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This is just a copy-and-paste from brw_surface_formats.c. For the
supports_vertex_fetch function, we do a bit more work so that it properly
handles Bay Trail.
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This prevents array overflow when the block is actually an array of UBOs or
SSBOs. On some hardware such as i965, such overflows can cause GPU hangs.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we were using the size of the whole BO which may be
substantially larger than the actual index buffer size.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we were using the size of the BO which may be substantially
larger than the actual vertex buffer size.
Reviewed-by: Kenneth Graunke <[email protected]>
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For a long time, several of the 3-channel vertex formats didn't exist so we
faked them with 4-channel versions. Starting with Sandy Bridge, we can use
R16G16B16_FLOAT and 8 and 16-bit integer formats become available on
Haswell and Bay Trail.
Reviewed-by: Kenneth Graunke <[email protected]>
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Bay Trail and Haswell added a bunch of new vertex formats. There was also
the addition of 64-bit passthrough formats for BDW+.
Reviewed-by: Kenneth Graunke <[email protected]>
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The old code always divided rounded down and then subtracted 1. What we
wanted was to divide rounded up and then subtract 1 which is equivalent to
subtracting 1 and then dividing rounded down.
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we only handled the "I don't know what's going on" case for
things with InstanceDivisor == 0. However, in the DrawIndirect case we can
get num_instances == 0 and we don't know what's going on with the instanced
ones either. This commit makes the worst-case bound the default and then
conservatively tightens the bound.
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The previous code got the BO the first time we encountered it. However,
this can potentially lead to problems if the BO is used for multiple arrays
with the same buffer object because the range we declare as busy may not be
quite right. By delaying the call to intel_bufferobj_buffer, we can ensure
that we have the full range for the given buffer.
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The vbo layer passes an index_bounds_valid flag that we should be using
instead. This also fixes a bug when min_index == -1 and basevertex != 0
where we were actually comparing min_index + basevertex == -1 which was
false and we were getting the wrong buffer-sizing path.
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Right now, we're setting the range to [0, 0] which is obviously bogus.
Instead, we should set it to be invalid like we do for DrawIndirect.
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Right now, we're just setting the range to [0, MAX_UINT32] which, while
correct isn't helpful. With DrawIndirect, you can't really know what the
actual range is so we may as well flag it as being an invalid range. This
is what we do for draws with index buffer which is similar (the indices
aren't statically known) if a bit simpler.
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Noticed by Brian. Trivial.
Signed-off-by: Ilia Mirkin <[email protected]>
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Previously we would fail to find a match for the second half of a
dvec4 as 'i' would get incremented to 1 before we added the var to
the array at component 0.
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Dave Airlie <[email protected]>
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Now the lowering pass is fixed, reenable ARB_cull_distance.
Signed-off-by: Dave Airlie <[email protected]>
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Now the lowering pass is fixed we can reenable culling.
Signed-off-by: Dave Airlie <[email protected]>
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The last version of this broke clipping, and I had to spend
sometime getting this working properly.
I had to introduce a third pass to count the clip/cull totals,
all due to one messy corner case. We have a piglit test
tes-input-gl_ClipDistance.shader_test
that doesn't actually output the clip distances, it just passes
them like a varying from TCS->TES, the older lowering pass worked
but to lower clip/cull we need to know the total number of clip+culls
used to defined the new variable correctly, and to offset culls
properly.
This adds an extra pass that works out the sizes for clip/cull,
then lowers gl_ClipDistance then gl_CullDistance into the new
gl_ClipDistanceMESA.
The pass checks using the fixed array sizes code if they array
has been referenced, or is actually never used, and ignores
it in the latter case.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes a bug that breaks cull distances. The problem
is the max array accessors can't tell the difference between
an never accessed unsized array and an accessed at location 0
unsized array. This leads to converting an undeclared unused
gl_ClipDistance inside or outside gl_PerVertex to a size 1
array. However we need to the number of active clip distances
to work out the starting point for the cull distances, and
this offset by one when it's not being used isn't possible
to distinguish from the case were only the first element is
accessed. I tried to use ->used for this, but that doesn't
work when gl_ClipDistance is part of an interface block.
So this changes things so that max_array_access is an int
and initialised to -1. This also allows unsized arrays to
proceed further than that could before, but we really shouldn't
mind as they will get eliminated if nothing uses them later.
For initialised uniforms we no longer change their array
size at runtime, if these are unused they will get eliminated
eventually.
v2: use ralloc_array (Ilia)
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In agreement with the SNB PRM, alpha blending is a property that render
targets may or may not support.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This format does not support alpha blending, according to the SNB PRM.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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gcc6 warns about this.
Acked-by: Matt Turner <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes a warning with gcc -Wmisleading-indentation.
Acked-by: Matt Turner <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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When we have the geometry extensions, enable querying of the new param.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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OES_geometry_shader has wording to allow xfb when using Draw*Indirect
and DrawElements.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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When passing in GL_RGBA or other base formats, we will try to upgrade
the format to whatever the passed in type was. However not all drivers
(notably nv30) support 32F textures, and so this would lead to crashes
down the line. Only upgrade when the relevant extensions are available.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Otherwise we still have TGSI_OPCODE_CMP's info, which causes a number of
later logic to go wrong. This fixes
dEQP-GLES2.functional.shaders.functions.control_flow.return_in_if_vertex
on nv30.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The mode should stay the same as the original struct. In
particular, shared should not be changed to temporary.
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
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Technically, this was introduced with GL 4.4. However, I believe it
was intended to be retroactive. As far as I know, AMD has never
supported primitive restart with patches, while NVidia and Intel do.
This necessitated the need for a query which would allow applications
to figure out whether this was usable or not.
I decided to expose it everywhere ARB_tessellation_shader is exposed.
(It's also in both OES and EXT_tessellation_shader.)
Enable this for i965 and Gallium drivers which expose the capability.
v2: Fix a bug in the state_tracker code (caught by Ilia Mirkin).
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=10364
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Some hardware supports primitive restart on patch primitives, and other
hardware does not. Modern GL and ES include a query for this feature;
adding a capability bit will allow us to answer it.
As far as I know, AMD hardware does not support this feature, while
NVIDIA and Intel hardware does. However, most Gallium drivers do not
appear to support tessellation shaders yet. So, I've enabled it for
nvc0 and disabled it everywhere else.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This lets the rest of the backend know that the uniform pull constant
load opcodes don't respect channel enables -- Without this the
register allocator has no way to know that the return payload of a
pull constant load is not per-channel and spills of the destination
will be broken under non-uniform control flow.
Reviewed-by: Jason Ekstrand <[email protected]>
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This should be working fine now.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94997
Reviewed-by: Jason Ekstrand <[email protected]>
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Currently the spilling code attempts to guess the scratch message
block size from the dispatch width of the shader, which is plain wrong
for SIMD-lowered instructions (frequently but not exclusively
encountered in SIMD32 shaders) or for instructions with register
region data types of size other than 32 bit.
Instead try to use the SIMD component size of the instruction which in
some cases will allow the dataport to apply the correct channel mask
to the scratch data read or written. In the spill case the block size
needs to be clamped to the number of MRF registers reserved for
spilling. In the unspill case I didn't even bother because we
currently have no 100% accurate way to determine whether a source
region is per-channel or whether it contains things like headers that
don't respect channel boundaries -- That's fine, because the unspill
is marked force_writemask_all we can just use the largest allowable
scratch message size.
Reviewed-by: Jason Ekstrand <[email protected]>
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instruction.
This prevents the application of an incorrect channel mask by the
scratch write instruction for spilled variables that don't have an
exact one-to-one correspondence between channels of the variable and
32-bit components of the scratch write instruction.
Reviewed-by: Jason Ekstrand <[email protected]>
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This makes sure that unspills restore the exact contents of the
variable in scratch space into the GRF without applying channel
masking, which is incorrect under control flow for things like message
headers or vectors of heterogeneous types that don't properly respect
channel boundaries.
Reviewed-by: Jason Ekstrand <[email protected]>
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This makes emit_(un)spill even more stupid by removing the logic that
decides what execution size each scratch read or write send message
should have and instead relying on the caller to specify an
appropriate execution size via the builder argument. This makes sense
because the caller will need to act differently based on the scratch
message width (e.g. emit an additional unspill before the instruction
if the execution width and channel layout of the spill doesn't match
the instruction's).
Reviewed-by: Jason Ekstrand <[email protected]>
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This seems cleaner than exposing an implementation detail of
brw_fs_reg_allocate.cpp to the world, and will give the caller control
over the instruction execution flags (e.g. force_writemask_all) that
are applied to the scratch read and write instructions.
Reviewed-by: Jason Ekstrand <[email protected]>
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Until now the execution controls (e.g. channel group,
force_writemask_all, exec_size) of the instruction had been completely
ignored by spilling, even though that can lead to a mismatch between
the channel mask applied to the contents of the (un)spilled memory and
the GRF source or destination of the instruction. In some cases we'll
actually want the (un)spill messages to be marked force_writemask_all
regardless of whether the instruction has it set, but that will have
to be handled specially by the caller.
Reviewed-by: Jason Ekstrand <[email protected]>
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To avoid some some spurious warnings about comparison signedness in
the following commits.
Reviewed-by: Jason Ekstrand <[email protected]>
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And as we're at it fix the calculation to allocate a larger block of
registers for 32-wide dispatch.
Reviewed-by: Jason Ekstrand <[email protected]>
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According to the EGL specifications eglQueryString(EGL_CLIENT_APIS)
should return a string containing a combination of "OpenGL", "OpenGL_ES"
and "OpenVG", any other values would be considered invalid. Due to this
when the API string is constructed, the version of GLES should be
disregarded and "OpenGL_ES" should be attached once instead of
"OpenGL_ES2" and "OpenGL_ES3".
Fixes:
dEQP-EGL.functional.negative_api* and
dEQP-EGL.functional.query_context.simple.query_api
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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The variable-indexing tests always had a few random fails, which I
usually couldn't reproduce when running tests manually. Somehow
recently this got a lot worse. I ported a couple of the shaders to
GLES to see what blob does, and it also seems to be avoiding to cp
indirect srcs. So I guess indirect w/ instructions other than cat1
(mov) are not totally reliable. Let's just switch that off until
this is better understood.
Signed-off-by: Rob Clark <[email protected]>
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