFERS already sets the maximum vertex_buffer_index.
There's no need to error on num_elements == 0 (if that can even happen).
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Fixes:
dEQP-GLES3.functional.instanced.*
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Fixes:
dEQP-GLES3.functional.draw.draw_arrays_instanced.*
dEQP-GLES3.functional.draw.draw_elements_instanced.*
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Update to etna_viv commit 46af5f1d.
Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Cc: <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Sometimes using user buffer (not VBO) e.g. glVertexPointer
one thread could free memory before other thread used it.
Instead of copying this memory to driver simplier thing is
to block until draw finish.
Reviewed-by: Jan Zielinski <[email protected]>
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There is no instruction field for the register file for src0 because
it's always GRF.
Reviewed-by: Kenneth Graunke <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3309>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3309>
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Buffer object and temporary texture were never freed, causing memory leaks.
Signed-off-by: Yevhenii Kolesnikov <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Only the blocks that are reachable are inserted with an end_nop
instruction at the end.
When handling the Phi second pass, if the Phi has a parent block that
does not have an end_nop then it means this block is unreachable, and
thus we can ignore it, as the Phi will never come through it.
Fixes dEQP-VK.graphicsfuzz.uninit-element-cast-in-loop.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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e5167a9276de1f383888714b41d3a9be2b9c1da9 disabled SDMA for gfx8.
This caused 3 piglit arb_sparse_buffer tests (basic, buffer-data
and commit) to crash on GFX8.
Reported-by: Michel Dänzer <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Fixes: e5167a9276d ("radeonsi: disable SDMA on gfx8 to fix corruption on RX 580")
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radv_fill_shader_info() already does that.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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From issue 10 of the OES_EGL_image_external_essl3:
A limited set of use-cases is enabled by making glBindImageTexture
accept external textures. Shaders can access such external textures
using the existing <image2D> sampler type.
Fixes: 02a6d901eee ("mesa: add OES_EGL_image_external_essl3 support")
Signed-off-by: Yevhenii Kolesnikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Our barrier instruction does not implicitly do a memory fence but the
GLSL barrier() intrinsic is supposed to. The easiest back-portable
solution is to just add the NIR barriers. We'll sort this out more
properly in later commits.
Cc: [email protected]
Closes: #2138
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Fixes a hang on Raven with Resident Evil 2.
I did not find anything more restricted to fix it:
- Setting persistent_states_per_bin to 1 fixes it too,
but likely does an internal break on any descriptor set changes
too.
- Only breaking the batch when cb_target_mask changes does not fix
it (and looking at AMDVLK comments, I suspect the code in radeonsi
should really be doing a FLUSH_DFSM).
- Always doing a FLUSH_DFSM on shader switch helps, but that is more
often than this and I don't think we should be doing that when DFSM
is disabled.
- Also emitting the existing break on framebuffer change when DFSM is
disabled does not fix the issue.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2315
CC: <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Many resource APIs require searching by name, add a hash table to make
this faster. Currently we traverse the whole resource list for name
based queries, this change makes all these cases use the hash.
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2203
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3254>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3254>
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They're not available for Debian buster yet, so we have to use upstream
snapshot packages again.
In contrast to earlier, we now store the LLVM APT repository key in Git
instead of re-downloading it every time.
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We need to mindful that we don't clobber the shadow comparator.
Fixes dEQP-GLES3.functional.shaders.texture_functions.texture.sampler2darrayshadow_*
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Required for proper txf of 2D arrays.
Fixes dEQP-GLES3.functional.shaders.texture_functions.texelfetch.*2darray*
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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The hardware separates face selection and array indexing, it looks like,
whereas Gallium smushes them together with some modulus fun. Let's fix
it so mipmapped 2D arrays work without regressing cubemaps.
Fixes dEQP-GLES3.functional.texture.filtering.2d_array.* among others.
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Fixes dEQP-GLES3.functional.ubo.multi_basic_types.single_buffer.* among
others
Signed-off-by: Alyssa Rosenzweig <[email protected]>
Reviewed-by: Tomeu Vizoso <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
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This is adapted from the GLSL IR code but doesn't need to
iterate over the IR. I believe this also fixes a potential bug in
the GLSL IR code which potentially counts the same output twice.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
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This will be used to disable some GLSL IR passes in following
patches.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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This is required for the following commit.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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This will allow us to do some linking in NIR that was previously
done by the GLSL IR linker. To start with this just has calls for
linking atomics.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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This is pretty much a copy of link_check_atomic_counter_resources()
updated to work with the NIR linker.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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A NIR based glsl linking function will be too different to the
spirv version to bother attempting any sharing. So lets change
the name to be explicit.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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The gl_nir_lower_buffers pass relies on recognizing the same literal
constants as the GLSL compiler so that constant buffer array indices
are constant in nir as well. Without this, get_block_array_index()
would see
vec1 32 ssa_723 = deref_var &const_temp@1 (function_temp int)
vec1 32 ssa_724 = load_const (0x00000001 /* 0.000000 */)
...
vec1 32 ssa_5 = deref_var &const_temp@1 (function_temp int)
vec1 32 ssa_6 = intrinsic load_deref (ssa_5) (0) /* access=0 */
vec1 32 ssa_7 = deref_var &blockB (ssbo BlockB[1])
vec1 32 ssa_8 = deref_array &(*ssa_7)[ssa_6] (ssbo BlockB) /* &blockB[ssa_6] */
instead of a literal 1, and ultimately generate the block name
BlockB[0]. That used to work, since we before the previous commits
we'd compact the block binding points and names. Thus, there would
always be a BlockB[0].
Now, if an entry in a block array isn't used, we don't generate that
block name, which means that if entry 0 isn't used BlockB[0] isn't
present and then get_block_array_index() fails to find the block.
In most cases we would have dealt with this in the call to
st_nir_opts() in st_nir_link_shaders(), but in the num_shaders == 1
case (for example, compute) we would call gl_nir_lower_buffers()
before we lowered GLSL constants. Move that corner case up next to
where we call st_nir_link_shaders() so we call st_nir_opts() at the
same point in the flow for all shaders.
Fixes: dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.18
Signed-off-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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When SSBO array is used with packed layout, both IR tree
and as a result, NIR tree will be incorrect.
In fact, the SSBO dereference indices won't
match the array size in some cases like the following:
"layout(packed, binding=1) buffer SSBO { vec4 a; } ssbo[3];
out vec4 color;
void main() {
color = ssbo[2].a;
}"
After linking the IR and then NIR will have an SSBO array
definition with size 1 but dereference still will have index 2
and linked_shader->Program->sh.ShaderStorageBlocks
will contain just SSBO with name "SSBO[2]"
So this line should be removed at least as a workaround for now
to avoid error like:
Failed to find the block by name "SSBO[0]"
Fixes: 810dde2a "glsl/nir: Add a pass to lower UBO and SSBO access"
Signed-off-by: Andrii Simiklit <[email protected]>
Reviewed-by: Kristian H. Kristensen <[email protected]>
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